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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Organization of Cortex-Ganglia-Thalamus to Generate Movements From Motor Primitives: a Model for Developmental Robotics</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alessio Mauro Franchi</string-name>
          <email>1alessiomauro.franchi@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Danilo Attuario</string-name>
          <email>2danilo.attuario@mail.polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppina Gini</string-name>
          <email>3giuseppina.gini@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Elettronica</institution>
          ,
          <addr-line>Informazione and Bioingegneria Politecnico Di Milano - Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The advent of humanoid robots has posed new challenges and opportunities to control complex movements; their bodies have an high number of degrees of freedom, and methods used up to now to control them are no longer e cient. The purpose of this work is to create a system that could approach these challenges. We present a bioinspired model of the cortex-basal ganglia circuit for movement generation. Our model is able to learn and control movements starting from a set of motor primitives. Experiments on the NAO robot show that the system can be a good starting point for a more complex motor system to be integrated in a bioinspired cognitive architecture.</p>
      </abstract>
      <kwd-group>
        <kwd>developmental robotics</kwd>
        <kwd>motor primitives</kwd>
        <kwd>ganglia</kwd>
        <kwd>cortex</kwd>
        <kwd>thalamus</kwd>
        <kwd>movement</kwd>
        <kwd>learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Our task is to study and model the natural pathway to generate movements;
in the brain it is based on the interaction between the cortex, the base ganglia
and the thalamus [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Indeed in our model we concentrate on the interactions
between cortex and ganglia, since the thalamus has only the role of information
exchange.
      </p>
      <p>
        Our solution is based on motor primitives, which represent simple
movements used as building blocks to generate more complex motions [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Our model
is divided into two areas; the rst one derives from our reference bioinspired
architecture, namely IDRA, able to model the sensorial cortex by a mechanism
of dimensionality reduction and compact state representation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Each internal
state has an associated value of interest that can derive from the experience or
be innate (a priori). The second area represents the motor cortex and the
ganglia; it combines the motion primitives and a module devoted to learning such
composition through reinforcement learning.
      </p>
      <p>The novel result we want to obtain within this research is to use a reduced
set of re ex movements, only those available in humans since birth. The model
has been tested on the NAO robot to evaluate its value in reaching-like tasks.</p>
    </sec>
    <sec id="sec-2">
      <title>Motor Primitives and the De nition Chosen</title>
      <p>
        In the embodied view of robotics movement is a way to develop knowledge, since
it enables active perception, but also the vice versa is true [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The human motor
system is able to generate a large variety of motions starting from re exes and
voluntary movements [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        There are two kinds of re exes: simple \extensions and contractions", present
at the fetal state, and \primitive re exes" of the newborns. Neuroscienti c
hypotheses state that simple primitives are innate and other are learned from
experience inhibiting the innate re exes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. There is a large literature about motor
primitives, both in humans and robotics; these are considered as an important
mechanism for motor learning and motor control [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. A common study method
uses the EMG signals to derive those primitives [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]; other studies concentrate
on how the nervous system is able to combine those simple primitives for
coordinated intentional actions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. It seems that each primitive has a speci c
aim, as for instance to control the distance from the hand to a target object
during reaching. This last de nition of motor primitive has inspired our model
of the motor cortex, which is able to describe movements starting from a group
of primitives all with the same aim.
      </p>
      <p>
        Di erent mathematical formulations are available [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The model that
in our opinion is the most bioinspired one is the Dynamic Movement
Primitives (DMP) model that represents only kinematics [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. DMPs are represented
as di erential equations. A movement can be represented as a mapping from
a state vector to a command vector to the joints. This function depends on
parameters that are speci c for the activity to accomplish and that should be
learned, typically using reinforcement learning [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Since learning for a large
space of action-states is impractical, the combination of basic functions is a
possible solution. In a bioinspired solution those basic functions are exactly the
motor primitives.
      </p>
      <p>
        Some applications of DMP can be seen in robotics. In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] the human robot
Sarcos has been trained to perform tennis forehand and backend; a similar
experiment is proposed in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] where a human teacher shows to a seven DOF robotics
arm how to play ping-pong; [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] studied a quite di erent motor primitive
representation which allowed the creation of a system able to learn di erent tasks and
re-use shared knoledge. All of these experiments showed good results, but are
di erent from our proposed study mainly in the type of primitives: they all use
task-speci c motor primitives, whereas we de ned a few number of generic
primitive re exes, those presents in newborns. Our work aim at demonstrating the
generic human-like primitive re exes are su cient for motor skill development.
      </p>
      <p>
        According to the de nitions given in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], we use a purely kynematics
notation, so the output is the velocity and acceleration of joints. This formulation
makes it possible to ignore the non linearity due to external forces that are solved
by the controller during the execution of the motion, a task that the cerebellum
account for in humans [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The Implemented Method</title>
      <p>
        Each DMP can be formalized by a second order dynamical system (for discrete
movements) and a basic point attractive system (for rhytmic movements) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
respectively as in 1 and 2:
v_ =
v( v(g
y)
v);
      </p>
      <p>x_ = v
z_ =
z( z(g
y)
z);
y_ = z + f
where g is the known target position of the moviment, z ( v) and z ( v)
are time constants, is a time-scaling factor, y and y_ are position and velocity
generated by the equations and x is a phase variable.</p>
      <p>The rst equation is linear and monotonically convergence to the goal g, and
is necessary for dampening the second equation, which by itself may result in a
very complex equation due to the nonlinearity of f .</p>
      <p>We use these DMPs as model for the generation of angular trajectories in
terms of velocity; for each degree of freedom we have a single transformation
system, while the canonical system is unique in order to synchronize each trajectory
in time.</p>
      <p>In order to generate a movement we need to determine the parameters of f ;
we used imitiation learning for this, formulated in the following simpli ed form
(Eq. 3, 4):
(1)
(2)
(3)
(4)
(5)
(6)</p>
      <p>Now, given a set of functional primitives k;i(x), each with the same objective
i, we de ne a new policy combining these primitives, as in Eq. 6.
ftarget = y_target</p>
      <p>ztarget
z_target =
z( z(g
ytarget)
ztarget)
where ytarget and y_target are given, Eq. 3 is the target trajectory for the right
part of Eq. 2 and ztarget is computed by integrating the left part of Eq. 4.</p>
      <p>It can be demonstrated that Eq. 1, 2, 3 and 4 converge to g in time T .</p>
      <p>For movement learning we search for a policy binding a state vector x to
a vector of command q in terms of position or speed or acceleration of joints.
Learning this kind of policy is computationally intractable; for sempli cation
we can write the problem as a composition of N simpler policies k, i.e. motor
primitives, as in Eq. 5.</p>
      <p>N
q = (x; t) = X k(x; t)</p>
      <p>k=1</p>
      <p>Ni
(x) = X
k k;i(x)
PNi
h=1 h</p>
      <p>We can also create new more complex movements by combining primitives
with di erent objectives i 2 [1 : : : j] (Eq. 7):</p>
      <p>N1
(x) = X
k=1</p>
      <p>Nj
Pk Nk1;1(x) + : : : + X
h=1 h k=1
k k;j (x)
PNj
h=1 h</p>
      <p>The input of this system are the trajectories generated from DMPs, the
output is a nal novel trajectory. Learning this model means nding the optimal
weights i; we can model these weights with a linear equation (Eq. 8):
i(x) =</p>
      <p>
        T
i i(x)
where i is the vector of parameters and i is the vector of the basis
functions. As basis function we used simple gaussian function so that the policy is
deterministic; as the policy is deterministic we have then added a N (0; )
term for exploration. For weights optimization we use the reinforcement
learning Natural-Actor-Critic algorithm, with SARSA(1) for the Critic [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In this
algorithm it is important to have a learning rate of the Critic greater than that
of the Actor. All the other parameters of this model have been esperimentally
determined.
      </p>
      <p>The rewards the robot receives after each movement are weighted by the
amount of contribute of the ith primitive in the nal movement (Eq. 9).</p>
      <p>Ri = R PN
j=1 j
i
where R is the total reward after the execution of an action and Ri
corresponds to the ith primitive.
4</p>
    </sec>
    <sec id="sec-4">
      <title>The Experiments</title>
      <p>
        The task for our experimentation is to ask the NAO robot to cover a ball with
a glass xed in the hand starting with the left arm in a random position (Fig.
1(a)). The basic primitives are only seven neonatal re exes and two acquired
primitives for rotation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], as listed in Table 1. Trajectories have been obtained
in a kinesthetic fashion; joints values are recorded at time step of 0.4 seconds,
for a total of 3 seconds (Fig. 1(b)).
      </p>
      <p>The rst experiment is to evaluate the capability of composing primitives to
generate new movements. The modules used are only cortex and ganglia, the
input is the position of the ball expressed in the joints space; the learning rate
is set to 0.85 for the critic and 0.35 for the actor. To evaluate the learning we
checked the two values of the reward, Cartesian and Angular. The rst evaluates
the distance to the ball, taking the x 31 of the distance (x); the second the hand
orientation with respect to a target orientations. This splitting is due to the fact
that the seven neonatal re exes are used to make the reaching, the other two
primitives for orientation.
(7)
(8)
(9)
(a) The NAO robot trying to perform the
reaching task
(b) Trajectory of a DMP
approximating the shoulder rotation for the
swimming re ex</p>
      <p>
        The total reward for the rst experiment is reported in Fig. 2(a); as the
number of iterations of the experiment increases, the reward get lower, meaning
that the robot is getting closer to its goal. It never reaches zero mainly due to
noisy values of the joints; in human a visual feedback is used to correct trajectory
at runtime [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. We may also see that it is a little unstable, probably due to the
choice of a Gaussian policy with a xed variance.
(a) Total reward as computed from the
rst experiment
(b) Total reward for the robot from the
experiment with the IDRA module
The experiment has been repeated with the integration in the IDRA
architecture; the architecture is fully reported in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In this case we wanted to use
the Intentional Module to evaluate the interest of the robot for the state. We
add also the visual input, with the application of a log-polar lter for simulating
human vision. The ball position is obtained from the central pixel of the ball.
A set of a-priori recorded images of the environment has been used for learning
the IDRA modules.
In the new experiment no substantial di erences in the rewards are found (see
Fig. 2(b)). This means that the motion composition in-se may work without any
visual feedback; moreover the integration into a more general cognitive
architecture preserves its properties. We may expect advantages from vision and our
cognitive architecture in more complex tasks that we will devise and experiment.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this work we started from a known and quite accepted view about how to
generate movements only from linear combination of motion primitives. Using this
approach we have shown that the limited set of innate re exes are able, almost
alone, to generate a complex reaching trajectory with good results. Moreover,
our technical implementation is quite new, using a mixture of experts and the
Actor-Critic algorithm for learning. It is out of the scope of this paper to
compare the performance of the obtained movement to other models in literature,
mainly due to the di erent set of primitives and the di culty in replicating the
same experiments.</p>
    </sec>
  </body>
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