Hamidreza Kasaei 0001

dblp:153/0260 · also S. Hamidreza Kasaei 0001, Seyed Hamidreza Kasaei 0001, Seyed Hamidreza Mohades Kasaei · DBLP profile ↗
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38ranked-venue papers
12as first author
21since 2021 · last 2026
0000-0001-9408-7730ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 37 · 12 first-author · 20 since 2021Systems, architecture and hardware · 22 · 6 first-author · 15 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2026 VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation
abstract
Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision-language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link:https://sites.google.com/view/vln-gamehttps://sites.google.com/view/vln-game.
Bangguo Yu, Lei Han 0001, Hamidreza Kasaei 0001, Tingguang Li, Ming Cao 0001
IEEE Trans. Robotics4
2025 Enhanced View Planning for Robotic Harvesting: Tackling Occlusions with Imitation Learning
abstract
In agricultural automation, inherent occlusion presents a major challenge for robotic harvesting. We propose a novel imitation learning-based viewpoint planning approach to actively adjust camera viewpoint and capture unobstructed images of the target crop. Traditional viewpoint planners and existing learning-based methods, depend on manually designed evaluation metrics or reward functions, often struggle to generalize to complex, unseen scenarios. Our method employs the Action Chunking with Transformer (ACT) algorithm to learn effective camera motion policies from expert demonstrations. This enables continuous six-degree-of-freedom (6-DoF) viewpoint adjustments that are smoother, more precise and reveal occluded targets. Extensive experiments in both simulated and realworld environments, featuring agricultural scenarios and a 6 DoF robot arm equipped with an RGB-D camera, demonstrate our method's superior success rate and efficiency, especially in complex occlusion conditions, as well as its ability to generalize across different crops without reprogramming. This study advances robotic harvesting by providing a practical “learn from demonstration” (LfD) solution to occlusion challenges, ultimately enhancing autonomous harvesting performance and productivity.
Hamidreza Kasaei 0001
ICRA2
2025 Learning Dual-Arm Coordination for Grasping Large Flat Objects
abstract
Grasping large flat objects, such as books or keyboards lying horizontally, presents significant challenges for single-arm robotic systems, often requiring extra actions like pushing objects against walls or moving them to the edge of a surface to facilitate grasping. In contrast, dualarm manipulation, inspired by human dexterity, offers a more refined solution by directly coordinating both arms to lift and grasp the object without the need for complex repositioning. In this paper, we propose a model-free deep reinforcement learning (DRL) framework to enable dual-arm coordination for grasping large flat objects. We utilize a large scale grasp pose detection model as a backbone to extract high-dimensional features from input images, which are then used as the state representation in a reinforcement learning (RL) model. A CNNbased Proximal Policy Optimization (PPO) algorithm with shared Actor-Critic layers is employed to learn coordinated dual-arm grasp actions. The system is trained and tested in Isaac Gym and deployed to real robots. Experimental results demonstrate that our policy can effectively grasp large flat objects without requiring additional maneuvers. Furthermore, the policy exhibits strong generalization capabilities, successfully handling unseen objects. Importantly, it can be directly transferred to real robots without fine-tuning, consistently outperforming baseline methods. Videos of our experiments are available online: https://sites.google.com/view/grasplargeflat
Hamidreza Kasaei 0001
ICRA2
2025 Asymmetric Dual Self-Distillation for 3D Self-Supervised Representation Learning
abstract
Learning semantically meaningful representations from unstructured 3D point clouds remains a central challenge in computer vision, especially in the absence of large-scale labeled datasets. While masked point modeling (MPM) is widely used in self-supervised 3D learning, its reconstruction-based objective can limit its ability to capture high-level semantics. We propose AsymDSD, an Asymmetric Dual Self-Distillation framework that unifies masked modeling and invariance learning through prediction in the latent space rather than the input space. AsymDSD builds on a joint embedding architecture and introduces several key design choices: an efficient asymmetric setup, disabling attention between masked queries to prevent shape leakage, multi-mask sampling, and a point cloud adaptation of multi-crop. AsymDSD achieves state-of-the-art results on ScanObjectNN (90.53\%) and further improves to 93.72\% when pretrained on 930k shapes, surpassing prior methods.
Remco F. Leijenaar, Hamidreza Kasaei 0001
NeurIPS2
2025 LM-MCVT: A Lightweight Multi-Modal Multi-View Convolutional-Vision Transformer Approach for 3D Object Recognition
abstract
In human-centered environments such as restaurants, homes, and warehouses, robots often face challenges in accurately recognizing 3D objects. These challenges stem from the complexity and variability of these environments, including diverse object shapes. In this paper, we propose a novel Lightweight Multi-Modal Multi-View Convolutional-Vision Transformer network (LM-MCVT) to enhance 3D object recognition in robotic applications. Our approach leverages the Globally Entropy-Based Embeddings Fusion (GEEF) method to integrate multi-views efficiently. The LM-MCVT architecture incorporates pre- and mid-level convolutional encoders and local and global transformers to enhance feature extraction and recognition accuracy. We evaluate our method on the synthetic ModelNet40 dataset and achieve a recognition accuracy of 95.6% using a four-view setup, surpassing existing state-of-the- art methods. To further validate its effectiveness, we conduct 5-fold cross-validation on the real-world OmniObject3D dataset using the same configuration. Results consistently show superior performance, demonstrating the method’s robustness in 3D object recognition across synthetic and real-world 3D data.
Songsong Xiong, Hamidreza Kasaei 0001
RO-MAN2
2025 Fast trajectory planner with a reinforcement learning-based controller for robotic manipulators
abstract
Generating obstacle-free trajectories for robotic manipulators in unstructured and cluttered environments remains a significant challenge. Existing motion planning methods often require additional computational effort to generate the final trajectory by solving kinematic or dynamic equations. This paper highlights the strong potential of model-free reinforcement learning methods over model-based approaches for obstacle-free trajectory planning in joint space. We propose a fast trajectory planning system for manipulators that combines vision-based path planning in task space with reinforcement learning-based obstacle avoidance in joint space. We divide the framework into two key components. The first introduces an innovative vision-based trajectory planner in task space, leveraging the large-scale fast segment anything (FSA) model in conjunction with basis spline (B-spline)-optimized kinodynamic path searching. The second component enhances the proximal policy optimization (PPO) algorithm by integrating action ensembles (AE) and policy feedback (PF), which greatly improve precision and stability in goal-reaching and obstacle avoidance within joint space. These proximal policy optimization (PPO) enhancements increase the algorithm’s adaptability across diverse robotic tasks, ensuring consistent execution of commands from the first component by the manipulator, while also enhancing both obstacle avoidance efficiency and reaching accuracy. The experimental results demonstrated the effectiveness of proximal policy optimization (PPO) enhancements, as well as simulation-to-simulation (Sim-to-Sim) and simulation-to-reality (Sim-to-Real) transfer, in improving model robustness and planner efficiency in complex scenarios. These enhancements allowed the robot to perform obstacle avoidance and real-time trajectory planning in obstructed environments. https://sites.google.com/view/ftp4rm/home
Hamidreza Kasaei 0001
Eng. Appl. Artif. Intell.2
2024 Harnessing the Synergy between Pushing, Grasping, and Throwing to Enhance Object Manipulation in Cluttered Scenarios
abstract
In this work, we delve into the intricate synergy among non-prehensile actions like pushing, and prehensile actions such as grasping and throwing, within the domain of robotic manipulation. We introduce an innovative approach to learning these synergies by leveraging model-free deep reinforcement learning. The robot’s workflow involves detecting the pose of the target object and the basket at each time step, predicting the optimal push configuration to isolate the target object, determining the appropriate grasp configuration, and inferring the necessary parameters for an accurate throw into the basket. This empowers robots to skillfully reconfigure cluttered scenarios through pushing, creating space for collision-free grasping actions. Simultaneously, we integrate throwing behavior, showcasing how this action significantly extends the robot’s operational reach. Ensuring safety, we developed a simulation environment in Gazebo for robot training, applying the learned policy directly to our real robot. Notably, this work represents a pioneering effort to learn the synergy between pushing, grasping, and throwing actions. Extensive experimentation in both simulated and real-robot scenarios substantiates the effectiveness of our approach across diverse settings. Our approach achieves a success rate exceeding 80% in both simulated and real-world scenarios. A video showcasing our experiments is available online at: https://youtu.be/q1l4BJVDbRw
Hamidreza Kasaei 0001, Seyed Mohammadreza Mohades Kasaei
ICRA1
2024 Lifelong Robot Library Learning: Bootstrapping Composable and Generalizable Skills for Embodied Control with Language Models
abstract
Large Language Models (LLMs) have emerged as a new paradigm for embodied reasoning and control, most recently by generating robot policy code that utilizes a custom library of vision and control primitive skills. However, prior arts fix their skills library and steer the LLM with carefully handcrafted prompt engineering, limiting the agent to a stationary range of addressable tasks. In this work, we introduce LRLL, an LLM-based lifelong learning agent that continuously grows the robot skill library to tackle manipulation tasks of ever-growing complexity. LRLL achieves this with four novel contributions: 1) a soft memory module that allows dynamic storage and retrieval of past experiences to serve as context, 2) a self-guided exploration policy that proposes new tasks in simulation, 3) a skill abstractor that distills recent experiences into new library skills, and 4) a lifelong learning algorithm for enabling human users to bootstrap new skills with minimal online interaction. LRLL continuously transfers knowledge from the memory to the library, building composable, general and interpretable policies, while bypassing gradient-based optimization, thus relieving the learner from catastrophic forgetting. Empirical evaluation in a simulated tabletop environment shows that LRLL outperforms end-to-end and vanilla LLM approaches in the lifelong setup while learning skills that are transferable to the real world. Project material will become available at the webpage https://gtziafas.github.io/LRLL_project/.
Giorgos Tziafas, Hamidreza Kasaei 0001
ICRA2
2024 Self-supervised Learning for Joint Pushing and Grasping Policies in Highly Cluttered Environments
abstract
Robotic systems often face challenges when attempting to grasp a target object due to interference from surrounding items. We propose a Deep Reinforcement Learning (DRL) method that develops joint policies for grasping and pushing, enabling effective manipulation of target objects within untrained, densely cluttered environments. In particular, a dual RL model is introduced, which presents high resilience in handling complicated scenes, reaching an average of 98% task completion in simulation and real-world scenes. To evaluate the proposed method, we conduct comprehensive simulation experiments in three distinct environments: densely packed building blocks, randomly positioned building blocks, and common household objects. Further, real-world tests are conducted using actual robots to confirm the robustness of our approach in various untrained and highly cluttered environments. The results from experiments underscore the superior efficacy of our method in both simulated and real-world scenarios, outperforming recent state-of-the-art methods. To ensure reproducibility and further the academic discourse, we make available a demonstration video, the trained models, and the source code for public access. https://sites.google.com/view/pushandgrasp/home.
Kamal Mokhtar, Cock Heemskerk, Hamidreza Kasaei 0001
ICRA4
2024 TiV-ODE: A Neural ODE-based Approach for Controllable Video Generation From Text-Image Pairs
abstract
Videos capture the evolution of continuous dynamical systems over time in the form of discrete image sequences. Recently, video generation models have been widely used in robotic research. However, generating controllable videos from image-text pairs is an important yet underexplored research topic in both robotic and computer vision communities. This paper introduces an innovative and elegant framework named TiV-ODE, formulating this task as modeling the dynamical system in a continuous space. Specifically, our framework leverages the ability of Neural Ordinary Differential Equations (Neural ODEs) to model the complex dynamical system depicted by videos as a nonlinear ordinary differential equation. The resulting framework offers control over the generated videos’ dynamics, content, and frame rate, a feature not provided by previous methods. Experiments demonstrate the ability of the proposed method to generate highly controllable and visually consistent videos and its capability of modeling dynamical systems. Overall, this work is a significant step towards developing advanced controllable video generation models that can handle complex and dynamic scenes.
Nanbo Li, Arushi Goel, Zonghai Yao, Zijian Guo 0002, Hamidreza Kasaei 0001, Seyed Mohammadreza Mohades Kasaei, Zhibin Li 0001
ICRA6
2024 Single-Shot 6DoF Pose and 3D Size Estimation for Robotic Strawberry Harvesting
abstract
In this study, we introduce a deep-learning approach for determining both the 6DoF pose and 3D size of strawberries, aiming to significantly augment robotic harvesting efficiency. Our model was trained on a synthetic strawberry dataset, which is automatically generated within the Ignition Gazebo simulator, with a specific focus on the inherent symmetry exhibited by strawberries. By leveraging domain randomization techniques, the model demonstrated exceptional performance, achieving an 84.77% average precision (AP) of 3D Intersection over Union (IoU) scores on the simulated dataset. Empirical evaluations, conducted by testing our model on real-world datasets, underscored the model’s viability for real-world strawberry harvesting scenarios, even though its training was based on synthetic data. The model also exhibited robust occlusion handling abilities, maintaining accurate detection capabilities even when strawberries were obscured by other strawberries or foliage. Additionally, the model showcased remarkably swift inference speeds, reaching up to 60 frames per second (FPS).
Hamidreza Kasaei 0001
IROS2
2023 Explain What You See: Open-Ended Segmentation and Recognition of Occluded 3D Objects
abstract
Local-HDP (Local Hierarchical Dirichlet Process) is a hierarchical Bayesian method recently used for open-ended 3D object category recognition. It has been proven to be efficient in real-time robotic applications. However, the method is not robust to a high degree of occlusion. We address this limitation in two steps. First, we propose a novel semantic 3D object-parts segmentation method that has the flexibility of Local-HDP. This method is shown to be suitable for open-ended scenarios where the number of 3D objects or object parts are not fixed and can grow over time. We show that the proposed method has a higher percentage of mean intersection over union, using a smaller number of learning instances. Second, we integrate this technique with a recently introduced argumentation-based online incremental learning method, enabling the model to handle a high degree of occlusion. We show that the resulting model produces explicit explanations for the 3D object category recognition task.
Hamed Ayoobi, Hamidreza Kasaei 0001, Ming Cao 0001, Rineke Verbrugge, Bart Verheij
ICRA2
2023 Throwing Objects into A Moving Basket While Avoiding Obstacles
abstract
The capabilities of a robot will be increased significantly by exploiting throwing behavior. In particular, throwing will enable robots to rapidly place the object into the target basket, located outside its feasible kinematic space, without traveling to the desired location. In previous approaches, the robot often learned a parameterized throwing kernel through analytical approaches, imitation learning, or hand-coding. There are many situations in which such approaches do not work/generalize well due to various object shapes, heterogeneous mass distribution, and also obstacles that might be presented in the environment. It is obvious that a method is needed to modulate the throwing kernel through its meta-parameters. In this paper, we tackle object throwing problem through a deep reinforcement learning approach that enables robots to precisely throw objects into a moving basket while there is an obstacle obstructing the path. To the best of our knowledge, we are the first group that addresses throwing objects with obstacle avoidance. Such a throwing skill not only increases the physical reachability of a robotic arm but also improves the execution time. In particular, the robot detects the pose of the target object, basket, and obstacle at each time step, predicts the proper grasp configuration for the target object, and then infers appropriate parameters to throw the object into the basket. Due to safety constraints, we develop a simulation environment in Gazebo to train the robot and then use the learned policy in real-robot directly. To assess the performers of the proposed approach, we perform extensive sets of experiments in both simulation and real-robot in three scenarios. Experimental results showed that the robot could precisely throw a target object into the basket outside its kinematic range and generalize well to new locations and objects without colliding with obstacles. The video of our experiments can be found at https://youtu.be/VmIFF__c_84.
Hamidreza Kasaei 0001, Seyed Mohammadreza Mohades Kasaei
ICRA1
2023 Instance-wise Grasp Synthesis for Robotic Grasping
abstract
Generating high-quality instance-wise grasp con-figurations provides critical information of how to grasp specific objects in a multi-object environment and is of high importance for robot manipulation tasks. This work proposed a novel Single-Stage Grasp (SSG) synthesis network, which performs high-quality instance-wise grasp synthesis in a single stage: instance mask and grasp configurations are generated for each object simultaneously. Our method outperforms state-of-the-art on robotic grasp prediction based on the OCID-Grasp dataset, and performs competitively on the JACQUARD dataset. The benchmarking results showed significant improvements compared to the baseline on the accuracy of generated grasp configurations. The performance of the proposed method has been validated through both extensive simulations and real robot experiments for three tasks including single object pick-and-place, grasp synthesis in cluttered environments and table cleaning task.
Seyed Mohammadreza Mohades Kasaei, Hamidreza Kasaei 0001, Zhibin Li 0001
ICRA3
2023 Frontier Semantic Exploration for Visual Target Navigation
abstract
This work focuses on the problem of visual target navigation, which is very important for autonomous robots as it is closely related to high-level tasks. To find a special object in unknown environments, classical and learning-based approaches are fundamental components of navigation that have been investigated thoroughly in the past. However, due to the difficulty in the representation of complicated scenes and the learning of the navigation policy, previous methods are still not adequate, especially for large unknown scenes. Hence, we propose a novel framework for visual target navigation using the frontier semantic policy. In this proposed framework, the semantic map and the frontier map are built from the current observation of the environment. Using the features of the maps and object category, deep reinforcement learning enables to learn a frontier semantic policy which can be used to select a frontier cell as a long-term goal to explore the environment efficiently. Experiments on Gibson and Habitat-Matterport 3D (HM3D) demonstrate that the proposed framework significantly outperforms existing map-based methods in terms of success rate and efficiency. Ablation analysis also indicates that the proposed approach learns a more efficient exploration policy based on the frontiers. A demonstration is provided to verify the applicability of applying our model to real-world transfer. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/fsevn.
Bangguo Yu, Hamidreza Kasaei 0001, Ming Cao 0001
ICRA2
2023 Early or Late Fusion Matters: Efficient RGB-D Fusion in Vision Transformers for 3D Object Recognition
abstract
The Vision Transformer (ViT) architecture has established its place in computer vision literature, however, training ViTs for RGB-D object recognition remains an understudied topic, viewed in recent literature only through the lens of multi-task pretraining in multiple vision modalities. Such approaches are often computationally intensive, relying on the scale of multiple pretraining datasets to align RGB with 3D information. In this work, we propose a simple yet strong recipe for transferring pretrained ViTs in RGB-D domains for 3D object recognition, focusing on fusing RGB and depth representations encoded jointly by the ViT. Compared to previous works in multimodal Transformers, the key challenge here is to use the attested flexibility of ViTs to capture cross-modal interactions at the downstream and not the pretraining stage. We explore which depth representation is better in terms of resulting accuracy and compare early and late fusion techniques for aligning the RGB and depth modalities within the ViT architecture. Experimental results in the Washington RGB-D Objects dataset (ROD) demonstrate that in such RGB → RGB-D scenarios, late fusion techniques work better than most popularly employed early fusion. With our transfer baseline, fusion ViTs score up to 95.4% top-1 accuracy in ROD, achieving new state-of-the-art results in this benchmark. We further show the benefits of using our multimodal fusion baseline over unimodal feature extractors in a synthetic-to-real visual adaptation as well as in an open-ended lifelong learning scenario in the ROD benchmark, where our model outperforms previous works by a margin of >8%. Finally, we integrate our method with a robot framework and demonstrate how it can serve as a perception utility in an interactive robot learning scenario, both in simulation and with a real robot.
Giorgos Tziafas, Hamidreza Kasaei 0001
IROS2
2023 Enhancing Fine-Grained 3D Object Recognition Using Hybrid Multi-Modal Vision Transformer-CNN Models
abstract
Robots operating in human-centered environments, such as retail stores, restaurants, and households, are often required to distinguish between similar objects in different contexts with a high degree of accuracy. However, fine-grained object recognition remains a challenge in robotics due to the high intra-category and low inter-category dissimilarities. In addition, the limited number of fine-grained 3D datasets poses a significant problem in addressing this issue effectively. In this paper, we propose a hybrid multi-modal Vision Transformer (ViT) and Convolutional Neural Networks (CNN) approach to improve the performance of fine-grained visual classification (FGVC). To address the shortage of FGVC 3D datasets, we generated two synthetic datasets. The first dataset consists of 20 categories related to restaurants with a total of 100 instances, while the second dataset contains 120 shoe instances. Our approach was evaluated on both datasets, and the results indicate that our hybrid multi-modal model outperforms both CNN-only and ViT-only baselines, achieving a recognition accuracy of 94.50% and 93.51% on the restaurant and shoe datasets, respectively. Additionally, we have made our FGVC RGB-D datasets available to the research community to enable further experimentation and advancement. Furthermore, we integrated our proposed method with a robot framework and demonstrated its potential as a fine-grained perception tool in both simulated and real-world robotic scenarios.
Songsong Xiong, Giorgos Tziafas, Hamidreza Kasaei 0001
IROS3
2023 L3MVN: Leveraging Large Language Models for Visual Target Navigation
abstract
Visual target navigation in unknown environments is a crucial problem in robotics. Despite extensive investigation of classical and learning-based approaches in the past, robots lack common-sense knowledge about household objects and layouts. Prior state-of-the-art approaches to this task rely on learning the priors during the training and typically require significant expensive resources and time for learning. To address this, we propose a new framework for visual target navigation that leverages Large Language Models (LLM) to impart common sense for object searching. Specifically, we introduce two paradigms: (i) zero-shot and (ii) feed-forward approaches that use language to find the relevant frontier from the semantic map as a long-term goal and explore the environment efficiently. Our analyse demonstrates the notable zero-shot generalization and transfer capabilities from the use of language. Experiments on Gibson and Habitat-Matterport 3D (HM3D) demonstrate that the proposed framework significantly outperforms existing map-based methods in terms of success rate and generalization. Ablation analyse also indicates that the common-sense knowledge from the language model leads to more efficient semantic exploration. Finally, we provide a real robot experiment to verify the applicability of our framework in real-world scenarios. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/l3mvn.
Bangguo Yu, Hamidreza Kasaei 0001, Ming Cao 0001
IROS2
2022 Lifelong 3D object recognition and grasp synthesis using dual memory recurrent self-organization networks
abstract
Humans learn to recognize and manipulate new objects in lifelong settings without forgetting the previously gained knowledge under non-stationary and sequential conditions. In autonomous systems, the agents also need to mitigate similar behaviour to continually learn the new object categories and adapt to new environments. In most conventional deep neural networks, this is not possible due to the problem of catastrophic forgetting, where the newly gained knowledge overwrites existing representations. Furthermore, most state-of-the-art models excel either in recognizing the objects or in grasp prediction, while both tasks use visual input. The combined architecture to tackle both tasks is very limited. In this paper, we proposed a hybrid model architecture consists of a dynamically growing dual-memory recurrent neural network (GDM) and an autoencoder to tackle object recognition and grasping simultaneously. The autoencoder network is responsible to extract a compact representation for a given object, which serves as input for the GDM learning, and is responsible to predict pixel-wise antipodal grasp configurations. The GDM part is designed to recognize the object in both instances and categories levels. We address the problem of catastrophic forgetting using the intrinsic memory replay, where the episodic memory periodically replays the neural activation trajectories in the absence of external sensory information. To extensively evaluate the proposed model in a lifelong setting, we generate a synthetic dataset due to lack of sequential 3D objects dataset. Experiment results demonstrated that the proposed model can learn both object representation and grasping simultaneously in continual learning scenarios.
Krishnakumar Santhakumar, Hamidreza Kasaei 0001
Neural Networks2
2021 Self-Imitation Learning by Planning
abstract
Imitation learning (IL) enables robots to acquire skills quickly by transferring expert knowledge, which is widely adopted in reinforcement learning (RL) to initialize exploration. However, in long-horizon motion planning tasks, a challenging problem in deploying IL and RL methods is how to generate and collect massive, broadly distributed data such that these methods can generalize effectively. In this work, we solve this problem using our proposed approach called self-imitation learning by planning (SILP), where demonstration data are collected automatically by planning on the visited states from the current policy. SILP is inspired by the observation that successfully visited states in the early reinforcement learning stage are collision-free nodes in the graph-search based motion planner, so we can plan and relabel robot's own trials as demonstrations for policy learning. Due to these self-generated demonstrations, we relieve the human operator from the laborious data preparation process required by IL and RL methods in solving complex motion planning tasks. The evaluation results show that our SILP method achieves higher success rates and enhances sample efficiency compared to selected baselines, and the policy learned in simulation performs well in a real-world placement task with changing goals and obstacles.
Sha Luo, Hamidreza Kasaei 0001, Lambert Schomaker
ICRA2
2021 Reinforcement Learning with Potential Functions Trained to Discriminate Good and Bad States
abstract
Reward shaping is an efficient way to incorporate domain knowledge into a reinforcement learning agent. Nev-ertheless, it is unpractical and inconvenient to require prior knowledge for designing shaping rewards. Therefore, learning the shaping reward function by the agent during training could be more effective. In this paper, based on the potential-based reward shaping framework, which guarantees policy invariance, we propose to learn a potential function concurrently with training an agent using a reinforcement learning algorithm. In the proposed method, the potential function is trained by examining states that occur in good and in bad episodes. We apply the proposed adaptive potential function while training an agent with Q-learning and develop two novel algorithms. One is APF-QMLP, which applies the good/bad state potential function combined with Q-learning and multi-layer perceptrons (MLPs) to estimate the Q-function. The other is APF-Dueling-DQN, which combines the novel potential function with Dueling DQN. In particular, an autoencoder is adopted in APF-Dueling-DQN to map image states from Atari games to hash codes. We evaluated the created algorithms empirically in four environments: a six-room maze, CartPole, Acrobot, and Ms-Pacman, involving low-dimensional or high-dimensional state spaces. The experimental results showed that the proposed adaptive potential function improved the performances of the selected reinforcement learning algorithms.
Yifei Chen 0007, Hamidreza Kasaei 0001, Lambert Schomaker, Marco A. Wiering
IJCNN2
2020 Accelerating Reinforcement Learning for Reaching Using Continuous Curriculum Learning
abstract
Reinforcement learning has shown great promise in the training of robot behavior due to the sequential decision making characteristics. However, the required enormous amount of interactive and informative training data provides the major stumbling block for progress. In this study, we focus on accelerating reinforcement learning (RL) training and improving the performance of multi-goal reaching tasks. Specifically, we propose a precision-based continuous curriculum learning (PCCL) method in which the requirements are gradually adjusted during the training process, instead of fixing the parameter in a static schedule. To this end, we explore various continuous curriculum strategies for controlling a training process. This approach is tested using a Universal Robot 5e in both simulation and real-world multi-goal reach experiments. Experimental results support the hypothesis that a static training schedule is suboptimal, and using an appropriate decay function for curriculum learning provides superior results in a faster way.
Sha Luo, Hamidreza Kasaei 0001, Lambert Schomaker
IJCNN2
2020 Learning to Grasp 3D Objects using Deep Residual U-Nets
abstract
Grasp synthesis is one of the challenging tasks for any robot object manipulation task. In this paper, we present a new deep learning-based grasp synthesis approach for 3D objects. In particular, we propose an end-to-end 3D Convolutional Neural Network to predict the objects' graspable areas. We named our approach Res-U-Net since the architecture of the network is designed based on U-Net structure and residual network-styled blocks. It devised to plan 6-DOF grasps for any desired object, be efficient to compute and use, and be robust against varying point cloud density and Gaussian noise. We have performed extensive experiments to assess the performance of the proposed approach concerning graspable part detection, grasp success rate, and robustness to varying point cloud density and Gaussian noise. Experiments validate the promising performance of the proposed architecture in all aspects. A video showing the performance of our approach in the simulation environment can be found at http://youtu.be/5_yAJCc8owo.
Lambert Schomaker, Hamidreza Kasaei 0001
RO-MAN3
2020 Local-LDA: Open-Ended Learning of Latent Topics for 3D Object Recognition
abstract
Service robots are expected to be more autonomous and work effectively in human-centric environments. This implies that robots should have special capabilities, such as learning from past experiences and real-time object category recognition. This paper proposes an open-ended 3D object recognition system which concurrently learns both the object categories and the statistical features for encoding objects. In particular, we propose an extension of Latent Dirichlet Allocation to learn structural semantic features (i.e., visual topics), from low-level feature co-occurrences, for each category independently. Moreover, topics in each category are discovered in an unsupervised fashion and are updated incrementally using new object views. In this way, the advantages of both the (hand-crafted) local features and the (learned) structural semantic features have been considered and combined in an efficient way. An extensive set of experiments has been performed to assess the performance of the proposed Local-LDA in terms of descriptiveness, scalability, and computation time. Experimental results show that the overall classification performance obtained with Local-LDA is clearly better than the best performances obtained with the state-of-the-art approaches. Moreover, the best scalability, in terms of number of learned categories, was obtained with the proposed Local-LDA approach, closely followed by a Bag-of-Words (BoW) approach. Concerning computation time, the best result was obtained with BoW, immediately followed by the Local-LDA approach.
Hamidreza Kasaei 0001, Luís Seabra Lopes, Ana Maria Tomé
IEEE Trans. Pattern Anal. Mach. Intell.1
2019 Interactive Open-Ended Object, Affordance and Grasp Learning for Robotic Manipulation
abstract
Service robots are expected to autonomously and efficiently work in human-centric environments. For this type of robots, object perception and manipulation are challenging tasks due to need for accurate and real-time response. This paper presents an interactive open-ended learning approach to recognize multiple objects and their grasp affordances concurrently. This is an important contribution in the field of service robots since no matter how extensive the training data used for batch learning, a robot might always be confronted with an unknown object when operating in human-centric environments. The paper describes the system architecture and the learning and recognition capabilities. Grasp learning associates grasp configurations (i.e., end-effector positions and orientations) to grasp affordance categories. The grasp affordance category and the grasp configuration are taught through verbal and kinesthetic teaching, respectively. A Bayesian approach is adopted for learning and recognition of object categories and an instance-based approach is used for learning and recognition of affordance categories. An extensive set of experiments has been performed to assess the performance of the proposed approach regarding recognition accuracy, scalability and grasp success rate on challenging datasets and real-world scenarios.
Hamidreza Kasaei 0001, Nima Shafii, Luís Seabra Lopes, Ana Maria Tomé
ICRA1
2019 Look Further to Recognize Better: Learning Shared Topics and Category-Specific Dictionaries for Open-Ended 3D Object Recognition
abstract
Service robots are expected to operate effectively in human-centric environments for long periods of time. In such realistic scenarios, fine-grained object categorization is as important as basic-level object categorization. We tackle this problem by proposing an open-ended object recognition approach which concurrently learns both the object categories and the local features for encoding objects. In this work, each object is represented using a set of general latent visual topics and category-specific dictionaries. The general topics encode the common patterns of all categories, while the category-specific dictionary describes the content of each category in details. The proposed approach discovers both sets of general and specific representations in an unsupervised fashion and updates them incrementally using new object views. Experimental results show that our approach yields significant improvements over the previous state-of-the-art approaches concerning scalability and object classification performance. Moreover, our approach demonstrates the capability of learning from very few training examples in a real-world setting. Regarding computation time, the best result was obtained with a Bag-of-Words method followed by a variant of the Latent Dirichlet Allocation approach.
Hamidreza Kasaei 0001
IROS1
2018 Perceiving, Learning, and Recognizing 3D Objects: An Approach to Cognitive Service Robots
abstract
There is growing need for robots that can interact with people in everyday situations. For service robots, it is not reasonable to assume that one can pre-program all object categories. Instead, apart from learning from a batch of labelled training data, robots should continuously update and learn new object categories while working in the environment. This paper proposes a cognitive architecture designed to create a concurrent 3D object category learning and recognition in an interactive and open-ended manner. In particular, this cognitive architecture provides automatic perception capabilities that will allow robots to detect objects in highly crowded scenes and learn new object categories from the set of accumulated experiences in an incremental and open-ended way. Moreover, it supports constructing the full model of an unknown object in an on-line manner and predicting next best view for improving object detection and manipulation performance. We provide extensive experimental results demonstrating system performance in terms of recognition, scalability, next-best-view prediction and real-world robotic applications.
Hamidreza Kasaei 0001, Juil Sock, Luís Seabra Lopes, Ana Maria Tomé, Tae-Kyun Kim 0001
AAAI1
2018 Coping with Context Change in Open-Ended Object Recognition without Explicit Context Information
abstract
To deploy a robot in a human-centric environment, it is important that the robot is able to continuously acquire and update object categories while working in the environment. Therefore, autonomous robots must have the ability to continuously execute learning and recognition in a concurrent or interleaved fashion. One of the main challenges in unconstrained human environments is to cope with the effects of context change. This paper presents two main contributions: (i) an approach for evaluating open-ended object category learning and recognition methods in multi-context scenarios; (ii) evaluation of different object category learning and recognition approaches regarding their ability to cope with the effects of context change. Off-line evaluation approaches such as cross-validation do not comply with the simultaneous nature of learning and recognition. A teaching protocol, supporting context change, was therefore designed and used in this work for experimental evaluation. Seven learning and recognition approaches were evaluated and compared using the protocol. The best performance, in terms of number of learned categories, was obtained with a recently proposed local variant of Latent Dirichlet Allocation (LDA), closely followed by a Bag-of-Words (BoW) approach. In terms of adaptability, i.e. coping with context change, the best result was obtained with BoW, immediately followed by the local LDA variant.
Hamidreza Kasaei 0001, Luís Seabra Lopes, Ana Maria Tomé
IROS1
2018 Towards lifelong assistive robotics: A tight coupling between object perception and manipulation
Hamidreza Kasaei 0001, Miguel Armando Riem de Oliveira, Gi Hyun Lim, Luís Seabra Lopes, Ana Maria Tomé
Neurocomputing1
2016 An orthographic descriptor for 3D object learning and recognition
abstract
Object representation is one of the most challenging tasks in robotics because it must provide reliable information in real-time to enable the robot to physically interact with the objects in its environment. To ensure reliability, a global object descriptor must be computed based on a unique and repeatable object reference frame. Moreover, the descriptor should contain enough information enabling to recognize the same or similar objects seen from different perspectives. This paper presents a new object descriptor named Global Orthographic Object Descriptor (GOOD) designed to be robust, descriptive and efficient to compute and use. The performance of the proposed object descriptor is compared with the main state-of-the-art descriptors. Experimental results show that the overall classification performance obtained with GOOD is comparable to the best performances obtained with the state-of-the-art descriptors. Concerning memory and computation time, GOOD clearly outperforms the other descriptors. Therefore, GOOD is especially suited for real-time applications.
Hamidreza Kasaei 0001, Luís Seabra Lopes, Ana Maria Tomé, Miguel Armando Riem de Oliveira
IROS1
2016 Learning to grasp familiar objects using object view recognition and template matching
abstract
Robots are still not able to grasp all unforeseen objects. Finding a proper grasp configuration, i.e. the position and orientation of the arm relative to the object, is still challenging. One approach for grasping unforeseen objects is to recognize an appropriate grasp configuration from previous grasp demonstrations. The underlying assumption in this approach is that new objects that are similar to known ones (i.e. they are familiar) can be grasped in a similar way. However finding a grasp representation and a grasp similarity metric is still the main challenge in developing an approach for grasping familiar objects. In this paper, interactive object view learning and recognition capabilities are integrated in the process of learning and recognizing grasps. The object view recognition module uses an interactive incremental learning approach to recognize object view labels. The grasp pose learning approach uses local and global visual features of a demonstrated grasp to learn a grasp template associated with the recognized object view. A grasp distance measure based on Mahalanobis distance is used in a grasp template matching approach to recognize an appropriate grasp pose. The experimental results demonstrate the high reliability of the developed template matching approach in recognizing the grasp poses. Experimental results also show how the robot can incrementally improve its performance in grasping familiar objects.
Nima Shafii, Hamidreza Kasaei 0001, Luís Seabra Lopes
IROS2
2016 Hierarchical Object Representation for Open-Ended Object Category Learning and Recognition
abstract
Most robots lack the ability to learn new objects from past experiences. To migrate a robot to a new environment one must often completely re-generate the knowledge- base that it is running with. Since in open-ended domains the set of categories to be learned is not predefined, it is not feasible to assume that one can pre-program all object categories required by robots. Therefore, autonomous robots must have the ability to continuously execute learning and recognition in a concurrent and interleaved fashion. This paper proposes an open-ended 3D object recognition system which concurrently learns both the object categories and the statistical features for encoding objects. In particular, we propose an extension of Latent Dirichlet Allocation to learn structural semantic features (i.e. topics) from low-level feature co-occurrences for each category independently. Moreover, topics in each category are discovered in an unsupervised fashion and are updated incrementally using new object views. The approach contains similarities with the organization of the visual cortex and builds a hierarchy of increasingly sophisticated representations. Results show the fulfilling performance of this approach on different types of objects. Moreover, this system demonstrates the capability of learning from few training examples and competes with state-of-the-art systems.
Hamidreza Kasaei 0001, Ana Maria Tomé, Luís Seabra Lopes
NIPS1
2016 Object Learning and Grasping Capabilities for Robotic Home Assistants
Hamidreza Kasaei 0001, Nima Shafii, Luís Seabra Lopes, Ana Maria Tomé
RoboCup1
2016 GOOD: A global orthographic object descriptor for 3D object recognition and manipulation
Hamidreza Kasaei 0001, Ana Maria Tomé, Luís Seabra Lopes, Miguel Armando Riem de Oliveira
Pattern Recognit. Lett.1
2015 Hierarchical Nearest Neighbor Graphs for Building Perceptual Hierarchies
Gi Hyun Lim, Miguel Armando Riem de Oliveira, Hamidreza Kasaei 0001, Luís Seabra Lopes
ICONIP (2)3
2015 Concurrent learning of visual codebooks and object categories in open-ended domains
abstract
In open-ended domains, robots must continuously learn new object categories. When the training sets are created offline, it is not possible to ensure their representativeness with respect to the object categories and features the system will find when operating online. In the Bag of Words model, visual codebooks are usually constructed from training sets created offline. This might lead to non-discriminative visual words and, as a consequence, to poor recognition performance. This paper proposes a visual object recognition system which concurrently learns in an incremental and online fashion both the visual object category representations as well as the codebook words used to encode them. The codebook is defined using Gaussian Mixture Models which are updated using new object views. The approach contains similarities with the human visual object recognition system: evidence suggests that the development of recognition capabilities occurs on multiple levels and is sustained over large periods of time. Results show that the proposed system with concurrent learning of object categories and codebooks is capable of learning more categories, requiring less examples, and with similar accuracies, when compared to the classical Bag of Words approach using codebooks constructed offline.
Miguel Armando Riem de Oliveira, Luís Seabra Lopes, Gi Hyun Lim, Hamidreza Kasaei 0001, Angel Domingo Sappa, Ana Maria Tomé
IROS4
2014 A perceptual memory system for grounding semantic representations in intelligent service robots
abstract
This paper addresses the problem of grounding semantic representations in intelligent service robots. In particular, this work contributes to addressing two important aspects, namely the anchoring of object symbols into the perception of the objects and the grounding of object category symbols into the perception of known instances of the categories. The paper discusses memory requirements for storing both semantic and perceptual data and, based on the analysis of these requirements, proposes an approach based on two memory components, namely a semantic memory and a perceptual memory. The perception, memory, learning and interaction capabilities, and the perceptual memory, are the main focus of the paper. Three main design options address the key computational issues involved in processing and storing perception data: a lightweight, NoSQL database, is used to implement the perceptual memory; a thread-based approach with zero copy transport of messages is used in implementing the modules; and a multiplexing scheme, for the processing of the different objects in the scene, enables parallelization. The system is designed to acquire new object categories in an incremental and open-ended way based on user-mediated experiences. The system is fully integrated in a broader robot system comprising low-level control and reactivity to high-level reasoning and learning.
Miguel Armando Riem de Oliveira, Gi Hyun Lim, Luís Seabra Lopes, Hamidreza Kasaei 0001, Ana Maria Tomé, Aneesh Chauhan
IROS4
2014 Interactive teaching and experience extraction for learning about objects and robot activities
abstract
Intelligent service robots should be able to improve their knowledge from accumulated experiences through continuous interaction with the environment, and in particular with humans. A human user may guide the process of experience acquisition, teaching new concepts, or correcting insufficient or erroneous concepts through interaction. This paper reports on work towards interactive learning of objects and robot activities in an incremental and open-ended way. In particular, this paper addresses human-robot interaction and experience gathering. The robot's ontology is extended with concepts for representing human-robot interactions as well as the experiences of the robot. The human-robot interaction ontology includes not only instructor teaching activities but also robot activities to support appropriate feedback from the robot. Two simplified interfaces are implemented for the different types of instructions including the teach instruction, which triggers the robot to extract experiences. These experiences, both in the robot activity domain and in the perceptual domain, are extracted and stored in memory, and they are used as input for learning methods. The functionalities described above are completely integrated in a robot architecture, and are demonstrated in a PR2 robot.
Gi Hyun Lim, Miguel Armando Riem de Oliveira, Vahid Mokhtari, Hamidreza Kasaei 0001, Aneesh Chauhan, Luís Seabra Lopes, Ana Maria Tomé
RO-MAN4