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Kanata Suzuki

Publications and source records attributed to Kanata Suzuki.

24 records · Page 2Linked to original sources

Compensation for undefined behaviors during robot task execution by switching controllers depending on embedded dynamics in RNN

Robotic applications require both correct task performance and compensation for undefined behaviors. Although deep learning is a promising approach to perform complex tasks, the response to undefined behaviors that are not reflected in the training dataset remains challenging. In a human-robot collaborative task, the robot may adopt an unexpected posture due to collisions and other unexpected events. Therefore, robots should be able to recover from disturbances for completing the execution of the intended task. We propose a compensation method for undefined behaviors by switching between two controllers. Specifically, the proposed method switches between learning-based and model-based controllers depending on the internal representation of a recurrent neural network that learns task dynamics. We applied the proposed method to a pick-and-place task and evaluated the compensation for undefined behaviors. Experimental results from simulations and on a real robot demonstrate the effectiveness and high performance of the proposed method.

cs.RO↗

Stable deep reinforcement learning method by predicting uncertainty in rewards as a subtask

In recent years, a variety of tasks have been accomplished by deep reinforcement learning (DRL). However, when applying DRL to tasks in a real-world environment, designing an appropriate reward is difficult. Rewards obtained via actual hardware sensors may include noise, misinterpretation, or failed observations. The learning instability caused by these unstable signals is a problem that remains to be solved in DRL. In this work, we propose an approach that extends existing DRL models by adding a subtask to directly estimate the variance contained in the reward signal. The model then takes the feature map learned by the subtask in a critic network and sends it to the actor network. This enables stable learning that is robust to the effects of potential noise. The results of experiments in the Atari game domain with unstable reward signals show that our method stabilizes training convergence. We also discuss the extensibility of the model by visualizing feature maps. This approach has the potential to make DRL more practical for use in noisy, real-world scenarios.

cs.LG↗

HATSUKI : An anime character like robot figure platform with anime-style expressions and imitation learning based action generation

Japanese character figurines are popular and have pivot position in Otaku culture. Although numerous robots have been developed, less have focused on otaku-culture or on embodying the anime character figurine. Therefore, we take the first steps to bridge this gap by developing Hatsuki, which is a humanoid robot platform with anime based design. Hatsuki's novelty lies in aesthetic design, 2D facial expressions, and anime-style behaviors that allows it to deliver rich interaction experiences resembling anime-characters. We explain our design implementation process of Hatsuki, followed by our evaluations. In order to explore user impressions and opinions towards Hatsuki, we conducted a questionnaire in the world's largest anime-figurine event. The results indicate that participants were generally very satisfied with Hatsuki's design, and proposed various use case scenarios and deployment contexts for Hatsuki. The second evaluation focused on imitation learning, as such method can provide better interaction ability in the real world and generate rich, context-adaptive behavior in different situations. We made Hatsuki learn 11 actions, combining voice, facial expressions and motions, through neuron network based policy model with our proposed interface. Results show our approach was successfully able to generate the actions through self-organized contexts, which shows the potential for generalizing our approach in further actions under different contexts. Lastly, we present our future research direction for Hatsuki, and provide our conclusion.

cs.RO↗

A Multi-task Learning Framework for Grasping-Position Detection and Few-Shot Classification

It is a big problem that a model of deep learning for a picking robot needs many labeled images. Operating costs of retraining a model becomes very expensive because the object shape of a product or a part often is changed in a factory. It is important to reduce the amount of labeled images required to train a model for a picking robot. In this study, we propose a multi-task learning framework for few-shot classification using feature vectors from an intermediate layer of a model that detects grasping positions. In the field of manufacturing, multitask for shape classification and grasping-position detection is often required for picking robots. Prior multi-task learning studies include methods to learn one task with feature vectors from a deep neural network (DNN) learned for another task. However, the DNN that was used to detect grasping positions has two problems with respect to extracting feature vectors from a layer for shape classification: (1) Because each layer of the grasping position detection DNN is activated by all objects in the input image, it is necessary to refine the features for each grasping position. (2) It is necessary to select a layer to extract the features suitable for shape classification. To tackle these issues, we propose a method to refine the features for each grasping position and to select features from the optimal layer of the DNN. We then evaluated the shape classification accuracy using these features from the grasping positions. Our results confirm that our proposed framework can classify object shapes even when the input image includes multiple objects and the number of images available for training is small.

cs.RO↗

Online Self-Supervised Learning for Object Picking: Detecting Optimum Grasping Position using a Metric Learning Approach

Self-supervised learning methods are attractive candidates for automatic object picking. However, the trial samples lack the complete ground truth because the observable parts of the agent are limited. That is, the information contained in the trial samples is often insufficient to learn the specific grasping position of each object. Consequently, the training falls into a local solution, and the grasp positions learned by the robot are independent of the state of the object. In this study, the optimal grasping position of an individual object is determined from the grasping score, defined as the distance in the feature space obtained using metric learning. The closeness of the solution to the pre-designed optimal grasping position was evaluated in trials. The proposed method incorporates two types of feedback control: one feedback enlarges the grasping score when the grasping position approaches the optimum; the other reduces the negative feedback of the potential grasping positions among the grasping candidates. The proposed online self-supervised learning method employs two deep neural networks. : SSD that detects the grasping position of an object, and Siamese networks (SNs) that evaluate the trial sample using the similarity of two input data in the feature space. Our method embeds the relation of each grasping position as feature vectors by training the trial samples and a few pre-samples indicating the optimum grasping position. By incorporating the grasping score based on the feature space of SNs into the SSD training process, the method preferentially trains the optimum grasping position. In the experiment, the proposed method achieved a higher success rate than the baseline method using simple teaching signals. And the grasping scores in the feature space of the SNs accurately represented the grasping positions of the objects.

cs.RO↗

Motion Switching with Sensory and Instruction Signals by designing Dynamical Systems using Deep Neural Network

To ensure that a robot is able to accomplish an extensive range of tasks, it is necessary to achieve a flexible combination of multiple behaviors. This is because the design of task motions suited to each situation would become increasingly difficult as the number of situations and the types of tasks performed by them increase. To handle the switching and combination of multiple behaviors, we propose a method to design dynamical systems based on point attractors that accept (i) "instruction signals" for instruction-driven switching. We incorporate the (ii) "instruction phase" to form a point attractor and divide the target task into multiple subtasks. By forming an instruction phase that consists of point attractors, the model embeds a subtask in the form of trajectory dynamics that can be manipulated using sensory and instruction signals. Our model comprises two deep neural networks: a convolutional autoencoder and a multiple time-scale recurrent neural network. In this study, we apply the proposed method to manipulate soft materials. To evaluate our model, we design a cloth-folding task that consists of four subtasks and three patterns of instruction signals, which indicate the direction of motion. The results depict that the robot can perform the required task by combining subtasks based on sensory and instruction signals. And, our model determined the relations among these signals using its internal dynamics.

cs.RO↗