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Jun Morimoto

Publications and source records attributed to Jun Morimoto.

At least 19 recordsLinked to original sources

Actuator Reality Shaping for Zero-Shot Sim-to-Real Robot Learning

Sim-to-real transfer in robot learning is often limited by discrepancies between the ideal actuator dynamics assumed during policy training and the nonlinear, hardware-dependent behavior of physical motors. While conventional approaches attempt to bridge this gap by increasing simulator fidelity through system identification, domain randomization, or learned actuator models, we introduce an alternative paradigm: actuator reality shaping. Instead of modifying the simulator to match the real world, our method shapes the closed-loop behavior of physical actuators to match the idealized second-order reference dynamics used in simulation. By equipping each joint with a two-degree-of-freedom feedforward--feedback controller, we decouple reference-response shaping from robust stabilization, thereby providing a standardized actuator interface for reinforcement learning policies. As a result, policies trained only with the prescribed reference model can be deployed zero-shot on real hardware without task-level fine-tuning or learned actuator models. We validate the approach on a single-joint high-gear-ratio servo under external loads and a 7-DOF robotic arm reaching task, where actuator reality shaping substantially reduces sim-to-real tracking error and improves zero-shot task performance compared with standard servo-control and representative real-to-sim-to-real baselines. We further demonstrate zero-shot transfer on a wheeled-legged robot driving over a slope and a humanoid robot walking, suggesting that actuator reality shaping can serve as a reusable interface for robot learning across diverse hardware platforms. Project page: https://syamamori.github.io/ActuatorRealityShaping.github.io/

cs.RO

DecompGrind: A Decomposition Framework for Robotic Grinding via Cutting-Surface Planning and Contact-Force Adaptation

Robotic grinding is widely used for shaping workpieces in manufacturing, but it remains difficult to automate this process efficiently. In particular, efficiently grinding workpieces of different shapes and material hardness is challenging because removal resistance varies with local contact conditions. Moreover, it is difficult to achieve accurate estimation of removal resistance and analytical modeling of shape transition, and learning-based approaches often require large amounts of training data to cover diverse processing conditions. To address these challenges, we decompose robotic grinding into two components: removal-shape planning and contact-force adaptation. Based on this formulation, we propose DecompGrind, a framework that combines Global Cutting-Surface Planning (GCSP) and Local Contact-Force Adaptation (LCFA). GCSP determines removal shapes through geometric analysis of the current and target shapes without learning, while LCFA learns a contact-force adaptation policy using bilateral control-based imitation learning during the grinding of each removal shape. This decomposition restricts learning to local contact-force adaptation, allowing the policy to be learned from a small number of demonstrations, while handling global shape transition geometrically. Experiments using a robotic grinding system and 3D-printed workpieces demonstrate efficient robotic grinding of workpieces having different shapes and material hardness while maintaining safe levels of contact force.

cs.RO

Variable-Impedance Muscle Coordination under Slow-Rate Control Frequencies and Limited Observation Conditions Evaluated through Legged Locomotion

Human motor control remains agile and robust despite limited sensory information for feedback, a property attributed to the body's ability to perform morphological computation through muscle coordination with variable impedance. However, it remains unclear how such low-level mechanical computation reduces the control requirements of the high-level controller. In this study, we implement a hierarchical controller consisting of a high-level neural network trained by reinforcement learning and a low-level variable-impedance muscle coor dination model with mono- and biarticular muscles in monoped locomotion task. We systematically restrict the high-level controller by varying the control frequency and by introducing biologically inspired observation conditions: delayed, partial, and substituted observation. Under these conditions, we evaluate how the low-level variable-impedance muscle coordination contributes to learning process of high-level neural network. The results show that variable-impedance muscle coordination enables stable locomotion even under slow-rate control frequency and limited observation conditions. These findings demonstrate that the morphological computation of muscle coordination effectively offloads high-frequency feedback of the high-level controller and provide a design principle for the controller in motor control.

eess.SY

Object-Centric Mobile Manipulation through SAM2-Guided Perception and Imitation Learning

Imitation learning for mobile manipulation is a key challenge in the field of robotic manipulation. However, current mobile manipulation frameworks typically decouple navigation and manipulation, executing manipulation only after reaching a certain location. This can lead to performance degradation when navigation is imprecise, especially due to misalignment in approach angles. To enable a mobile manipulator to perform the same task from diverse orientations, an essential capability for building general-purpose robotic models, we propose an object-centric method based on SAM2, a foundation model towards solving promptable visual segmentation in images, which incorporates manipulation orientation information into our model. Our approach enables consistent understanding of the same task from different orientations. We deploy the model on a custom-built mobile manipulator and evaluate it on a pick-and-place task under varied orientation angles. Compared to Action Chunking Transformer, our model maintains superior generalization when trained with demonstrations from varied approach angles. This work significantly enhances the generalization and robustness of imitation learning-based mobile manipulation systems.

cs.RO

Poxel: Voxel Reconstruction for 3D Printing

Recent advancements in 3D reconstruction, especially through neural rendering approaches like Neural Radiance Fields (NeRF) and Plenoxel, have led to high-quality 3D visualizations. However, these methods are optimized for digital environments and employ view-dependent color models (RGB) and 2D splatting techniques, which do not translate well to physical 3D printing. This paper introduces "Poxel", which stands for Printable-Voxel, a voxel-based 3D reconstruction framework optimized for photopolymer jetting 3D printing, which allows for high-resolution, full-color 3D models using a CMYKWCl color model. Our framework directly outputs printable voxel grids by removing view-dependency and converting the digital RGB color space to a physical CMYKWCl color space suitable for multi-material jetting. The proposed system achieves better fidelity and quality in printed models, aligning with the requirements of physical 3D objects.

cs.GR

Cutting Sequence Diffuser: Sim-to-Real Transferable Planning for Object Shaping by Grinding

Automating object shaping by grinding with a robot is a crucial industrial process that involves removing material with a rotating grinding belt. This process generates removal resistance depending on such process conditions as material type, removal volume, and robot grinding posture, all of which complicate the analytical modeling of shape transitions. Additionally, a data-driven approach based on real-world data is challenging due to high data collection costs and the irreversible nature of the process. This paper proposes a Cutting Sequence Diffuser (CSD) for object shaping by grinding. The CSD, which only requires simple simulation data for model learning, offers an efficient way to plan long-horizon action sequences transferable to the real world. Our method designs a smooth action space with constrained small removal volumes to suppress the complexity of the shape transitions caused by removal resistance, thus reducing the reality gap in simulations. Moreover, by using a diffusion model to generate long-horizon action sequences, our approach reduces the planning time and allows for grinding the target shape while adhering to the constraints of a small removal volume per step. Through evaluations in both simulation and real robot experiments, we confirmed that our CSD was effective for grinding to different materials and various target shapes in a short time.

cs.RO

Goal-Conditioned Terminal Value Estimation for Real-time and Multi-task Model Predictive Control

While MPC enables nonlinear feedback control by solving an optimal control problem at each timestep, the computational burden tends to be significantly large, making it difficult to optimize a policy within the control period. To address this issue, one possible approach is to utilize terminal value learning to reduce computational costs. However, the learned value cannot be used for other tasks in situations where the task dynamically changes in the original MPC setup. In this study, we develop an MPC framework with goal-conditioned terminal value learning to achieve multitask policy optimization while reducing computational time. Furthermore, by using a hierarchical control structure that allows the upper-level trajectory planner to output appropriate goal-conditioned trajectories, we demonstrate that a robot model is able to generate diverse motions. We evaluate the proposed method on a bipedal inverted pendulum robot model and confirm that combining goal-conditioned terminal value learning with an upper-level trajectory planner enables real-time control; thus, the robot successfully tracks a target trajectory on sloped terrain.

cs.RO

Hierarchical Learning Framework for Whole-Body Model Predictive Control of a Real Humanoid Robot

The simulation-to-real gap problem and the high computational burden of whole-body Model Predictive Control (whole-body MPC) continue to present challenges in generating a wide variety of movements using whole-body MPC for real humanoid robots. This paper presents a biologically-inspired hierarchical learning framework as a potential solution to the aforementioned problems. The proposed three-layer hierarchical framework enables the generation of multi-contact, dynamic behaviours even with low-frequency policy updates of whole-body MPC. The upper layer is responsible for learning an accurate dynamics model with the objective of reducing the discrepancy between the analytical model and the real system. This enables the computation of effective control policies using whole-body MPC. Subsequently, the middle and lower layers are tasked with learning additional policies to generate high-frequency control inputs. In order to learn an accurate dynamics model in the upper layer, an augmented model using a deep residual network is trained by model-based reinforcement learning with stochastic whole-body MPC. The proposed framework was evaluated in 10 distinct motion learning scenarios, including jogging on a flat surface and skating on curved surfaces. The results demonstrate that a wide variety of motions can be successfully generated on a real humanoid robot using whole-body MPC through learning with the proposed framework.

cs.RO

Phase-Amplitude Reduction-Based Imitation Learning

In this study, we propose the use of the phase-amplitude reduction method to construct an imitation learning framework. Imitating human movement trajectories is recognized as a promising strategy for generating a range of human-like robot movements. Unlike previous dynamical system-based imitation learning approaches, our proposed method allows the robot not only to imitate a limit cycle trajectory but also to replicate the transient movement from the initial or disturbed state to the limit cycle. Consequently, our method offers a safer imitation learning approach that avoids generating unpredictable motions immediately after disturbances or from a specified initial state. We first validated our proposed method by reconstructing a simple limit-cycle attractor. We then compared the proposed approach with a conventional method on a lemniscate trajectory tracking task with a simulated robot arm. Our findings confirm that our proposed method can more accurately generate transient movements to converge on a target periodic attractor compared to the previous standard approach. Subsequently, we applied our method to a real robot arm to imitate periodic human movements.

cs.RO

Unsupervised Neural Motion Retargeting for Humanoid Teleoperation

This study proposes an approach to human-to-humanoid teleoperation using GAN-based online motion retargeting, which obviates the need for the construction of pairwise datasets to identify the relationship between the human and the humanoid kinematics. Consequently, it can be anticipated that our proposed teleoperation system will reduce the complexity and setup requirements typically associated with humanoid controllers, thereby facilitating the development of more accessible and intuitive teleoperation systems for users without robotics knowledge. The experiments demonstrated the efficacy of the proposed method in retargeting a range of upper-body human motions to humanoid, including a body jab motion and a basketball shoot motion. Moreover, the human-in-the-loop teleoperation performance was evaluated by measuring the end-effector position errors between the human and the retargeted humanoid motions. The results demonstrated that the error was comparable to those of conventional motion retargeting methods that require pairwise motion datasets. Finally, a box pick-and-place task was conducted to demonstrate the usability of the developed humanoid teleoperation system.

cs.RO

Foundational Policy Acquisition via Multitask Learning for Motor Skill Generation

In this study, we propose a multitask reinforcement learning algorithm for foundational policy acquisition to generate novel motor skills. \textcolor{\hcolor}{Learning the rich representation of the multitask policy is a challenge in dynamic movement generation tasks because the policy needs to cope with changes in goals or environments with different reward functions or physical parameters. Inspired by human sensorimotor adaptation mechanisms, we developed the learning pipeline to construct the encoder-decoder networks and network selection to facilitate foundational policy acquisition under multiple situations. First, we compared the proposed method with previous multitask reinforcement learning methods in the standard multi-locomotion tasks. The results showed that the proposed approach outperformed the baseline methods. Then, we applied the proposed method to the ball heading task using a monopod robot model to evaluate skill generation performance. The results showed that the proposed method was able to adapt to novel target positions or inexperienced ball restitution coefficients but to acquire a foundational policy network, originally learned for heading motion, which can generate an entirely new overhead kicking skill.

cs.RO

Learning to Shape by Grinding: Cutting-surface-aware Model-based Reinforcement Learning

Object shaping by grinding is a crucial industrial process in which a rotating grinding belt removes material. Object-shape transition models are essential to achieving automation by robots; however, learning such a complex model that depends on process conditions is challenging because it requires a significant amount of data, and the irreversible nature of the removal process makes data collection expensive. This paper proposes a cutting-surface-aware Model-Based Reinforcement Learning (MBRL) method for robotic grinding. Our method employs a cutting-surface-aware model as the object's shape transition model, which in turn is composed of a geometric cutting model and a cutting-surface-deviation model, based on the assumption that the robot action can specify the cutting surface made by the tool. Furthermore, according to the grinding resistance theory, the cutting-surface-deviation model does not require raw shape information, making the model's dimensions smaller and easier to learn than a naive shape transition model directly mapping the shapes. Through evaluation and comparison by simulation and real robot experiments, we confirm that our MBRL method can achieve high data efficiency for learning object shaping by grinding and also provide generalization capability for initial and target shapes that differ from the training data.

cs.RO

Randomized-to-Canonical Model Predictive Control for Real-world Visual Robotic Manipulation

Many works have recently explored Sim-to-real transferable visual model predictive control (MPC). However, such works are limited to one-shot transfer, where real-world data must be collected once to perform the sim-to-real transfer, which remains a significant human effort in transferring the models learned in simulations to new domains in the real world. To alleviate this problem, we first propose a novel model-learning framework called Kalman Randomized-to-Canonical Model (KRC-model). This framework is capable of extracting task-relevant intrinsic features and their dynamics from randomized images. We then propose Kalman Randomized-to-Canonical Model Predictive Control (KRC-MPC) as a zero-shot sim-to-real transferable visual MPC using KRC-model. The effectiveness of our method is evaluated through a valve rotation task by a robot hand in both simulation and the real world, and a block mating task in simulation. The experimental results show that KRC-MPC can be applied to various real domains and tasks in a zero-shot manner.

cs.RO

Two are not always better than one: Role specialization is an important determinant of collaborative task performance

Collaboration frequently yields better results in decision making, learning, and haptic interactions than when these actions are performed individually. However, is collaboration always superior to solo actions, or do its benefits depend on whether collaborating individuals have different or the same roles? To answer this question, we asked human subjects to perform virtual-reality collaborative and individual beam transportation tasks. These tasks were simulated in real-time by coupling the motion of a pair of hand-held robotic manipulanda to the virtual beam using virtual spring-dampers. For the task to be considered successful, participants had to complete it within temporal and spatial constraints. While the visual feedback remained the same, the underlying dynamics of the beam were altered to create two distinctive task contexts which were determined by a moving pivot constraint. When the pivot was placed at the center of the beam, two hands contribute to the task with symmetric mechanical leverage (symmetric context). When the pivot was placed at the left side of the beam, two hands contribute to the task with asymmetric mechanical leverage (asymmetric context). Participants performed these task contexts either individually with both hands (solo), or collaboratively by pairing one hand with another one (dyads). We found that dyads in the asymmetric context performed better than solos. In contrast, solos performed the symmetric context better than dyads. Importantly, we found that two hands took different roles in the asymmetric context for both solos and dyads. In contrast, the contribution from each hand was statistically indistinguishable in the symmetric context. Our findings suggest that better performance in dyads than solos is not a general phenomenon, but rather that collaboration yields better performance only when role specialization emerges in dyadic interactions.

q-bio.NC

Phase Portraits as Movement Primitives for Fast Humanoid Robot Control

Currently, usual approaches for fast robot control are largely reliant on solving online optimal control problems. Such methods are known to be computationally intensive and sensitive to model accuracy. On the other hand, animals plan complex motor actions not only fast but seemingly with little effort even on unseen tasks. This natural sense to infer temporal dynamics and coordination motivates us to approach robot control from a motor skill learning perspective to design fast and computationally light controllers that can be learned autonomously by the robot under mild modeling assumptions. This article introduces Phase Portrait Movement Primitives (PPMP), a primitive that predicts dynamics on a low dimensional phase space which in turn is used to govern the high dimensional kinematics of the task. The stark difference with other primitive formulations is a built-in mechanism for phase prediction in the form of coupled oscillators that replaces model-based state estimators such as Kalman filters. The policy is trained by optimizing the parameters of the oscillators whose output is connected to a kinematic distribution in the form of a phase portrait. The drastic reduction in dimensionality allows us to efficiently train and execute PPMPs on a real human-sized, dual-arm humanoid upper body on a task involving 20 degrees-of-freedom. We demonstrate PPMPs in interactions requiring fast reactions times while generating anticipative pose adaptation in both discrete and cyclic tasks.

cs.RO

An Optimal Assistive Control Strategy based on User's Motor Goal Estimation

In this study, we propose an optimal assistive control strategy that uses estimated user's movement intention as the terminal cost function. We estimate the movement intention by observing human user's joint angle, angluar velocity, and muscle activities for very short period of time. A task-related low-dimensional feature space is extracted from the observed user's movement data. We assume that discrete number of optimal control laws associated to different target tasks are pre-computed. Then, the optimal assistive policy is derived by blending the pre-computed optimal control laws based on the linear Bellman combination method. Coefficients that determine how to blend the control laws are derived based on the low-dimensional feature value that represents the user's movement intention. To validate our proposed method, we conducted basketball throwing tasks. In these experiments, subjects were asked to throw a basketball into a hoop placed at different throwing distances. The distances from the throwing point to the hoop were estimated as the user's movement intention and the optimal control policies were derived by using our proposed method. The results showed that the basketball throwing performances of the subjects were mostly improved.

cs.RO

Identifying melancholic depression biomarker using whole-brain functional connectivity

By focusing on melancholic features with biological homogeneity, this study aimed to identify a small number of critical functional connections (FCs) that were specific only to the melancholic type of MDD. On the resting-state fMRI data, classifiers were developed to differentiate MDD patients from healthy controls (HCs). The classification accuracy was improved from 50 % (93 MDD and 93 HCs) to 70% (66 melancholic MDD and 66 HCs), when we specifically focused on the melancholic MDD with moderate or severer level of depressive symptoms. It showed 65% accuracy for the independent validation cohort. The biomarker score distribution showed improvements with escitalopram treatments, and also showed significant correlations with depression symptom scores. This classifier was specific to melancholic MDD, and it did not generalize in other mental disorders including autism spectrum disorder (ASD, 54% accuracy) and schizophrenia spectrum disorder (SSD, 45% accuracy). Among the identified 12 FCs from 9,316 FCs between whole brain anatomical node pairs, the left DLPFC / IFG region, which has most commonly been targeted for depression treatments, and its functional connections between Precuneus / PCC, and between right DLPFC / SMA areas had the highest contributions. Given the heterogeneity of the MDD, focusing on the melancholic features is the key to achieve high classification accuracy. The identified FCs specifically predicted the melancholic MDD and associated with subjective depressive symptoms. These results suggested key FCs of melancholic depression, and open doors to novel treatments targeting these regions in the future.

q-bio.NC

A neural marker of obsessive-compulsive disorder from whole-brain functional connectivity

Obsessive-compulsive disorder (OCD) is a common psychiatric disorder with a lifetime prevalence of 2-3 percent. Recently, brain activity in the resting state is gathering attention as a new means of exploring altered functional connectivity in psychiatric disorders. Although previous resting-state functional magnetic resonance imaging studies investigated neurobiological abnormalities of patients with OCD, there are concerns that should be addressed. One concern is the validity of the hypothesis employed. Most studies used seed-based analysis of the fronto-striatal circuit, despite the potential for abnormalities in other regions. A hypothesis-free study is a promising approach in such a case, while it requires researchers to handle a dataset with large dimensions. Another concern is the reliability of biomarkers derived from a single dataset, which may be influenced by cohort-specific features. Here, by employing a recently developed machine-learning algorithm to avoid these concerns, we identified the first OCD biomarker that is generalized to an external dataset. We also demonstrated that the functional connectivities that contributed to the classification were widely distributed rather than locally constrained. Our generalizable classifier has the potential not only to deepen our understanding of the abnormal neural substrates of OCD but also to find use in clinical applications.

q-bio.NC