Minoru Asada

LG
h-index48
9papers
68citations
Novelty58%
AI Score29

9 Papers

6.3ROOct 20, 2023
Correspondence learning between morphologically different robots via task demonstrations

Hakan Aktas, Yukie Nagai, Minoru Asada et al.

We observe a large variety of robots in terms of their bodies, sensors, and actuators. Given the commonalities in the skill sets, teaching each skill to each different robot independently is inefficient and not scalable when the large variety in the robotic landscape is considered. If we can learn the correspondences between the sensorimotor spaces of different robots, we can expect a skill that is learned in one robot can be more directly and easily transferred to other robots. In this paper, we propose a method to learn correspondences among two or more robots that may have different morphologies. To be specific, besides robots with similar morphologies with different degrees of freedom, we show that a fixed-based manipulator robot with joint control and a differential drive mobile robot can be addressed within the proposed framework. To set up the correspondence among the robots considered, an initial base task is demonstrated to the robots to achieve the same goal. Then, a common latent representation is learned along with the individual robot policies for achieving the goal. After the initial learning stage, the observation of a new task execution by one robot becomes sufficient to generate a latent space representation pertaining to the other robots to achieve the same task. We verified our system in a set of experiments where the correspondence between robots is learned (1) when the robots need to follow the same paths to achieve the same task, (2) when the robots need to follow different trajectories to achieve the same task, and (3) when complexities of the required sensorimotor trajectories are different for the robots. We also provide a proof-of-the-concept realization of correspondence learning between a real manipulator robot and a simulated mobile robot.

4.6LGJun 5, 2024
Oscillations enhance time-series prediction in reservoir computing with feedback

Yuji Kawai, Takashi Morita, Jihoon Park et al.

Reservoir computing, a machine learning framework used for modeling the brain, can predict temporal data with little observations and minimal computational resources. However, it is difficult to accurately reproduce the long-term target time series because the reservoir system becomes unstable. This predictive capability is required for a wide variety of time-series processing, including predictions of motor timing and chaotic dynamical systems. This study proposes oscillation-driven reservoir computing (ODRC) with feedback, where oscillatory signals are fed into a reservoir network to stabilize the network activity and induce complex reservoir dynamics. The ODRC can reproduce long-term target time series more accurately than conventional reservoir computing methods in a motor timing and chaotic time-series prediction tasks. Furthermore, it generates a time series similar to the target in the unexperienced period, that is, it can learn the abstract generative rules from limited observations. Given these significant improvements made by the simple and computationally inexpensive implementation, the ODRC would serve as a practical model of various time series data. Moreover, we will discuss biological implications of the ODRC, considering it as a model of neural oscillations and their cerebellar processors.

4.1ROApr 24, 2024
Cross-Embodied Affordance Transfer through Learning Affordance Equivalences

Hakan Aktas, Yukie Nagai, Minoru Asada et al.

Affordances represent the inherent effect and action possibilities that objects offer to the agents within a given context. From a theoretical viewpoint, affordances bridge the gap between effect and action, providing a functional understanding of the connections between the actions of an agent and its environment in terms of the effects it can cause. In this study, we propose a deep neural network model that unifies objects, actions, and effects into a single latent vector in a common latent space that we call the affordance space. Using the affordance space, our system can generate effect trajectories when action and object are given and can generate action trajectories when effect trajectories and objects are given. Our model does not learn the behavior of individual objects acted upon by a single agent. Still, rather, it forms a `shared affordance representation' spanning multiple agents and objects, which we call Affordance Equivalence. Affordance Equivalence facilitates not only action generalization over objects but also Cross Embodiment transfer linking actions of different robots. In addition to the simulation experiments that demonstrate the proposed model's range of capabilities, we also showcase that our model can be used for direct imitation in real-world settings.

7.3ROJun 18, 2021
High-level Features for Resource Economy and Fast Learning in Skill Transfer

Alper Ahmetoglu, Emre Ugur, Minoru Asada et al.

Abstraction is an important aspect of intelligence which enables agents to construct robust representations for effective decision making. In the last decade, deep networks are proven to be effective due to their ability to form increasingly complex abstractions. However, these abstractions are distributed over many neurons, making the re-use of a learned skill costly. Previous work either enforced formation of abstractions creating a designer bias, or used a large number of neural units without investigating how to obtain high-level features that may more effectively capture the source task. For avoiding designer bias and unsparing resource use, we propose to exploit neural response dynamics to form compact representations to use in skill transfer. For this, we consider two competing methods based on (1) maximum information compression principle and (2) the notion that abstract events tend to generate slowly changing signals, and apply them to the neural signals generated during task execution. To be concrete, in our simulation experiments, we either apply principal component analysis (PCA) or slow feature analysis (SFA) on the signals collected from the last hidden layer of a deep network while it performs a source task, and use these features for skill transfer in a new target task. We compare the generalization performance of these alternatives with the baselines of skill transfer with full layer output and no-transfer settings. Our results show that SFA units are the most successful for skill transfer. SFA as well as PCA, incur less resources compared to usual skill transfer, whereby many units formed show a localized response reflecting end-effector-obstacle-goal relations. Finally, SFA units with lowest eigenvalues resembles symbolic representations that highly correlate with high-level features such as joint angles which might be thought of precursors for fully symbolic systems.

13.8ROJun 15, 2021
Imitation and Mirror Systems in Robots through Deep Modality Blending Networks

M. Y. Seker, A. Ahmetoglu, Y. Nagai et al.

Learning to interact with the environment not only empowers the agent with manipulation capability but also generates information to facilitate building of action understanding and imitation capabilities. This seems to be a strategy adopted by biological systems, in particular primates, as evidenced by the existence of mirror neurons that seem to be involved in multi-modal action understanding. How to benefit from the interaction experience of the robots to enable understanding actions and goals of other agents is still a challenging question. In this study, we propose a novel method, deep modality blending networks (DMBN), that creates a common latent space from multi-modal experience of a robot by blending multi-modal signals with a stochastic weighting mechanism. We show for the first time that deep learning, when combined with a novel modality blending scheme, can facilitate action recognition and produce structures to sustain anatomical and effect-based imitation capabilities. Our proposed system, can be conditioned on any desired sensory/motor value at any time-step, and can generate a complete multi-modal trajectory consistent with the desired conditioning in parallel avoiding accumulation of prediction errors. We further showed that given desired images from different perspectives, i.e. images generated by the observation of other robots placed on different sides of the table, our system could generate image and joint angle sequences that correspond to either anatomical or effect based imitation behavior. Overall, the proposed DMBN architecture not only serves as a computational model for sustaining mirror neuron-like capabilities, but also stands as a powerful machine learning architecture for high-dimensional multi-modal temporal data with robust retrieval capabilities operating with partial information in one or multiple modalities.

4.1LGNov 1, 2019
Situated GAIL: Multitask imitation using task-conditioned adversarial inverse reinforcement learning

Kyoichiro Kobayashi, Takato Horii, Ryo Iwaki et al.

Generative adversarial imitation learning (GAIL) has attracted increasing attention in the field of robot learning. It enables robots to learn a policy to achieve a task demonstrated by an expert while simultaneously estimating the reward function behind the expert's behaviors. However, this framework is limited to learning a single task with a single reward function. This study proposes an extended framework called situated GAIL (S-GAIL), in which a task variable is introduced to both the discriminator and generator of the GAIL framework. The task variable has the roles of discriminating different contexts and making the framework learn different reward functions and policies for multiple tasks. To achieve the early convergence of learning and robustness during reward estimation, we introduce a term to adjust the entropy regularization coefficient in the generator's objective function. Our experiments using two setups (navigation in a discrete grid world and arm reaching in a continuous space) demonstrate that the proposed framework can acquire multiple reward functions and policies more effectively than existing frameworks. The task variable enables our framework to differentiate contexts while sharing common knowledge among multiple tasks.

1.5LGNov 21, 2018
Compensated Integrated Gradients to Reliably Interpret EEG Classification

Kazuki Tachikawa, Yuji Kawai, Jihoon Park et al.

Integrated gradients are widely employed to evaluate the contribution of input features in classification models because it satisfies the axioms for attribution of prediction. This method, however, requires an appropriate baseline for reliable determination of the contributions. We propose a compensated integrated gradients method that does not require a baseline. In fact, the method compensates the attributions calculated by integrated gradients at an arbitrary baseline using Shapley sampling. We prove that the method retrieves reliable attributions if the processes of input features in a classifier are mutually independent, and they are identical like shared weights in convolutional neural networks. Using three electroencephalogram datasets, we experimentally demonstrate that the attributions of the proposed method are more reliable than those of the original integrated gradients, and its computational complexity is much lower than that of Shapley sampling.

1.7AIOct 10, 2017
On- and Off-Policy Monotonic Policy Improvement

Ryo Iwaki, Minoru Asada

Monotonic policy improvement and off-policy learning are two main desirable properties for reinforcement learning algorithms. In this paper, by lower bounding the performance difference of two policies, we show that the monotonic policy improvement is guaranteed from on- and off-policy mixture samples. An optimization procedure which applies the proposed bound can be regarded as an off-policy natural policy gradient method. In order to support the theoretical result, we provide a trust region policy optimization method using experience replay as a naive application of our bound, and evaluate its performance in two classical benchmark problems.

2.6LGOct 21, 2014
Where do goals come from? A Generic Approach to Autonomous Goal-System Development

Matthias Rolf, Minoru Asada

Goals express agents' intentions and allow them to organize their behavior based on low-dimensional abstractions of high-dimensional world states. How can agents develop such goals autonomously? This paper proposes a detailed conceptual and computational account to this longstanding problem. We argue to consider goals as high-level abstractions of lower-level intention mechanisms such as rewards and values, and point out that goals need to be considered alongside with a detection of the own actions' effects. We propose Latent Goal Analysis as a computational learning formulation thereof, and show constructively that any reward or value function can by explained by goals and such self-detection as latent mechanisms. We first show that learned goals provide a highly effective dimensionality reduction in a practical reinforcement learning problem. Then, we investigate a developmental scenario in which entirely task-unspecific rewards induced by visual saliency lead to self and goal representations that constitute goal-directed reaching.