Kei Ota

dblp:238/1288 · DBLP profile ↗
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14ranked-venue papers
7as first author
11since 2021 · last 2025
0000-0002-5744-3027ORCID · corroborated

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

Artificial intelligence and machine learning · 13 · 7 first-author · 10 since 2021Systems, architecture and hardware · 10 · 5 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2025 Interactive Robot Action Replanning using Multimodal LLM Trained from Human Demonstration Videos
abstract
Understanding human actions could allow robots to perform a large spectrum of complex manipulation tasks and make collaboration with humans easier. Recently, multimodal scene understanding using audio-visual Transformers has been used to generate robot action sequences from videos of human demonstrations. However, automatic action sequence generation is not always perfect due to the distribution gap between the training and test environments. To bridge this gap, human intervention could be very effective, such as telling the robot agent what should be done. Motivated by this, we propose an error-correction-based action replanning approach that regenerates better action sequences using (1) automatically generated actions from a pretrained action generator and (2) human error-correction in natural language. We collected singlearm robot action sequences aligned to human action instruction for the cooking video dataset YouCook2. We trained the proposed errorcorrection-based action replanning model using a pre-trained multimodal LLM model (AVBLIP-2), generating a pair of (a) single-arm robot micro-step action sequences and (b) action descriptions in natural language simultaneously. To assess the performance of error correction, we collected human feedback on correcting errors in the automatically generated robot actions. Experiments show that our proposed interactive replanning model trained in a multitask manner using action sequence and description outperformed the baseline model in all types of scores.
Chiori Hori, Motonari Kambara, Komei Sugiura, Kei Ota, Sameer Khurana, Siddarth Jain, Radu Corcodel, Devesh K. Jha, Diego Romeres, Jonathan Le Roux
ICASSP4
2025 Analytic Conditions for Differentiable Collision Detection in Trajectory Optimization
abstract
Optimization-based methods are widely used for computing fast, diverse solutions for complex tasks such as collision-free movement or planning in the presence of contacts. However, most of these methods require enforcing non-penetration constraints between objects, resulting in a nontrivial and computationally expensive problem. This makes the use of optimization-based methods for planning and control challenging. In this paper, we present a method to efficiently enforce non-penetration of sets while performing optimization over their configuration, which is directly applicable to problems like collision-aware trajectory optimization. We introduce novel differentiable conditions with analytic expressions to achieve this. To enforce non-collision between non-smooth bodies using these conditions, we introduce a method to approximate polytopes as smooth semi-algebraic sets. We present several numerical experiments to demonstrate the performance of the proposed method and compare the performance with other baseline methods recently proposed in the literature.
Akshay Jaitly, Devesh K. Jha, Kei Ota, Yuki Shirai
IROS3
2025 Zero-Shot Peg Insertion: Identifying Mating Holes and Estimating SE(2) Poses with Vision-Language Models
abstract
Achieving zero-shot peg insertion, where inserting an arbitrary peg into an unseen hole without task-specific training, remains a fundamental challenge in robotics. This task demands a highly generalizable perception system capable of detecting potential holes, selecting the correct mating hole from multiple candidates, estimating its precise pose, and executing insertion despite uncertainties. While learning-based methods have been applied to peg insertion, they often fail to generalize beyond the specific peg-hole pairs encountered during training. Recent advancements in Vision-Language Models (VLMs) offer a promising alternative, leveraging large-scale datasets to enable robust generalization across diverse tasks. Inspired by their success, we introduce a novel zero-shot peg insertion framework that utilizes a VLM to identify mating holes and estimate their poses without prior knowledge of their geometry. This approach assumes a known peg pose and a leveled surface for insertion. Extensive experiments demonstrate that our method achieves 90.2% accuracy, significantly outperforming baselines in identifying the correct mating hole across a wide range of previously unseen peg-hole pairs, including 3D-printed objects, toy puzzles, and industrial connectors. Furthermore, we validate the effectiveness of our approach in a real-world connector insertion task on a backpanel of a PC, where our system successfully detects holes, identifies the correct mating hole, estimates its pose, and completes the insertion with a success rate of 88.3%. These results highlight the potential of VLM-driven zero-shot reasoning for enabling robust and generalizable robotic assembly.
Masaru Yajima, Kei Ota, Asako Kanezaki, Rei Kawakami
IROS2
2024 Robust In-Hand Manipulation with Extrinsic Contacts
abstract
We present in-hand manipulation tasks where a robot moves an object in grasp, maintains its external contact mode with the environment, and adjusts its in-hand pose simultaneously. The proposed manipulation task leads to complex contact interactions which can be very susceptible to uncertainties in kinematic and physical parameters. Therefore, we propose a robust in-hand manipulation method, which consists of two parts. First, an in-gripper mechanics model that computes a naïve motion cone assuming all parameters are precise. Then, a robust planning method refines the motion cone to maintain desired contact mode regardless of parametric errors. Real-world experiments were conducted to illustrate the accuracy of the mechanics model and the effectiveness of the robust planning framework in the presence of kinematics parameter errors.
Boyuan Liang, Kei Ota, Masayoshi Tomizuka, Devesh K. Jha
ICRA2
2024 Tactile Estimation of Extrinsic Contact Patch for Stable Placement
abstract
Precise perception of contact interactions is essential for fine-grained manipulation skills for robots. In this paper, we present the design of feedback skills for robots that must learn to stack complex-shaped objects on top of each other (see Fig. 1). To design such a system, a robot should be able to reason about the stability of placement from very gentle contact interactions. Our results demonstrate that it is possible to infer the stability of object placement based on tactile readings during contact formation between the object and its environment. In particular, we estimate the contact patch between a grasped object and its environment using force and tactile observations to estimate the stability of the object during a contact formation. The contact patch could be used to estimate the stability of the object upon release of the grasp. The proposed method is demonstrated in various pairs of objects that are used in a very popular board game.
Kei Ota, Devesh K. Jha, Krishna Murthy Jatavallabhula, Asako Kanezaki, Josh Tenenbaum
ICRA1
2024 Autonomous Robotic Assembly: From Part Singulation to Precise Assembly
abstract
Imagine a robot that can assemble a functional product from the individual parts presented in any configuration to the robot. Designing such a robotic system is a complex problem which presents several open challenges. To bypass these challenges, the current generation of assembly systems is built with a lot of system integration effort to provide the structure and precision necessary for assembly. These systems are mostly responsible for part singulation, part kitting, and part detection, which is accomplished by intelligent system design. In this paper, we present autonomous assembly of a gear box with minimum requirements on structure. The assembly parts are randomly placed in a two-dimensional work environment for the robot. The proposed system makes use of several different manipulation skills such as sliding for grasping, in-hand manipulation, and insertion to assemble the gear box. All these tasks are run in a closed-loop fashion using vision, tactile, and Force-Torque (F/T) sensors. We perform extensive hardware experiments to show the robustness of the proposed methods as well as the overall system. See supplementary video at https://www.youtube.com/watch?v=cZ9M1DQ23OI.
Kei Ota, Devesh K. Jha, Siddarth Jain, William Yerazunis, Radu Corcodel, Yash Shukla, Antonia Bronars, Diego Romeres
IROS1
2024 A framework for training larger networks for deep Reinforcement learning
abstract
Abstract The success of deep learning in computer vision and natural language processing communities can be attributed to the training of very deep neural networks with millions or billions of parameters, which can then be trained with massive amounts of data. However, a similar trend has largely eluded the training of deep reinforcement learning (RL) algorithms where larger networks do not lead to performance improvement. Previous work has shown that this is mostly due to instability during the training of deep RL agents when using larger networks. In this paper, we make an attempt to understand and address the training of larger networks for deep RL. We first show that naively increasing network capacity does not improve performance. Then, we propose a novel method that consists of (1) wider networks with DenseNet connection, (2) decoupling representation learning from the training of RL, and (3) a distributed training method to mitigate overfitting problems. Using this three-fold technique, we show that we can train very large networks that result in significant performance gains. We present several ablation studies to demonstrate the efficacy of the proposed method and some intuitive understanding of the reasons for performance gain. We show that our proposed method outperforms other baseline algorithms on several challenging locomotion tasks.
Kei Ota, Devesh K. Jha, Asako Kanezaki
Mach. Learn.1
2023 H-SAUR: Hypothesize, Simulate, Act, Update, and Repeat for Understanding Object Articulations from Interactions
abstract
The world is filled with articulated objects that are difficult to determine how to use from vision alone, e.g., a door might open inwards or outwards. Humans handle these objects with strategic trial-and-error: first pushing a door then pulling if that doesn't work. We enable these capabilities in autonomous agents by proposing “Hypothesize, Simulate, Act, Update, and Repeat” (H-SAUR), a probabilistic generative framework that simultaneously generates a distribution of hypotheses about how objects articulate given input observations, captures certainty over hypotheses over time, and infer plausible actions for exploration and goal-conditioned manipulation. We compare our model with existing work in manipulating objects after a handful of exploration actions, on the PartNet-Mobility dataset. We further propose a novel PuzzleBoxes benchmark that contains locked boxes that require multiple steps to solve. We show that the proposed model significantly outperforms the current state-of-the-art articulated object manipulation framework, despite using zero training data. We further improve the test-time efficiency of H-SAUR by integrating a learned prior from learning-based vision models.
Kei Ota, Hsiao-Yu Fish Tung, Kevin A. Smith 0001, Anoop Cherian, Tim K. Marks, Alan Sullivan, Asako Kanezaki, Josh Tenenbaum
ICRA1
2023 Style-transfer based Speech and Audio-visual Scene understanding for Robot Action Sequence Acquisition from Videos
Chiori Hori, Puyuan Peng, David F. Harwath, Kei Ota, Siddarth Jain, Radu Corcodel, Devesh K. Jha, Diego Romeres, Jonathan Le Roux
INTERSPEECH5
2022 Object Memory Transformer for Object Goal Navigation
abstract
This paper presents a reinforcement learning method for object goal navigation (ObjNav) where an agent navigates in 3D indoor environments to reach a target object based on long-term observations of objects and scenes. To this end, we propose Object Memory Transformer (OMT) that consists of two key ideas: 1) Object-Scene Memory (OSM) that enables to store long-term scenes and object semantics, and 2) Transformer that attends to salient objects in the sequence of previously observed scenes and objects stored in OSM. This mechanism allows the agent to efficiently navigate in the indoor environment without prior knowledge about the environments, such as topological maps or 3D meshes. To the best of our knowledge, this is the first work that uses a long-term memory of object semantics in a goal-oriented navigation task. Experimental results conducted on the AI2-THOR dataset show that OMT outperforms previous approaches in navigating in unknown environments. In particular, we show that utilizing the long-term object semantics information improves the efficiency of navigation.
Rui Fukushima, Kei Ota, Asako Kanezaki, Yoko Sasaki, Yusuke Yoshiyasu
ICRA2
2022 OPIRL: Sample Efficient Off-Policy Inverse Reinforcement Learning via Distribution Matching
abstract
Inverse Reinforcement Learning (IRL) is attractive in scenarios where reward engineering can be tedious. However, prior IRL algorithms use on-policy transitions, which require intensive sampling from the current policy for stable and optimal performance. This limits IRL applications in the real world, where environment interactions can become highly expensive. To tackle this problem, we present Off-Policy Inverse Reinforcement Learning (OPIRL), which (1) adopts off-policy data distribution instead of on-policy and enables significant reduction of the number of interactions with the environment, (2) learns a reward function that is transferable with high generalization capabilities on changing dynamics, and (3) leverages mode-covering behavior for faster convergence. We demonstrate that our method is considerably more sample efficient and generalizes to novel environments through the experiments. Our method achieves better or comparable results on policy performance baselines with significantly fewer interactions. Furthermore, we empirically show that the recovered reward function generalizes to different tasks where prior arts are prone to fail.
Hana Hoshino, Kei Ota, Asako Kanezaki, Rio Yokota
ICRA2
2020 Can Increasing Input Dimensionality Improve Deep Reinforcement Learning?
abstract
Deep reinforcement learning (RL) algorithms have recently achieved remarkable successes in various sequential decision making tasks, leveraging advances in methods for training large deep networks. However, these methods usually require large amounts of training data, which is often a big problem for real-world applications. One natural question to ask is whether learning good representations for states and using larger networks helps in learning better policies. In this paper, we try to study if increasing input dimensionality helps improve performance and sample efficiency of model-free deep RL algorithms. To do so, we propose an online feature extractor network (OFENet) that uses neural nets to produce \emph{good} representations to be used as inputs to an off-policy RL algorithm. Even though the high dimensionality of input is usually thought to make learning of RL agents more difficult, we show that the RL agents in fact learn more efficiently with the high-dimensional representation than with the lower-dimensional state observations. We believe that stronger feature propagation together with larger networks allows RL agents to learn more complex functions of states and thus improves the sample efficiency. Through numerical experiments, we show that the proposed method achieves much higher sample efficiency and better performance. Codes for the proposed method are available at http://www.merl.com/research/license/OFENet
Kei Ota, Tomoaki Oiki, Devesh K. Jha, Toshisada Mariyama, Daniel Nikovski
ICML1
2020 Efficient Exploration in Constrained Environments with Goal-Oriented Reference Path
abstract
In this paper, we consider the problem of building learning agents that can efficiently learn to navigate in constrained environments. The main goal is to design agents that can efficiently learn to understand and generalize to different environments using high-dimensional inputs (a 2D map), while following feasible paths that avoid obstacles in obstacle-cluttered environment. To achieve this, we make use of traditional path planning algorithms, supervised learning, and reinforcement learning algorithms in a synergistic way. The key idea is to decouple the navigation problem into planning and control, the former of which is achieved by supervised learning whereas the latter is done by reinforcement learning. Specifically, we train a deep convolutional network that can predict collision-free paths based on a map of the environment- this is then used by an reinforcement learning algorithm to learn to closely follow the path. This allows the trained agent to achieve good generalization while learning faster. We test our proposed method in the recently proposed Safety Gym suite that allows testing of safety-constraints during training of learning agents. We compare our proposed method with existing work and show that our method consistently improves the sample efficiency and generalization capability to novel environments.
Kei Ota, Yoko Sasaki, Devesh K. Jha, Yusuke Yoshiyasu, Asako Kanezaki
IROS1
2019 Trajectory Optimization for Unknown Constrained Systems using Reinforcement Learning
abstract
In this paper, we propose a reinforcement learning-based algorithm for trajectory optimization for constrained dynamical systems. This problem is motivated by the fact that for most robotic systems, the dynamics may not always be known. Generating smooth, dynamically feasible trajectories could be difficult for such systems. Using sampling-based algorithms for motion planning may result in trajectories that are prone to undesirable control jumps. However, they can usually provide a good reference trajectory which a model-free reinforcement learning algorithm can then exploit by limiting the search domain and quickly finding a dynamically smooth trajectory. We use this idea to train a reinforcement learning agent to learn a dynamically smooth trajectory in a curriculum learning setting. Furthermore, for generalization, we parameterize the policies with goal locations, so that the agent can be trained for multiple goals simultaneously. We show result in both simulated environments as well as real experiments, for a 6-DoF manipulator arm operated in position-controlled mode to validate the proposed idea. We compare the proposed ideas against a PID controller which is used to track a designed trajectory in configuration space. Our experiments show that our RL agent trained with a reference path outperformed a model-free PID controller of the type commonly used on many robotic platforms for trajectory tracking.
Kei Ota, Devesh K. Jha, Tomoaki Oiki, Mamoru Miura, Takashi Nammoto, Daniel Nikovski, Toshisada Mariyama
IROS1