How do people decide whether one event caused another? While previous research has focused on visual and auditory cues in causal perception, the role of touch remains underexplored. Here, we investigate how haptic feedback contributes to causal judgments across three psychophysical experiments. In Experiment 1, we introduced force-based haptic feedback to a visual launching paradigm and found that haptic information increased causal judgments compared to visual feedback alone. Experiment 2 combined vision, audio, force-based haptics, and vibrotactile haptics, revealing that additional sensory cues increase causal judgments with diminishing returns—the largest benefit comes from adding a second modality. In Experiment 3, we examined how both the number and physical realism of multisensory cues affect causal perception, finding that both factors boosted causal judgments. We present a Bayesian multimodal inference model that captures human judgments by integrating visual, auditory, and haptic information based on their relative timing, uncertainty, and realism. Taken together, these experiments show that haptic information contributes to causal judgments by shaping the multisensory evidence observers use when deciding whether one event physically caused another, including how realistic and physically coherent the event appears. More broadly, we find that temporal alignment and cross-modal coherence are key constraints for how multisensory evidence shapes causal judgments, with implications for virtual reality, robotics, and human-computer interaction systems.
Planning for sequential robotics tasks often requires integrated symbolic and geometric reasoning. TAMP algorithms typically solve these problems by performing a tree search over high-level task sequences while checking for kinematic and dynamic feasibility. This can be inefficient because, typically, candidate task plans resulting from the tree search ignore geometric information. This often leads to motion planning failures that require expensive backtracking steps to find alternative task plans. We propose a novel approach to TAMP called Stein Task and Motion Planning (STAMP) that relaxes the hybrid optimization problem into a continuous domain. This allows us to leverage gradients from differentiable physics simulation to fully optimize discrete and continuous plan parameters for TAMP. In particular, we solve the optimization problem using a gradient-based variational inference algorithm called Stein Variational Gradient Descent. This allows us to find a distribution of solutions within a single optimization run. Furthermore, we use an off-the-shelf differentiable physics simulator that is parallelized on the GPU to run parallelized inference over diverse plan parameters. We demonstrate our method on a variety of problems and show that it can find multiple diverse plans in a single optimization run while also being significantly faster than existing approaches.
Imagine pouring a box of granola into a bowl. Are you considering hundreds of individual chunks or the motion of the group as a whole? Human perceptual limits suggest we cannot be representing the individuals, implying we simulate ensembles of objects. If true, we would need to represent group physical properties beyond individual aggregates, similar to perceiving ensemble properties like color, size, or facial expression. Here we investigate whether people do hold ensemble representations of mass, using tasks in which participants watch a video of a single marble or set of marbles falling onto an elastic cloth and judge the individual or average mass. We find first that people better judge average masses than individual masses, then find evidence that the better ensemble judgments are not just due to aggregating information from individual marbles. Together, this supports the concept of ensemble perception in intuitive physics, extending our understanding of how people represent and simulate sets of objects.
Starting in early infancy, our perception and predictions are rooted in strong expectations about the behavior of everyday objects. These intuitive physics expectations have been demonstrated in numerous behavioral experiments, showing that even pre-verbal infants are surprised when something impossible happens (e.g., when objects magically appear or disappear). However, it remains unclear whether and how physical expectations shape different aspects of moment-by-moment online visual scene processing, unrelated to explicit physical reasoning. In two EEG experiments, people watched short videos like those used in behavioral studies with adults and infants, and more recently in AI benchmarks. Objects moved on a stage, and were briefly hidden behind an occluder, with the scene either unfolding as expected, or violating object permanence (adding or removing an object). We measured the contralateral delay activity, an electrophysiological marker of online processing, to examine participants' working memory (WM) representations, as well as their ability to continuously track the objects in the scene. We found that both types of object permanence violation disrupted tracking, even though violations involved perceptually non-salient events (magical vanishing) or new objects that weren't previously tracked (magical creation). Physical violations caused WM to reset, i.e., to discard the original scene representation before it could recover and represent the updated number of items. Providing a physical explanation for the violations (a hole behind the occluder) restored object tracking, and we found evidence that WM continued to represent items that disappeared 'down the hole'. Our results show how intuitive physical expectations shape online representations, and form the basis of dynamic object tracking.
The ability to understand physical dynamics is critical for agents to act in the world. Here, we use Counterfactual World Modeling (CWM) to extract vision structures for dynamics understanding. CWM uses a temporally-factored masking policy for masked prediction of video data without annotations. This policy enables highly effective “counterfactual prompting” of the predictor, allowing a spectrum of visual structures to be extracted from a single pre-trained predictor without finetuning on annotated datasets. We demonstrate that these structures are useful for physical dynamics understanding, allowing CWM to achieve the state-of-the-art performance on the Physion benchmark. Code is available at https://neuroailab.github.io/cwm-physics/ .
Recent years have seen a significant progress in the general-purpose problem solving abilities of large vision and language models (LVLMs), such as ChatGPT, Gemini, etc.; some of these breakthroughs even seem to enable AI models to outperform human abilities in varied tasks that demand higher-order cognitive skills. Are the current large AI models indeed capable of generalized problem solving as humans do? A systematic analysis of AI capabilities for joint vision and text reasoning, however, is missing in the current scientific literature. In this paper, we make an effort towards filling this gap, by evaluating state-of-the-art LVLMs on their mathematical and algorithmic reasoning abilities using visuo-linguistic problems from children's Olympiads. Specifically, we consider problems from the Mathematical Kangaroo (MK) Olympiad, which is a popular international competition targeted at children from grades 1-12, that tests children's deeper mathematical abilities using puzzles that are appropriately gauged to their age and skills. Using the puzzles from MK, we created a dataset, dubbed SMART-840, consisting of 840 problems from years 2020-2024. With our dataset, we analyze LVLMs power on mathematical reasoning; their responses on our puzzles offer a direct way to compare against that of children. Our results show that modern LVLMs do demonstrate increasingly powerful reasoning skills in solving problems for higher grades, but lack the foundations to correctly answer problems designed for younger children. Further analysis shows that there is no significant correlation between the reasoning capabilities of AI models and that of young children, and their capabilities appear to be based on a different type of reasoning than the cumulative knowledge that underlies children's mathematics and logic skills.
Introduction Recent times have witnessed an increasing number of applications of deep neural networks towards solving tasks that require superior cognitive abilities, e.g., playing Go, generating art, ChatGPT, etc. Such a dramatic progress raises the question: how generalizable are neural networks in solving problems that demand broad skills? To answer this question, we propose SMART: a Simple Multimodal Algorithmic Reasoning Task (and the associated SMART-101 dataset) for evaluating the abstraction, deduction, and generalization abilities of neural networks in solving visuo-linguistic puzzles designed specifically for children of younger age (6--8). Our dataset consists of 101 unique puzzles; each puzzle comprises a picture and a question, and their solution needs a mix of several elementary skills, including pattern recognition, algebra, and spatial reasoning, among others. To train deep neural networks, we programmatically augment each puzzle to 2,000 new instances; each instance varied in appearance, associated natural language question, and its solution. To foster research and make progress in the quest for artificial general intelligence, we are publicly releasing our SMART-101 dataset, consisting of the full set of programmatically-generated instances of 101 puzzles and their solutions. The dataset was introduced in our paper Are Deep Neural Networks SMARTer than Second Graders? by Anoop Cherian, Kuan-Chuan Peng, Suhas Lohit, Kevin A. Smith, and Joshua B. Tenenbaum, CVPR 2023 Files in the unzipped folder: ./README.md: This Markdown file ./SMART101-Data: Folder containing all the puzzle data. See below for details. ./puzzle_type_info.csv: Puzzle categorization (into 8 skill classes). Dataset Organization The dataset consists of `101` folders (numbered from 1-101); each folder corresponds to one distinct puzzle (root puzzle). There are 2000 puzzle instances programmatically created for each root puzzle, numbered from 1-2000. Every root puzzle index (in [1,101]) folder contains: (i) `img/` and (ii) `puzzle_.csv`. The folder `img/` is the location where the puzzle instance images are stored, and `puzzle_.csv` the non-image part of a puzzle. Specifically, a row of `puzzle_.csv` is the following tuple: ``, where `id` is the puzzle instance id (in [1,2000]), `Question` is the puzzle question associated with the instance, `image` is the name of the image (in `img/` folder) corresponding to this instance `id`, `A, B, C, D, E` are the five answer candidates, and `Answer` is the answer to the question. At a Glance The size of the unzipped dataset is ~12GB. The dataset consists of `101` folders (numbered from 1-101); each folder corresponds to one distinct puzzle (root puzzle). There are 2000 puzzle instances programmatically created for each root puzzle, numbered from 1-2000. Every root puzzle index (in [1,101]) folder contains: (i) `img/` and (ii) `puzzle_.csv`. The folder `img/` is the location where the puzzle instance images are stored, and `puzzle_.csv` contains the non-image part of a puzzle. Specifically, a row of `puzzle_.csv` is the following tuple: ``, where `id` is the puzzle instance id (in [1,2000]), `Question` is the puzzle question associated with the instance, `image` is the name of the image (in `img/` folder) corresponding to this instance `id`, `A, B, C, D, E` are the five answer candidates, and `Answer` is the correct answer to the question. Other Details In our paper Are Deep Neural Networks SMARTer than Second Graders?, we provide four different dataset splits for evaluation: (i) Instance Split (IS), (ii) Answer Split (AS), (iii) Puzzle Split (PS), and (iv) Few-shot Split (FS). Below, we provide the details of each split to make fair comparisons to the results reported in our paper. Puzzle Split (PS) We use the following root puzzle ids as the `Train` and `Test` sets. Split Root Puzzle Id Sets `Test` { 94,95, 96, 97, 98, 99, 101, 61,62, 65, 66,67, 69, 70, 71,72,73,74,75,76,77} `Train` {1,2,...,101} \ Test Evaluation is done on all the `Test` puzzles and their accuracies averaged. For the 'Test' puzzles, we use the instance indices 1701-2000 in the evaluation. Few-shot Split (FS) We randomly select `k` number of instances from the `Test` sets (that are used in the PS split above) for training in FS split (e.g., `k=100`). These `k` few-shot samples are taken from instance indices 1-1600 of the respective puzzles and evaluation is conducted on all instance ids from 1701-2000. Instance Split (IS) We split the instances under every root puzzle as: Train = 1-1600, Val = 1601-1700, Test = 1701-2000. We train the neural network models using the `Train` split puzzle instances from all the root puzzles together and evaluate on the `Test` split of all puzzles. Answer Split (AS) We find the median answer value among all the 2000 instances for every root puzzle and only use this set of the respective instances (with the median answer value) as the `Test` set for evaluation (this set is excluded from the training of the neural networks). Puzzle Categorization Please see puzzle_type_info.csv for details on the categorization of the puzzles into eight classes, namely (i) counting, (ii) logic, (iii) measure, (iv) spatial, (v) arithmetic, (vi) algebra, (vii) pattern finding, and (viii) path tracing. Other Resources PyTorch code for using the dataset to train deep neural networks is available here. Contact Anoop Cherian (cherian@merl.com), Kuan-Chuan Peng (kpeng@merl.com), or Suhas Lohit (slohit@merl.com) Citation If you use the SMART-101 dataset in your research, please cite our paper: @article{cherian2022deep, title={Are Deep Neural Networks SMARTer than Second Graders?}, author={Cherian, Anoop and Peng, Kuan-Chuan and Lohit, Suhas and Smith, Kevin and Tenenbaum, Joshua B}, journal={arXiv preprint arXiv:2212.09993}, year={2022} } Copyright and Licenses The SMART-101 dataset is released under `CC-BY-SA-4.0`. Created by Mitsubishi Electric Research Laboratories (MERL), 2022-2023 SPDX-License-Identifier: CC-BY-SA-4.0
'Embodied cognition' suggests that our bodily experiences broadly shape our cognitive capabilities. We study how embodied experience affects the abstract physical problem-solving styles people use in a virtual task where embodiment does not affect action capabilities. We compare how groups with different embodied experience - 25 children and 35 adults with congenital limb differences versus 45 children and 40 adults born with two hands - perform this task, and find that while there is no difference in overall competence, the groups use different cognitive styles to find solutions. People born with limb differences think more before acting but take fewer attempts to reach solutions. Conversely, development affects the particular actions children use, as well as their persistence with their current strategy. Our findings suggest that while development alters action choices and persistence, differences in embodied experience drive changes in the acquisition of cognitive styles for balancing acting with thinking.
The ability to predict, reason about, and act in the physical world is crucial for human survival, but the cognitive systems that underlie these capabilities have been the subject of intense debate. Some theories posit that reasoning about physical events is based on dynamic mental models that approximately simulate underlying physical mechanisms (e.g., the forces incident on objects that cause them to move); others argue for simpler heuristics that predict key physical outcomes (e.g.,“objects fall straight down when dropped”). We argue that general physical reasoning requires both simulation and rules, and propose a modeling framework for understanding the interactions and trade-offs between these cognitive systems as resource-rational computations to efficiently solve problems. We study these trade-offs using predictions about stability: judging whether a balance beam will fall, and if so how. While prior research suggests that people often use rules when solving balance beam tasks, these tasks are similar to others that have been found to rely on mental simulation. Across five experiments, participants’ predictions cannot be explained with simulation or rules alone, but we find evidence that individuals rely on both capacities. The mixture of strategies that people use to solve these stability problems is consistent with a resource-rational trade-off that accounts for the costs and benefits of using those strategies. Finally, we find that participants can rationally adapt this mixture of strategies to perform more efficiently given the distribution of task instances they encounter, demonstrating the flexible and online nature of the computational trade-offs in intuitive physics.
The world is filled with articulated objects that are difficult to determine how to use from vision alone, e.g., a door might open inwards or outwards. Humans handle these objects with strategic trial-and-error: first pushing a door then pulling if that doesn't work. We enable these capabilities in autonomous agents by proposing “Hypothesize, Simulate, Act, Update, and Repeat” (H-SAUR), a probabilistic generative framework that simultaneously generates a distribution of hypotheses about how objects articulate given input observations, captures certainty over hypotheses over time, and infer plausible actions for exploration and goal-conditioned manipulation. We compare our model with existing work in manipulating objects after a handful of exploration actions, on the PartNet-Mobility dataset. We further propose a novel PuzzleBoxes benchmark that contains locked boxes that require multiple steps to solve. We show that the proposed model significantly outperforms the current state-of-the-art articulated object manipulation framework, despite using zero training data. We further improve the test-time efficiency of H-SAUR by integrating a learned prior from learning-based vision models.
People have strong expectations about the basic behavior of everyday objects (e.g., that they shouldn’t suddenly disappear), which guide our perception, actions, and predictions. Core physical knowledge is so basic it is present in very early infancy and in non-human animals, as demonstrated in numerous behavioral experiments relying on surprise in the face of physically-impossible events. Yet, the online dynamics of processing physically-impossible events, leading to surprise and following it, remain hidden. To uncover them, we leveraged neural markers of online processing, by embedding short videos of physically-possible or physically-impossible scenes in a visual working memory task. In two EEG experiments, we measured the contralateral delay activity (CDA) as the scene unfolded, to examine whether violations of physical-expectations (a) disrupt the ability to smoothly track objects in the scene, and (b) later modify the scene’s interpretation. Our stimuli were modeled after those used in behavioral studies with adults and infants, and more recently AI benchmarks. In Experiment 1, objects crossed a stage, moving behind an occluder which briefly hid them. The animations either proceeded as expected, or included violations of object-permanence, in which an object disappeared or appeared. We found that the violations disrupted object tracking, causing working memory to reset before it could represent the new and correct number of objects in the scene. In Experiment 2, the stimuli were minimally changed to include a hole behind the occluder, meaning that appearance and disappearance could be explained away. Despite perceptual input during the critical period being identical to Experiment 1, the changes in high-level expectations translated to uninterrupted object tracking in Experiment 2, and even allowed participants to continue representing the object that disappeared ‘down the hole’. Our results suggest that intuitive physics expectations shape online representations, and are critical for the ability to track objects in dynamic scenes.
From building towers to picking an orange from a stack of fruit, assessing support is critical for successfully interacting with the physical world. But how do people determine whether one object supports another? In this paper, we develop the Counterfactual Simulation Model (CSM) of causal judgments about physical support. The CSM predicts that people judge physical support by mentally simulating what would happen to a scene if the object of interest were removed. Three experiments test the model by asking one group of participants to judge what would happen to a tower if one of the blocks were removed, and another group of participants how responsible that block was for the tower's stability. The CSM accurately captures participants' predictions by running noisy simulations that incorporate different sources of uncertainty. Participants' responsibility judgments are closely related to counterfactual predictions: a block is more responsible when many other blocks would fall if it were removed. By construing physical support as preventing from falling, the CSM provides a unified account of how causal judgments in dynamic and static physical scenes arise from the process of counterfactual simulation.
People make fast and reasonable predictions about the physical behavior of everyday objects. To do so, people may be using principled approximations, similar to models developed by engineers for the purposes of real-time physical simulations. We hypothesize that people use simplified object approximations for tracking and action (the "body" representation), as opposed to fine-grained forms for recognition (the "shape" representation). We used three classic psychophysical tasks (causality perception, collision detection, and change detection) in novel settings that dissociate body and shape. People's behavior across tasks indicates that they rely on approximate bodies for physical reasoning, and that this approximation lies between convex hulls and fine-grained shapes.