Ryuki Tachibana

LG
19papers
2,651citations
Novelty45%
AI Score28

19 Papers

SYAug 21, 2018Code
Reinforcement Learning Testbed for Power-Consumption Optimization

Takao Moriyama, Giovanni De Magistris, Michiaki Tatsubori et al.

Common approaches to control a data-center cooling system rely on approximated system/environment models that are built upon the knowledge of mechanical cooling and electrical and thermal management. These models are difficult to design and often lead to suboptimal or unstable performance. In this paper, we show how deep reinforcement learning techniques can be used to control the cooling system of a simulated data center. In contrast to common control algorithms, those based on reinforcement learning techniques can optimize a system's performance automatically without the need of explicit model knowledge. Instead, only a reward signal needs to be designed. We evaluated the proposed algorithm on the open source simulation platform EnergyPlus. The experimental results indicate that we can achieve 22% improvement compared to a model-based control algorithm built into the EnergyPlus. To encourage the reproduction of our work as well as future research, we have also publicly released an open-source EnergyPlus wrapper interface directly compatible with existing reinforcement learning frameworks.

ROJun 3, 2018Code
MaestROB: A Robotics Framework for Integrated Orchestration of Low-Level Control and High-Level Reasoning

Asim Munawar, Giovanni De Magistris, Tu-Hoa Pham et al.

This paper describes a framework called MaestROB. It is designed to make the robots perform complex tasks with high precision by simple high-level instructions given by natural language or demonstration. To realize this, it handles a hierarchical structure by using the knowledge stored in the forms of ontology and rules for bridging among different levels of instructions. Accordingly, the framework has multiple layers of processing components; perception and actuation control at the low level, symbolic planner and Watson APIs for cognitive capabilities and semantic understanding, and orchestration of these components by a new open source robot middleware called Project Intu at its core. We show how this framework can be used in a complex scenario where multiple actors (human, a communication robot, and an industrial robot) collaborate to perform a common industrial task. Human teaches an assembly task to Pepper (a humanoid robot from SoftBank Robotics) using natural language conversation and demonstration. Our framework helps Pepper perceive the human demonstration and generate a sequence of actions for UR5 (collaborative robot arm from Universal Robots), which ultimately performs the assembly (e.g. insertion) task.

ASDec 10, 2020
Data-Efficient Framework for Real-world Multiple Sound Source 2D Localization

Guillaume Le Moing, Phongtharin Vinayavekhin, Don Joven Agravante et al.

Deep neural networks have recently led to promising results for the task of multiple sound source localization. Yet, they require a lot of training data to cover a variety of acoustic conditions and microphone array layouts. One can leverage acoustic simulators to inexpensively generate labeled training data. However, models trained on synthetic data tend to perform poorly with real-world recordings due to the domain mismatch. Moreover, learning for different microphone array layouts makes the task more complicated due to the infinite number of possible layouts. We propose to use adversarial learning methods to close the gap between synthetic and real domains. Our novel ensemble-discrimination method significantly improves the localization performance without requiring any label from the real data. Furthermore, we propose a novel explicit transformation layer to be embedded in the localization architecture. It enables the model to be trained with data from specific microphone array layouts while generalizing well to unseen layouts during inference.

ASDec 10, 2020
Ensemble of Discriminators for Domain Adaptation in Multiple Sound Source 2D Localization

Guillaume Le Moing, Don Joven Agravante, Tadanobu Inoue et al.

This paper introduces an ensemble of discriminators that improves the accuracy of a domain adaptation technique for the localization of multiple sound sources. Recently, deep neural networks have led to promising results for this task, yet they require a large amount of labeled data for training. Recording and labeling such datasets is very costly, especially because data needs to be diverse enough to cover different acoustic conditions. In this paper, we leverage acoustic simulators to inexpensively generate labeled training samples. However, models trained on synthetic data tend to perform poorly with real-world recordings due to the domain mismatch. For this, we explore two domain adaptation methods using adversarial learning for sound source localization which use labeled synthetic data and unlabeled real data. We propose a novel ensemble approach that combines discriminators applied at different feature levels of the localization model. Experiments show that our ensemble discrimination method significantly improves the localization performance without requiring any label from the real data.

ASDec 10, 2020
Learning Multiple Sound Source 2D Localization

Guillaume Le Moing, Phongtharin Vinayavekhin, Tadanobu Inoue et al.

In this paper, we propose novel deep learning based algorithms for multiple sound source localization. Specifically, we aim to find the 2D Cartesian coordinates of multiple sound sources in an enclosed environment by using multiple microphone arrays. To this end, we use an encoding-decoding architecture and propose two improvements on it to accomplish the task. In addition, we also propose two novel localization representations which increase the accuracy. Lastly, new metrics are developed relying on resolution-based multiple source association which enables us to evaluate and compare different localization approaches. We tested our method on both synthetic and real world data. The results show that our method improves upon the previous baseline approach for this problem.

CLOct 9, 2020
Q-learning with Language Model for Edit-based Unsupervised Summarization

Ryosuke Kohita, Akifumi Wachi, Yang Zhao et al.

Unsupervised methods are promising for abstractive text summarization in that the parallel corpora is not required. However, their performance is still far from being satisfied, therefore research on promising solutions is on-going. In this paper, we propose a new approach based on Q-learning with an edit-based summarization. The method combines two key modules to form an Editorial Agent and Language Model converter (EALM). The agent predicts edit actions (e.t., delete, keep, and replace), and then the LM converter deterministically generates a summary on the basis of the action signals. Q-learning is leveraged to train the agent to produce proper edit actions. Experimental results show that EALM delivered competitive performance compared with the previous encoder-decoder-based methods, even with truly zero paired data (i.e., no validation set). Defining the task as Q-learning enables us not only to develop a competitive method but also to make the latest techniques in reinforcement learning available for unsupervised summarization. We also conduct qualitative analysis, providing insights into future study on unsupervised summarizers.

LGSep 24, 2020
Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games

Subhajit Chaudhury, Daiki Kimura, Kartik Talamadupula et al.

We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.

CVFeb 19, 2020
Unsupervised Temporal Feature Aggregation for Event Detection in Unstructured Sports Videos

Subhajit Chaudhury, Daiki Kimura, Phongtharin Vinayavekhin et al.

Image-based sports analytics enable automatic retrieval of key events in a game to speed up the analytics process for human experts. However, most existing methods focus on structured television broadcast video datasets with a straight and fixed camera having minimum variability in the capturing pose. In this paper, we study the case of event detection in sports videos for unstructured environments with arbitrary camera angles. The transition from structured to unstructured video analysis produces multiple challenges that we address in our paper. Specifically, we identify and solve two major problems: unsupervised identification of players in an unstructured setting and generalization of the trained models to pose variations due to arbitrary shooting angles. For the first problem, we propose a temporal feature aggregation algorithm using person re-identification features to obtain high player retrieval precision by boosting a weak heuristic scoring method. Additionally, we propose a data augmentation technique, based on multi-modal image translation model, to reduce bias in the appearance of training samples. Experimental evaluations show that our proposed method improves precision for player retrieval from 0.78 to 0.86 for obliquely angled videos. Additionally, we obtain an improvement in F1 score for rally detection in table tennis videos from 0.79 in case of global frame-level features to 0.89 using our proposed player-level features. Please see the supplementary video submission at https://ibm.biz/BdzeZA.

CVMar 23, 2019
Spatially-weighted Anomaly Detection with Regression Model

Daiki Kimura, Minori Narita, Asim Munawar et al.

Visual anomaly detection is common in several applications including medical screening and production quality check. Although a definition of the anomaly is an unknown trend in data, in many cases some hints or samples of the anomaly class can be given in advance. Conventional methods cannot use the available anomaly data, and also do not have a robustness of noise. In this paper, we propose a novel spatially-weighted reconstruction-loss-based anomaly detection with a likelihood value from a regression model trained by all known data. The spatial weights are calculated by a region of interest generated from employing visualization of the regression model. We introduce some ways to combine with various strategies to propose a state-of-the-art method. Comparing with other methods on three different datasets, we empirically verify the proposed method performs better than the others.

CVOct 5, 2018
Spatially-weighted Anomaly Detection

Minori Narita, Daiki Kimura, Ryuki Tachibana

Many types of anomaly detection methods have been proposed recently, and applied to a wide variety of fields including medical screening and production quality checking. Some methods have utilized images, and, in some cases, a part of the anomaly images is known beforehand. However, this kind of information is dismissed by previous methods, because the methods can only utilize a normal pattern. Moreover, the previous methods suffer a decrease in accuracy due to negative effects from surrounding noises. In this study, we propose a spatially-weighted anomaly detection method (SPADE) that utilizes all of the known patterns and lessens the vulnerability to ambient noises by applying Grad-CAM, which is the visualization method of a CNN. We evaluated our method quantitatively using two datasets, the MNIST dataset with noise and a dataset based on a brief screening test for dementia.

LGOct 2, 2018
Injective State-Image Mapping facilitates Visual Adversarial Imitation Learning

Subhajit Chaudhury, Daiki Kimura, Asim Munawar et al.

The growing use of virtual autonomous agents in applications like games and entertainment demands better control policies for natural-looking movements and actions. Unlike the conventional approach of hard-coding motion routines, we propose a deep learning method for obtaining control policies by directly mimicking raw video demonstrations. Previous methods in this domain rely on extracting low-dimensional features from expert videos followed by a separate hand-crafted reward estimation step. We propose an imitation learning framework that reduces the dependence on hand-engineered reward functions by jointly learning the feature extraction and reward estimation steps using Generative Adversarial Networks (GANs). Our main contribution in this paper is to show that under injective mapping between low-level joint state (angles and velocities) trajectories and corresponding raw video stream, performing adversarial imitation learning on video demonstrations is equivalent to learning from the state trajectories. Experimental results show that the proposed adversarial learning method from raw videos produces a similar performance to state-of-the-art imitation learning techniques while frequently outperforming existing hand-crafted video imitation methods. Furthermore, we show that our method can learn action policies by imitating video demonstrations on YouTube with similar performance to learned agents from true reward signals. Please see the supplementary video submission at https://ibm.biz/BdzzNA.

LGSep 21, 2018
Constrained Exploration and Recovery from Experience Shaping

Tu-Hoa Pham, Giovanni De Magistris, Don Joven Agravante et al.

We consider the problem of reinforcement learning under safety requirements, in which an agent is trained to complete a given task, typically formalized as the maximization of a reward signal over time, while concurrently avoiding undesirable actions or states, associated to lower rewards, or penalties. The construction and balancing of different reward components can be difficult in the presence of multiple objectives, yet is crucial for producing a satisfying policy. For example, in reaching a target while avoiding obstacles, low collision penalties can lead to reckless movements while high penalties can discourage exploration. To circumvent this limitation, we examine the effect of past actions in terms of safety to estimate which are acceptable or should be avoided in the future. We then actively reshape the action space of the agent during reinforcement learning, so that reward-driven exploration is constrained within safety limits. We propose an algorithm enabling the learning of such safety constraints in parallel with reinforcement learning and demonstrate its effectiveness in terms of both task completion and training time.

ROAug 7, 2018
Deep Learning with Predictive Control for Human Motion Tracking

Don Joven Agravante, Giovanni De Magistris, Asim Munawar et al.

We propose to combine model predictive control with deep learning for the task of accurate human motion tracking with a robot. We design the MPC to allow switching between the learned and a conservative prediction. We also explored online learning with a DyBM model. We applied this method to human handwriting motion tracking with a UR-5 robot. The results show that the framework significantly improves tracking performance.

ROJul 18, 2018
Experimental Force-Torque Dataset for Robot Learning of Multi-Shape Insertion

Giovanni De Magistris, Asim Munawar, Tu-Hoa Pham et al.

The accurate modeling of real-world systems and physical interactions is a common challenge towards the resolution of robotics tasks. Machine learning approaches have demonstrated significant results in the modeling of complex systems (e.g., articulated robot structures, cable stretch, fluid dynamics), or to learn robotics tasks (e.g., grasping, reaching) from raw sensor measurements without explicit programming, using reinforcement learning. However, a common bottleneck in machine learning techniques resides in the availability of suitable data. While many vision-based datasets have been released in the recent years, ones involving physical interactions, of particular interest for the robotic community, have been scarcer. In this paper, we present a public dataset on peg-in-hole insertion tasks containing force-torque and pose information for multiple variations of convex-shaped pegs. We demonstrate how this dataset can be used to train a robot to insert polyhedral pegs into holes using only 6-axis force/torque sensor measurements as inputs, as well as other tasks involving contact such as shape recognition.

CVJun 22, 2018
Focusing on What is Relevant: Time-Series Learning and Understanding using Attention

Phongtharin Vinayavekhin, Subhajit Chaudhury, Asim Munawar et al.

This paper is a contribution towards interpretability of the deep learning models in different applications of time-series. We propose a temporal attention layer that is capable of selecting the relevant information to perform various tasks, including data completion, key-frame detection and classification. The method uses the whole input sequence to calculate an attention value for each time step. This results in more focused attention values and more plausible visualisation than previous methods. We apply the proposed method to three different tasks. Experimental results show that the proposed network produces comparable results to a state of the art. In addition, the network provides better interpretability of the decision, that is, it generates more significant attention weight to related frames compared to similar techniques attempted in the past.

LGJun 2, 2018
Internal Model from Observations for Reward Shaping

Daiki Kimura, Subhajit Chaudhury, Ryuki Tachibana et al.

Reinforcement learning methods require careful design involving a reward function to obtain the desired action policy for a given task. In the absence of hand-crafted reward functions, prior work on the topic has proposed several methods for reward estimation by using expert state trajectories and action pairs. However, there are cases where complete or good action information cannot be obtained from expert demonstrations. We propose a novel reinforcement learning method in which the agent learns an internal model of observation on the basis of expert-demonstrated state trajectories to estimate rewards without completely learning the dynamics of the external environment from state-action pairs. The internal model is obtained in the form of a predictive model for the given expert state distribution. During reinforcement learning, the agent predicts the reward as a function of the difference between the actual state and the state predicted by the internal model. We conducted multiple experiments in environments of varying complexity, including the Super Mario Bros and Flappy Bird games. We show our method successfully trains good policies directly from expert game-play videos.

ROSep 22, 2017
OptLayer - Practical Constrained Optimization for Deep Reinforcement Learning in the Real World

Tu-Hoa Pham, Giovanni De Magistris, Ryuki Tachibana

While deep reinforcement learning techniques have recently produced considerable achievements on many decision-making problems, their use in robotics has largely been limited to simulated worlds or restricted motions, since unconstrained trial-and-error interactions in the real world can have undesirable consequences for the robot or its environment. To overcome such limitations, we propose a novel reinforcement learning architecture, OptLayer, that takes as inputs possibly unsafe actions predicted by a neural network and outputs the closest actions that satisfy chosen constraints. While learning control policies often requires carefully crafted rewards and penalties while exploring the range of possible actions, OptLayer ensures that only safe actions are actually executed and unsafe predictions are penalized during training. We demonstrate the effectiveness of our approach on robot reaching tasks, both simulated and in the real world.

ROAug 14, 2017
Deep Reinforcement Learning for High Precision Assembly Tasks

Tadanobu Inoue, Giovanni De Magistris, Asim Munawar et al.

High precision assembly of mechanical parts requires accuracy exceeding the robot precision. Conventional part mating methods used in the current manufacturing requires tedious tuning of numerous parameters before deployment. We show how the robot can successfully perform a tight clearance peg-in-hole task through training a recurrent neural network with reinforcement learning. In addition to saving the manual effort, the proposed technique also shows robustness against position and angle errors for the peg-in-hole task. The neural network learns to take the optimal action by observing the robot sensors to estimate the system state. The advantages of our proposed method is validated experimentally on a 7-axis articulated robot arm.

LGJul 4, 2017
Conditional generation of multi-modal data using constrained embedding space mapping

Subhajit Chaudhury, Sakyasingha Dasgupta, Asim Munawar et al.

We present a conditional generative model that maps low-dimensional embeddings of multiple modalities of data to a common latent space hence extracting semantic relationships between them. The embedding specific to a modality is first extracted and subsequently a constrained optimization procedure is performed to project the two embedding spaces to a common manifold. The individual embeddings are generated back from this common latent space. However, in order to enable independent conditional inference for separately extracting the corresponding embeddings from the common latent space representation, we deploy a proxy variable trick - wherein, the single shared latent space is replaced by the respective separate latent spaces of each modality. We design an objective function, such that, during training we can force these separate spaces to lie close to each other, by minimizing the distance between their probability distribution functions. Experimental results demonstrate that the learned joint model can generalize to learning concepts of double MNIST digits with additional attributes of colors,from both textual and speech input.