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Kazuki Ota

Publications and source records attributed to Kazuki Ota.

6 recordsLinked to original sources

Smooth Action Chunking Via Movement-Primitive Representations for Imitation Learning

Imitation learning has become a widely adopted approach for vision-based robot policies, owing to its conceptual simplicity, scalability, and ability to leverage large-scale datasets. As these policies have grown more capable, action chunking has become their standard interface. At each decision step the policy outputs several future actions at once. Backbones from diffusion policies to large vision-language-action models all share it. Whatever backbone produces the chunk, its temporal structure is learned only implicitly. The commanded trajectory is therefore jerky both within a chunk and between successive chunks. On real hardware this appears as visible vibration and as repeated saturation of the follower's velocity limit. We address this issue by incorporating a movement-primitive-based trajectory representation into action chunking. Specifically, a trajectory segment is represented as a linear combination of smooth basis functions, yielding smooth trajectories by construction while leaving the policy architecture, training objective, and inference procedure unchanged. The same representation also yields a closed-form, inference-time correction for the second source of jerk. We condition the predicted coefficients so that the new chunk passes through a via-point at the previous chunk's last commanded action. This correction needs no retraining and, unlike asynchronous Real-Time Chunking, applies to policies queried in one shot. We instantiate it on a one-shot (ACT) and an iterative (DiT) backbone and evaluate in simulation and on a real bimanual ALOHA platform. The representation lowers within-chunk jerk by an order of magnitude on the one-shot backbone and by 2.4 times on the iterative one, with task success statistically non-inferior. The conditioning then removes 73-84% of the boundary discontinuity, at negligible per-step cost.

cs.LG↗

Three Improved Lower Bounds for Binary Error-Correcting Codes

Error-correcting codes are a foundational technology for representing information robustly against noise in communication and data storage. The binary code packing problem, which seeks to maximize the number of codewords at a fixed code length and minimum distance, is a fundamental problem in coding theory that remains open for many parameter choices. We give explicit binary codes with parameters $(n,M,d)=(22,84,9)$, $(24,196,9)$, and $(25,65,11)$, where $n$, $M$, and $d$ denote the code length, number of codewords, and minimum distance, respectively. These establish the lower bounds $A_2(22,9)\ge84$, $A_2(24,9)\ge196$, and $A_2(25,11)\ge65$, where $A_2(n,d)$ denotes the maximum possible number of codewords, improving the respective lower bounds 80, 192, and 64 in the public table of general binary codes. Most notably, the third result improves the lower bound supplied by a lexicographic construction for the first time in 66 years, while the first two improve bounds that have stood for 21 years. The new codes represent more messages without changing the code length or error-correction guarantees, with gains compounding multiplicatively across blocks. We release all codewords and an exhaustive verifier to enable independent verification.

cs.IT↗

Self-Supervised Theorem Discovery in a Formal Axiomatic System

Recent artificial intelligence (AI) systems have shown remarkable progress in mathematical reasoning. Many existing approaches, including large language models (LLMs), draw on human prior knowledge in the form of mathematical text, code, or theorem libraries. Although these approaches are highly effective in practice, it remains an open question whether an agent can autonomously discover useful theorems without such human priors. We study this question in a formal axiomatic system by developing an agent that starts from axioms and inference rules alone and gradually grows a library of useful theorems. Concretely, we propose a self-supervised theorem-discovery algorithm that alternates between proof search and useful-theorem extraction, building a theorem library whose entries are reused as lemmas for subsequent proof search. Experiments show that the agent discovers tens of thousands of theorems and finds proofs for human-written benchmark problems, suggesting that its discoveries include theorems meaningful from a human mathematical perspective. Furthermore, the discovered theorems improve LLM proof performance when provided as prompt lemmas, indicating that they can serve as external knowledge for LLM reasoning. Our results provide evidence that useful theorems can emerge from proof search without relying on human-provided theorem libraries. More broadly, they suggest a path toward self-evolving AI systems for mathematics whose discoveries remain formally verifiable.

cs.AI↗

Revisiting Regularized Policy Optimization for Stable and Efficient Reinforcement Learning in Two-Player Games

Two-player games such as board games have long been used as traditional benchmarks for reinforcement learning. This work revisits a policy optimization method with reverse Kullback-Leibler regularization and entropy regularization and analyzes this combination in two-player zero-sum settings from theoretical and empirical perspectives. From a theoretical perspective, we investigate the stability of the policy update rule in two theoretical settings: game-theoretic normal-form games and finite-length games. We provide novel convergence guarantees and verify our theoretical results through numerical experiments on synthetic games. From an empirical perspective, we derive a practical model-free reinforcement learning algorithm based on the regularized policy optimization. We validate the training efficiency of our algorithm through comprehensive experiments on five board games: Animal Shogi, Gardner Chess, Go, Hex, and Othello. Experimental results show that our agent learns more efficiently than existing methods across environments.

cs.LG↗

Gradual Transition from Bellman Optimality Operator to Bellman Operator in Online Reinforcement Learning

For continuous action spaces, actor-critic methods are widely used in online reinforcement learning (RL). However, unlike RL algorithms for discrete actions, which generally model the optimal value function using the Bellman optimality operator, RL algorithms for continuous actions typically model Q-values for the current policy using the Bellman operator. These algorithms for continuous actions rely exclusively on policy updates for improvement, which often results in low sample efficiency. This study examines the effectiveness of incorporating the Bellman optimality operator into actor-critic frameworks. Experiments in a simple environment show that modeling optimal values accelerates learning but leads to overestimation bias. To address this, we propose an annealing approach that gradually transitions from the Bellman optimality operator to the Bellman operator, thereby accelerating learning while mitigating bias. Our method, combined with TD3 and SAC, significantly outperforms existing approaches across various locomotion and manipulation tasks, demonstrating improved performance and robustness to hyperparameters related to optimality. The code for this study is available at https://github.com/motokiomura/annealed-q-learning.

cs.LG↗

Offline Reinforcement Learning with Wasserstein Regularization via Optimal Transport Maps

Offline reinforcement learning (RL) aims to learn an optimal policy from a static dataset, making it particularly valuable in scenarios where data collection is costly, such as robotics. A major challenge in offline RL is distributional shift, where the learned policy deviates from the dataset distribution, potentially leading to unreliable out-of-distribution actions. To mitigate this issue, regularization techniques have been employed. While many existing methods utilize density ratio-based measures, such as the $f$-divergence, for regularization, we propose an approach that utilizes the Wasserstein distance, which is robust to out-of-distribution data and captures the similarity between actions. Our method employs input-convex neural networks (ICNNs) to model optimal transport maps, enabling the computation of the Wasserstein distance in a discriminator-free manner, thereby avoiding adversarial training and ensuring stable learning. Our approach demonstrates comparable or superior performance to widely used existing methods on the D4RL benchmark dataset. The code is available at https://github.com/motokiomura/Q-DOT .

cs.LG↗