The 23rd Game Programming Workshop ,a) 2,3,b) Deep Q-Network Atari2600 Minecraft AI Minecraft hg-dagger/q Imitation Learning and Reinforcement L

Size: px
Start display at page:

Download "The 23rd Game Programming Workshop ,a) 2,3,b) Deep Q-Network Atari2600 Minecraft AI Minecraft hg-dagger/q Imitation Learning and Reinforcement L"

Transcription

1 1,a) 2,3,b) Deep Q-Network Atari2600 Minecraft AI Minecraft hg-dagger/q Imitation Learning and Reinforcement Learning using Hierarchical Structure Yutaro Fujimura 1,a) Tomoyuki Kaneko 2,3,b) Abstract: Deep Q-Network (DQN) has achieved above-human performance on the domain of classic Atari2600 games and therefore DQN is expected to apply to many video games. However it is difficult for DQN to learn on games with sparse feedback, such as Minecraft. To solve this problem, we investigated the performance of hg-dagger/q, a framework to combine imitation learning and reinforcement learning using hierarchical structure. We demonstrate the strength of hg-dagger/q on a Minecraft environment. 1. Mnih Deep Q-Network (DQN) Atari2600 [1] DQN Atari Graduate School of Arts and Sciences, The University of Tokyo 2 Interfaculty Initiative in Information Studies, the University of Tokyo 3 JST, PRESTO a) yut-mak874@g.ecc.u-tokyo.ac.jp b) kaneko@acm.org Johnson Minecraft *1 AI Malmo [2] Malmo Minecraft AI Minecraft DQN hg-dagger/q [3] *1 (Accessed: ) 2018 Information Processing Society of Japan

2 Minecraft 2. Minecraft Minecraft 3D Minecraft AI Malmo AI Minecraft Malmo Minecraft AI 2017 * * [4] Q S A R : S A R P : S A S [0, 1] (Markov Decision Process, MDP). s S, a A π : S A, P (s, a) s, r = R(s, a). Q(s, a) 3.2 Deep Q-Network (DQN) Deep Q-Network (DQN) [1] Q Q(s, a) θ Q(s, a; θ) DQN θ *2 academic-program/collaborative-ai-challenge/ (Accessed: ) *3 (Accessed: ) [ ( ) ] 2 L i (θ i ) = E s,a,r,s r + γ max Q(s, a ; θ i 1 ) Q(s, a; θ i ) a θ i i (1) DQN Atari2600 Montezuma s Revenge Montezuma s Revenge 1 DQN 3.3 [5] 3.1 MDP 2 g G g µ : S G a π g : S A Alg 1 Algorithm 1 1: repeat 2: s 3: : g µ(s) 4: loop 5: s 6: if g then 7: break 8: a : a π g (s) 9: a 10: until µ π g Alg 1 π g τ = (s 1, a 1,..., s T, a T, s T +1) τ σ = (s 1, g 1, τ 1, s 2, a 2, τ 2,...) τ h s h+1 τ h+1 σ τ h 2018 Information Processing Society of Japan

3 Algorithm 2 Hierarchically Guided DAgger/Q-learning (hg-dagger/q) Input: Function Pseudo(s; g) Function Terminal(s; g) ϵ g > 0, g G 1: Initialize: 2: D HI and D g, g G 3: Q g, g G 4: for t = 1,..., T do 5: s 6: σ 7: repeat 8: s HI s, g µ(s) and initialize τ 9: repeat 10: a ϵ g -greedy(q g, s) 11: a s 12: r Pseudo( s; g) 13: Q g : D g 14: τ (s, a, s, r) 15: s s 16: until Terminal(s; g) 17: σ (s HI, g, τ) 18: until 19: σ τ FULL τ HI 20: if Inspect FULL (τ FULL ) = Fail then 21: D Label HI (τ HI ) 22: for (s h, g h, τ) in σ do 23: gh D 24: if g h gh then 25: break 26: D gh D gh τ h 27: D HI D HI D 28: else 29: D gh D gh τ h for all (s h, g h, τ h ) σ 30: µ : µ Train(µ, D HI ) τ HI = (s 1, g 1, s 2, g 2,...) τ FULL DQN h-dqn [6] Hierarchical Deep RL Network (H-DRLN) [7] 3.4 Hybrid Imitation and Reinforcement Learning Le µ π g Hierarchically Guided DAgger/Q-learning (hg-dagger/q) [3] Alg 2 Alg 2 Pseudo(s; g) s g Terminal(s; g) [3] s Algorithm 3 Inspect FULL (τ FULL ) 1: if τ FULL then 2: return Pass 3: else 4: return Fail g Success(s; g) 1 if Success(s; g) 1 if Success(s; g) and Terminal(s; g) κ (2) κ > 0 (s 1, a 1, s 2, a 2,..., ) τfull = {(s 1, a 1), (s 2, a 2),...} µ Label HI (τ HI ) = {(s 1, g 1), (s 2, g 2),...} π g Terminal(s; g) Label HI h-dqn [6] Montezuma s Revenge Alg? Q DQN 3.5 Deep Reccurent Q-Network (DRQN) DQN 4 Minecraft 4 DQN LSTM Deep Reccurent Q-Network (DRQN) [8] 4. Montezuma s Revenge Minecarft Information Processing Society of Japan

4 の緑のマスの位置にある鉄のドアで仕切られており 鉄の ドアは破壊するのに非常に時間がかかるため *4 エージェ ントが時間内にゴールにたどり着くためには エージェン トが配置される最初の部屋の仕掛けを解き 鉄のドアを開 けて通る必要がある 4.3 最初の部屋の仕掛け エージェントが最初に配置される側の部屋には 図 2 の 水色のマスの位置に石の感圧板 茶色のマスに原木ブロッ クが配置されている まず エージェントが石の感圧板の 図 1 エージェントが観察できる入力例 上に乗ると 隣に設置されたディスペンサーからダイヤの Fig. 1 斧が射出され 獲得することができる 次に 原木ブロッ クを破壊すると 隣に設置されたオブザーバーからレッド ストーン回路を通じて 鉄のドアが開くという仕掛けに なっている 4.4 報酬設計 ダイヤの斧を獲得したとき 原木ブロックを破壊して獲 得したとき及びゴール地点の金ブロックに触れたときに エージェントは +1 点を獲得する また エージェントが 行動を選択する度に 0.01 点を獲得し ゴールにたどり着 図 2 けずに 100 秒が経過した場合は 1 点を獲得する 実験に用いたマップの模式図 Fig エージェントがとれる行動 Minecraft のゲームでは様々な行動コマンドが存在する が 本研究の実験においては以下の 7 種類に制限した 何もしない (前, 後) に歩く 180 度 / 秒の速度で (左, 右) にカメラを回転させる 攻撃を開始する 攻撃を終了する 5. 実験 図 実験概要 実験に用いたマップを俯瞰した様子 3.4 節で述べた hg-dagger/q における Q 学習を DQN Fig. 3 で行うエージェントを hg-dagger/dqn とし DRQN で行 ピンク色のマスに矢印の向きで配置される エージェント うエージェントを hg-dagger/drqn とする 4 章で作成 は図 1 のような画像を 0.05 秒に 1 度の間隔で観察しなが した Minecraft の環境で DQN, DRQN, hg-dagger/dqn, ら ゴール地点に到達することが目的である ゴール地点 hg-dagger/drqn のエージェントで学習を行った 実装 である金ブロックに触れた時点で ゲームはクリアとなり には Python3.5 を Minecraft での実験を行うために Malmo そのエピソードは終了する Minecraft 上での実際のマッ ( ) を OpenAI Gym [9] の形式で取り扱えるラッパー プを天井ブロックを除いて上から撮影したものが図 3 で である MarLO ある 習のフレームワークとして Keras (2.2.2) を用い バックエ *5 (0.0.1-dev16) を使用した また 深層学 ンドは tensorflow (1.9.0) を用いた 4.2 部屋の設計 図 2 の灰色のマスで表現された それぞれの部屋の壁 床及び天井は岩盤ブロックで構築されていて エージェン *4 *5 トは破壊することができない また 2 つの部屋の間は図 Information Processing Society of Japan ピッケル以外の道具及び素手では約 25 秒 (Accessed: 16)

5 1 DQN Table 1 3 Table DRQN Table LSTM 512 tanh Minecraft Minecraft UI 4 DQN 1 [1] DRQN 2 [8] Adam [10] µ [3] RMSProp 5.3 DQN DRQN [1] [1] 4 Malmo Dropout Dropout Dropout Dropout Dropout Dropout Dropout Dropout hg-dagger/dqn, hg-dagger/drqn Table 4 replay memory size target network update frequency 2000 final exploration frame replay start size hg-dagger/dqn hg-dagger/drqn DQN DRQN DQN,DRQN DQN DRQN 4 DRQN 4 DQN DQN DRQN 5.5 hg-dagger/dqn, hg-dagger/drqn hg-dagger/dqn, hg-dagger/drqn [3] 2018 Information Processing Society of Japan

6 external rewards meta agent accuracy DQN DRQN 25 0K 400K 800K 1200K 1600K 2000K steps DQN, DRQN hg-dagger/dqn hg-dagger/drqn 0K 400K 800K 1200K 1600K 2000K LO-level reinforcement learning samples 5 5 hg-dagger/dqn hg-dagger/drqn % 1 30% 2 20% Minecraft DQN DRQN hg-dagger/q Minecraft DQN DRQN 1 Experience Replay Prioritized Experience Replay [11] JSPS 16H02927 JST [1] Mnih, V., Kavukcuoglu, K., Silver, D., Rusu, A. A., Veness, J., Bellemare, M. G., Graves, A., Riedmiller, M., Fidjeland, A. K., Ostrovski, G., Petersen, S., Beattie, C., Sadik, A., Antonoglou, I., King, H., Kumaran, D., Wierstra, D., Legg, S. and Hassabis, D.: Humanlevel control through deep reinforcement learning, Nature, Vol. 518, No. 7540, pp (online), available from (2015). [2] Johnson, M., Hofmann, K., Hutton, T. and Bignell, D.: The malmo platform for artificial intelligence experimentation, IJCAI International Joint Conference on Artificial Intelligence, Vol Janua, pp (2016). [3] Le, H., Jiang, N., Agarwal, A., Dudik, M., Yue, Y. and Daumé, III, H.: Hierarchical Imitation and Reinforcement Learning, Proceedings of the 35th International Conference on Machine Learning (Dy, J. and Krause, A., eds.), Proceedings of Machine Learning Research, Vol. 80, Stockholmsmssan, Stockholm Sweden, PMLR, pp (online), available from (2018). [4] Sutton, R. S., Precup, D. and Singh, S.: Intra-option learning about temporally abstract actions, Proceedings of the Fifteenth International Conference on Machine Learning (ICML 1998), pp (1998). [5] Sutton, R. S., Precup, D. and Singh, S.: Between MDPs and semi-mdps: A Framework for Temporal Abstraction in Reinforcement Learning, Artif. Intell., Vol. 112, No. 1-2, pp (online), DOI: /S Information Processing Society of Japan

7 K 400K 800K 1200K 1600K 2000K LO-level reinforcement learning samples subgoal success rate K 400K 800K 1200K 1600K 2000K LO-level reinforcement learning samples subgoal success rate1.0 6 hg-dagger/dqn 7 hg-dagger/drqn LO-level samples 1600K 1400K 1200K 1000K 800K 600K 400K 200K 0K episode (HI-level labeling samples) LO-level samples 1600K 1400K 1200K 1000K 800K 600K 400K 200K 0K episode (HI-level labeling samples) 8 hg-dagger/dqn 9 hg-dagger/drqn 3702(99) (1999). [6] Kulkarni, T. D., Narasimhan, K. R., Saeedi, A. and Tenenbaum, J. B.: Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation, No. Nips (online), DOI: /A: (2016). [7] Tessler, C., Givony, S., Zahavy, T., Mankowitz, D. J. and Mannor, S.: A Deep Hierarchical Approach to Lifelong Learning in Minecraft., AAAI, Vol. 3, p. 6 (2017). [8] Hausknecht, M. and Stone, P.: Deep Recurrent Q- Learning for Partially Observable MDPs, (online), DOI: (2015). [9] Brockman, G., Cheung, V., Pettersson, L., Schneider, J., Schulman, J., Tang, J. and Zaremba, W.: OpenAI Gym, pp. 1 4 (online), available from (2016). [10] Kingma, D. P. and Ba, J.: Adam: A Method for Stochastic Optimization, pp (online), available from (2014). [11] Schaul, T., Quan, J., Antonoglou, I. and Silver, D.: Prioritized Experience Replay, CoRR, Vol. abs/ (online), available from (2015) Information Processing Society of Japan

8 steps steps episode (HI-level labeling samples) episode (HI-level labeling samples) 10 hg-dagger/dqn 11 hg-dagger/drqn 2018 Information Processing Society of Japan

DQN Pathak Intrinsic Curiosity Module (ICM) () [2] Pathak VizDoom Super Mario Bros Mnih A3C [3] ICM Burda ICM Atari 2600 [4] Seijen Hybrid Reward Arch

DQN Pathak Intrinsic Curiosity Module (ICM) () [2] Pathak VizDoom Super Mario Bros Mnih A3C [3] ICM Burda ICM Atari 2600 [4] Seijen Hybrid Reward Arch Hybrid Reward Architecture 1,a) 1 AI RPG (Rogue-like games) AI AI A3C ICM ICM Deep Reinforcement Learning of Roguelike Games Using Internal Rewards and Hybrid Reward Architecture Yukio Kano 1,a) Yoshimasa

More information

Q [4] 2. [3] [5] ϵ- Q Q CO CO [4] Q Q [1] i = X ln n i + C (1) n i i n n i i i n i = n X i i C exploration exploitation [4] Q Q Q ϵ 1 ϵ 3. [3] [5] [4]

Q [4] 2. [3] [5] ϵ- Q Q CO CO [4] Q Q [1] i = X ln n i + C (1) n i i n n i i i n i = n X i i C exploration exploitation [4] Q Q Q ϵ 1 ϵ 3. [3] [5] [4] 1,a) 2,3,b) Q ϵ- 3 4 Q greedy 3 ϵ- 4 ϵ- Comparation of Methods for Choosing Actions in Werewolf Game Agents Tianhe Wang 1,a) Tomoyuki Kaneko 2,3,b) Abstract: Werewolf, also known as Mafia, is a kind of

More information

IPSJ SIG Technical Report Vol.2016-GI-35 No /3/9 StarCraft AI Deep Q-Network StarCraft: BroodWar Blizzard Entertainment AI Competition AI Convo

IPSJ SIG Technical Report Vol.2016-GI-35 No /3/9 StarCraft AI Deep Q-Network StarCraft: BroodWar Blizzard Entertainment AI Competition AI Convo StarCraft AI Deep Q-Network StarCraft: BroodWar Blizzard Entertainment AI Competition AI Convolutional Neural Network(CNN) Q Deep Q-Network(DQN) CNN DQN,,, 1. StarCraft: Brood War *1 Blizzard Entertainment

More information

,.,., ( ).,., A, B. A, B,.,...,., Python Long Short Term Memory(LSTM), Unity., Asynchronous method, Deep Q-Network(DQN), LSTM, TORCS. Asynchronous met

,.,., ( ).,., A, B. A, B,.,...,., Python Long Short Term Memory(LSTM), Unity., Asynchronous method, Deep Q-Network(DQN), LSTM, TORCS. Asynchronous met 2016 Future University Hakodate 2016 System Information Science Practice Group Report AI Project Name AI love Deep Learning TORCS Deep Learning Group Name TORCS Deep Learning /Project No. 14-B /Project

More information

2797 4 5 6 7 2. 2.1 COM COM 4) 5) COM COM 3 4) 5) 2 2.2 COM COM 6) 7) 10) COM Bonanza 6) Bonanza 6 10 20 Hearts COM 7) 10) 52 4 3 Hearts 3 2,000 4,000

2797 4 5 6 7 2. 2.1 COM COM 4) 5) COM COM 3 4) 5) 2 2.2 COM COM 6) 7) 10) COM Bonanza 6) Bonanza 6 10 20 Hearts COM 7) 10) 52 4 3 Hearts 3 2,000 4,000 Vol. 50 No. 12 2796 2806 (Dec. 2009) 1 1, 2 COM TCG COM TCG COM TCG Strategy-acquisition System for Video Trading Card Game Nobuto Fujii 1 and Haruhiro Katayose 1, 2 Behavior and strategy of computers

More information

IPSJ SIG Technical Report Vol.2017-ARC-225 No.12 Vol.2017-SLDM-179 No.12 Vol.2017-EMB-44 No /3/9 1 1 RTOS DefensiveZone DefensiveZone MPU RTOS

IPSJ SIG Technical Report Vol.2017-ARC-225 No.12 Vol.2017-SLDM-179 No.12 Vol.2017-EMB-44 No /3/9 1 1 RTOS DefensiveZone DefensiveZone MPU RTOS 1 1 RTOS DefensiveZone DefensiveZone MPU RTOS RTOS OS Lightweight partitioning architecture for automotive systems Suzuki Takehito 1 Honda Shinya 1 Abstract: Partitioning using protection RTOS has high

More information

Input image Initialize variables Loop for period of oscillation Update height map Make shade image Change property of image Output image Change time L

Input image Initialize variables Loop for period of oscillation Update height map Make shade image Change property of image Output image Change time L 1,a) 1,b) 1/f β Generation Method of Animation from Pictures with Natural Flicker Abstract: Some methods to create animation automatically from one picture have been proposed. There is a method that gives

More information

1 Fig. 1 Extraction of motion,.,,, 4,,, 3., 1, 2. 2.,. CHLAC,. 2.1,. (256 ).,., CHLAC. CHLAC, HLAC. 2.3 (HLAC ) r,.,. HLAC. N. 2 HLAC Fig. 2

1 Fig. 1 Extraction of motion,.,,, 4,,, 3., 1, 2. 2.,. CHLAC,. 2.1,. (256 ).,., CHLAC. CHLAC, HLAC. 2.3 (HLAC ) r,.,. HLAC. N. 2 HLAC Fig. 2 CHLAC 1 2 3 3,. (CHLAC), 1).,.,, CHLAC,.,. Suspicious Behavior Detection based on CHLAC Method Hideaki Imanishi, 1 Toyohiro Hayashi, 2 Shuichi Enokida 3 and Toshiaki Ejima 3 We have proposed a method for

More information

これからの強化学習 サンプルページ この本の定価 判型などは, 以下の URL からご覧いただけます. このサンプルページの内容は, 初版 1 刷発行時のものです.

これからの強化学習 サンプルページ この本の定価 判型などは, 以下の URL からご覧いただけます.   このサンプルページの内容は, 初版 1 刷発行時のものです. これからの強化学習 サンプルページ この本の定価 判型などは, 以下の URL からご覧いただけます. http://www.morikita.co.jp/books/mid/088031 このサンプルページの内容は, 初版 1 刷発行時のものです. i ii Sutton Barto 20 1 2 3 4 1 Richard S. Sutton and Andrew G. Barto. Reinforcement

More information

1: A/B/C/D Fig. 1 Modeling Based on Difference in Agitation Method artisoc[7] A D 2017 Information Processing

1: A/B/C/D Fig. 1 Modeling Based on Difference in Agitation Method artisoc[7] A D 2017 Information Processing 1,a) 2,b) 3 Modeling of Agitation Method in Automatic Mahjong Table using Multi-Agent Simulation Hiroyasu Ide 1,a) Takashi Okuda 2,b) Abstract: Automatic mahjong table refers to mahjong table which automatically

More information

IPSJ SIG Technical Report Vol.2011-EC-19 No /3/ ,.,., Peg-Scope Viewer,,.,,,,. Utilization of Watching Logs for Support of Multi-

IPSJ SIG Technical Report Vol.2011-EC-19 No /3/ ,.,., Peg-Scope Viewer,,.,,,,. Utilization of Watching Logs for Support of Multi- 1 3 5 4 1 2 1,.,., Peg-Scope Viewer,,.,,,,. Utilization of Watching Logs for Support of Multi-View Video Contents Kosuke Niwa, 1 Shogo Tokai, 3 Tetsuya Kawamoto, 5 Toshiaki Fujii, 4 Marutani Takafumi,

More information

_314I01BM浅谷2.indd

_314I01BM浅谷2.indd 587 ネットワークの表現学習 1 1 1 1 Deep Learning [1] Google [2] Deep Learning [3] [4] 2014 Deepwalk [5] 1 2 [6] [7] [8] 1 2 1 word2vec[9] word2vec 1 http://www.ai-gakkai.or.jp/my-bookmark_vol31-no4 588 31 4 2016

More information

2017 31-156861 31-156861 2 30 1 1 2 MDP 4 2.1...................... 5 2.2................... 5 2.3................................ 6 2.4.................... 7 2.5.................... 9 2.6..................

More information

Haiku Generation Based on Motif Images Using Deep Learning Koki Yoneda 1 Soichiro Yokoyama 2 Tomohisa Yamashita 2 Hidenori Kawamura Scho

Haiku Generation Based on Motif Images Using Deep Learning Koki Yoneda 1 Soichiro Yokoyama 2 Tomohisa Yamashita 2 Hidenori Kawamura Scho Haiku Generation Based on Motif Images Using Deep Learning 1 2 2 2 Koki Yoneda 1 Soichiro Yokoyama 2 Tomohisa Yamashita 2 Hidenori Kawamura 2 1 1 School of Engineering Hokkaido University 2 2 Graduate

More information

Fig. 2 28th Ryuou Tournament, Match 5, 59th move. The last move is Black s Rx5f. 1 Tic-Tac-Toe Fig. 1 AsearchtreeofTic-Tac-Toe. [2] [3], [4]

Fig. 2 28th Ryuou Tournament, Match 5, 59th move. The last move is Black s Rx5f. 1 Tic-Tac-Toe Fig. 1 AsearchtreeofTic-Tac-Toe. [2] [3], [4] 1,a) 2 3 2017 4 6, 2017 9 5 Predicting Moves in Comments for Shogi Commentary Generation Hirotaka Kameko 1,a) Shinsuke Mori 2 Yoshimasa Tsuruoka 3 Received: April 6, 2017, Accepted: September 5, 2017 Abstract:

More information

人工知能学会研究会資料 SIG-KBS-B Analysis of Voting Behavior in One Night Werewolf 1 2 Ema Nishizaki 1 Tomonobu Ozaki Graduate School of Integrated B

人工知能学会研究会資料 SIG-KBS-B Analysis of Voting Behavior in One Night Werewolf 1 2 Ema Nishizaki 1 Tomonobu Ozaki Graduate School of Integrated B 人工知能学会研究会資料 SIG-KBS-B508-09 Analysis of Voting Behavior in One Night Werewolf 1 2 Ema Nishizaki 1 Tomonobu Ozaki 2 1 1 Graduate School of Integrated Basic Sciences, Nihon University 2 2 College of Humanities

More information

1, 2, 2, 2, 2 Recovery Motion Learning for Single-Armed Mobile Robot in Drive System s Fault Tauku ITO 1, Hitoshi KONO 2, Yusuke TAMURA 2, Atsushi YAM

1, 2, 2, 2, 2 Recovery Motion Learning for Single-Armed Mobile Robot in Drive System s Fault Tauku ITO 1, Hitoshi KONO 2, Yusuke TAMURA 2, Atsushi YAM 1, 2, 2, 2, 2 Recovery Motion Learning for Single-Armed Mobile Robot in Drive System s Fault Tauku ITO 1, Hitoshi KONO 2, Yusuke TAMURA 2, Atsushi YAMASHITA 2 and Hajime ASAMA 2 1 Department of Precision

More information

IPSJ SIG Technical Report Vol.2016-CE-137 No /12/ e β /α α β β / α A judgment method of difficulty of task for a learner using simple

IPSJ SIG Technical Report Vol.2016-CE-137 No /12/ e β /α α β β / α A judgment method of difficulty of task for a learner using simple 1 2 3 4 5 e β /α α β β / α A judgment method of difficulty of task for a learner using simple electroencephalograph Katsuyuki Umezawa 1 Takashi Ishida 2 Tomohiko Saito 3 Makoto Nakazawa 4 Shigeichi Hirasawa

More information

A Study on Throw Simulation for Baseball Pitching Machine with Rollers and Its Optimization Shinobu SAKAI*5, Yuichiro KITAGAWA, Ryo KANAI and Juhachi

A Study on Throw Simulation for Baseball Pitching Machine with Rollers and Its Optimization Shinobu SAKAI*5, Yuichiro KITAGAWA, Ryo KANAI and Juhachi A Study on Throw Simulation for Baseball Pitching Machine with Rollers and Its Optimization Shinobu SAKAI*5, Yuichiro KITAGAWA, Ryo KANAI and Juhachi ODA Department of Human and Mechanical Systems Engineering,

More information

1 Table 1: Identification by color of voxel Voxel Mode of expression Nothing Other 1 Orange 2 Blue 3 Yellow 4 SSL Humanoid SSL-Vision 3 3 [, 21] 8 325

1 Table 1: Identification by color of voxel Voxel Mode of expression Nothing Other 1 Orange 2 Blue 3 Yellow 4 SSL Humanoid SSL-Vision 3 3 [, 21] 8 325 社団法人人工知能学会 Japanese Society for Artificial Intelligence 人工知能学会研究会資料 JSAI Technical Report SIG-Challenge-B3 (5/5) RoboCup SSL Humanoid A Proposal and its Application of Color Voxel Server for RoboCup SSL

More information

[1], []. AlphaZero 4 TPU 7 elmo 90 8 [3] AlphaZero 1 TPU TPU 64 [3] AlphaZero elmo AlphaZero [3] [4]AlphaZero [3].3 Saliency Map [5] Smooth- Gra

[1], []. AlphaZero 4 TPU 7 elmo 90 8 [3] AlphaZero 1 TPU TPU 64 [3] AlphaZero elmo AlphaZero [3] [4]AlphaZero [3].3 Saliency Map [5] Smooth- Gra 1,a),3,b) Application of Saliency Extraction Methods to Neural Networks in Shogi Taichi Nakayashiki 1,a) Tomoyuki Kaneko,3,b) Abstract: Computer shogi programs defeated human experts and it has been said

More information

2. Twitter Twitter 2.1 Twitter Twitter( ) Twitter Twitter ( 1 ) RT ReTweet RT ReTweet RT ( 2 ) URL Twitter Twitter 140 URL URL URL 140 URL URL

2. Twitter Twitter 2.1 Twitter Twitter( ) Twitter Twitter ( 1 ) RT ReTweet RT ReTweet RT ( 2 ) URL Twitter Twitter 140 URL URL URL 140 URL URL 1. Twitter 1 2 3 3 3 Twitter Twitter ( ) Twitter (trendspotter) Twitter 5277 24 trendspotter TRENDSPOTTER DETECTION SYSTEM FOR TWITTER Wataru Shirakihara, 1 Tetsuya Oishi, 2 Ryuzo Hasegawa, 3 Hiroshi Hujita

More information

2017 (413812)

2017 (413812) 2017 (413812) Deep Learning ( NN) 2012 Google ASIC(Application Specific Integrated Circuit: IC) 10 ASIC Deep Learning TPU(Tensor Processing Unit) NN 12 20 30 Abstract Multi-layered neural network(nn) has

More information

DPA,, ShareLog 3) 4) 2.2 Strino Strino STRain-based user Interface with tacticle of elastic Natural ObjectsStrino 1 Strino ) PC Log-Log (2007 6)

DPA,, ShareLog 3) 4) 2.2 Strino Strino STRain-based user Interface with tacticle of elastic Natural ObjectsStrino 1 Strino ) PC Log-Log (2007 6) 1 2 1 3 Experimental Evaluation of Convenient Strain Measurement Using a Magnet for Digital Public Art Junghyun Kim, 1 Makoto Iida, 2 Takeshi Naemura 1 and Hiroyuki Ota 3 We present a basic technology

More information

johnny-paper2nd.dvi

johnny-paper2nd.dvi 13 The Rational Trading by Using Economic Fundamentals AOSHIMA Kentaro 14 2 26 ( ) : : : The Rational Trading by Using Economic Fundamentals AOSHIMA Kentaro abstract: Recently Artificial Markets on which

More information

1 Web [2] Web [3] [4] [5], [6] [7] [8] S.W. [9] 3. MeetingShelf Web MeetingShelf MeetingShelf (1) (2) (3) (4) (5) Web MeetingShelf

1 Web [2] Web [3] [4] [5], [6] [7] [8] S.W. [9] 3. MeetingShelf Web MeetingShelf MeetingShelf (1) (2) (3) (4) (5) Web MeetingShelf 1,a) 2,b) 4,c) 3,d) 4,e) Web A Review Supporting System for Whiteboard Logging Movies Based on Notes Timeline Taniguchi Yoshihide 1,a) Horiguchi Satoshi 2,b) Inoue Akifumi 4,c) Igaki Hiroshi 3,d) Hoshi

More information

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2015-GI-34 No /7/ % Selections of Discarding Mahjong Piece Using Neural Network Matsui

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2015-GI-34 No /7/ % Selections of Discarding Mahjong Piece Using Neural Network Matsui 2 3 2000 3.3% Selections of Discarding Mahjong Piece Using Neural Network Matsui Kazuaki Matoba Ryuichi 2 Abstract: Mahjong is one of games with imperfect information, and its rule is very complicated

More information

2006 [3] Scratch Squeak PEN [4] PenFlowchart 2 3 PenFlowchart 4 PenFlowchart PEN xdncl PEN [5] PEN xdncl DNCL 1 1 [6] 1 PEN Fig. 1 The PEN

2006 [3] Scratch Squeak PEN [4] PenFlowchart 2 3 PenFlowchart 4 PenFlowchart PEN xdncl PEN [5] PEN xdncl DNCL 1 1 [6] 1 PEN Fig. 1 The PEN PenFlowchart 1,a) 2,b) 3,c) 2015 3 4 2015 5 12, 2015 9 5 PEN & PenFlowchart PEN Evaluation of the Effectiveness of Programming Education with Flowcharts Using PenFlowchart Wataru Nakanishi 1,a) Takeo Tatsumi

More information

IPSJ SIG Technical Report Vol.2012-CG-148 No /8/29 3DCG 1,a) On rigid body animation taking into account the 3D computer graphics came

IPSJ SIG Technical Report Vol.2012-CG-148 No /8/29 3DCG 1,a) On rigid body animation taking into account the 3D computer graphics came 3DCG 1,a) 2 2 2 2 3 On rigid body animation taking into account the 3D computer graphics camera viewpoint Abstract: In using computer graphics for making games or motion pictures, physics simulation is

More information

,,,,., C Java,,.,,.,., ,,.,, i

,,,,., C Java,,.,,.,., ,,.,, i 24 Development of the programming s learning tool for children be derived from maze 1130353 2013 3 1 ,,,,., C Java,,.,,.,., 1 6 1 2.,,.,, i Abstract Development of the programming s learning tool for children

More information

The copyright of this material is retained by the Information Processing Society of Japan (IPSJ). The material has been made available on the website

The copyright of this material is retained by the Information Processing Society of Japan (IPSJ). The material has been made available on the website The copyright of this material is retained by the Information Processing Society of Japan (IPSJ). The material has been made available on the website by the author(s) under the agreement with the IPSJ.

More information

( ) [1] [4] ( ) 2. [5] [6] Piano Tutor[7] [1], [2], [8], [9] Radiobaton[10] Two Finger Piano[11] Coloring-in Piano[12] ism[13] MIDI MIDI 1 Fig. 1 Syst

( ) [1] [4] ( ) 2. [5] [6] Piano Tutor[7] [1], [2], [8], [9] Radiobaton[10] Two Finger Piano[11] Coloring-in Piano[12] ism[13] MIDI MIDI 1 Fig. 1 Syst 情報処理学会インタラクション 2015 IPSJ Interaction 2015 15INT014 2015/3/7 1,a) 1,b) 1,c) Design and Implementation of a Piano Learning Support System Considering Motivation Fukuya Yuto 1,a) Takegawa Yoshinari 1,b) Yanagi

More information

IPSJ SIG Technical Report Vol.2011-MUS-91 No /7/ , 3 1 Design and Implementation on a System for Learning Songs by Presenting Musical St

IPSJ SIG Technical Report Vol.2011-MUS-91 No /7/ , 3 1 Design and Implementation on a System for Learning Songs by Presenting Musical St 1 2 1, 3 1 Design and Implementation on a System for Learning Songs by Presenting Musical Structures based on Phrase Similarity Yuma Ito, 1 Yoshinari Takegawa, 2 Tsutomu Terada 1, 3 and Masahiko Tsukamoto

More information

DL_UCT

DL_UCT Deep Learning for Real- Time Atari Game Play Using Offline Monte- Carlo Tree Search Planning Guo, X., Singh, S., Lee, H., Lewis, R. L., & Wang, X. (2014). InAdvances in Neural Information Processing Systems

More information

ID 3) 9 4) 5) ID 2 ID 2 ID 2 Bluetooth ID 2 SRCid1 DSTid2 2 id1 id2 ID SRC DST SRC 2 2 ID 2 2 QR 6) 8) 6) QR QR QR QR

ID 3) 9 4) 5) ID 2 ID 2 ID 2 Bluetooth ID 2 SRCid1 DSTid2 2 id1 id2 ID SRC DST SRC 2 2 ID 2 2 QR 6) 8) 6) QR QR QR QR Vol. 51 No. 11 2081 2088 (Nov. 2010) 2 1 1 1 which appended specific characters to the information such as identification to avoid parity check errors, before QR Code encoding with the structured append

More information

PowerPoint プレゼンテーション

PowerPoint プレゼンテーション ロボットの計画と制御 マルコフ決定過程 確率ロボティクス 14 章 http://www.probabilistic-robotics.org/ 1 14.1 動機付けロボットの行動選択のための確率的なアルゴリズム 目的 予想される不確かさを最小化したい. ロボットの動作につての不確かさ (MDP で考える ) 決定論的な要素 ロボット工学の理論の多くは, 動作の影響は決定論的であるという仮定のもとに成り立っている.

More information

1 [1, 2, 3, 4, 5, 8, 9, 10, 12, 15] The Boston Public Schools system, BPS (Deferred Acceptance system, DA) (Top Trading Cycles system, TTC) cf. [13] [

1 [1, 2, 3, 4, 5, 8, 9, 10, 12, 15] The Boston Public Schools system, BPS (Deferred Acceptance system, DA) (Top Trading Cycles system, TTC) cf. [13] [ Vol.2, No.x, April 2015, pp.xx-xx ISSN xxxx-xxxx 2015 4 30 2015 5 25 253-8550 1100 Tel 0467-53-2111( ) Fax 0467-54-3734 http://www.bunkyo.ac.jp/faculty/business/ 1 [1, 2, 3, 4, 5, 8, 9, 10, 12, 15] The

More information

3_23.dvi

3_23.dvi Vol. 52 No. 3 1234 1244 (Mar. 2011) 1 1 mixi 1 Casual Scheduling Management and Shared System Using Avatar Takashi Yoshino 1 and Takayuki Yamano 1 Conventional scheduling management and shared systems

More information

The 19th Game Programming Workshop 2014 SHOT 1,a) 2 UCT SHOT UCT SHOT UCT UCT SHOT UCT An Empirical Evaluation of the Effectiveness of the SHOT algori

The 19th Game Programming Workshop 2014 SHOT 1,a) 2 UCT SHOT UCT SHOT UCT UCT SHOT UCT An Empirical Evaluation of the Effectiveness of the SHOT algori SHOT 1,a) 2 UCT SHOT UCT SHOT UCT UCT SHOT UCT An Empirical Evaluation of the Effectiveness of the SHOT algorithm in Go and Gobang Masahiro Honjo 1,a) Yoshimasa Tsuruoka 2 Abstract: Today, UCT is the most

More information

IPSJ SIG Technical Report Vol.2009-CVIM-167 No /6/10 Real AdaBoost HOG 1 1 1, 2 1 Real AdaBoost HOG HOG Real AdaBoost HOG A Method for Reducing

IPSJ SIG Technical Report Vol.2009-CVIM-167 No /6/10 Real AdaBoost HOG 1 1 1, 2 1 Real AdaBoost HOG HOG Real AdaBoost HOG A Method for Reducing Real AdaBoost HOG 1 1 1, 2 1 Real AdaBoost HOG HOG Real AdaBoost HOG A Method for Reducing number of HOG Features based on Real AdaBoost Chika Matsushima, 1 Yuji Yamauchi, 1 Takayoshi Yamashita 1, 2 and

More information

GPGPU

GPGPU GPGPU 2013 1008 2015 1 23 Abstract In recent years, with the advance of microscope technology, the alive cells have been able to observe. On the other hand, from the standpoint of image processing, the

More information

IPSJ SIG Technical Report Secret Tap Secret Tap Secret Flick 1 An Examination of Icon-based User Authentication Method Using Flick Input for

IPSJ SIG Technical Report Secret Tap Secret Tap Secret Flick 1 An Examination of Icon-based User Authentication Method Using Flick Input for 1 2 3 3 1 Secret Tap Secret Tap Secret Flick 1 An Examination of Icon-based User Authentication Method Using Flick Input for Mobile Terminals Kaoru Wasai 1 Fumio Sugai 2 Yosihiro Kita 3 Mi RangPark 3 Naonobu

More information

it-ken_open.key

it-ken_open.key 深層学習技術の進展 ImageNet Classification 画像認識 音声認識 自然言語処理 機械翻訳 深層学習技術は これらの分野において 特に圧倒的な強みを見せている Figure (Left) Eight ILSVRC-2010 test Deep images and the cited4: from: ``ImageNet Classification with Networks et

More information

12) NP 2 MCI MCI 1 START Simple Triage And Rapid Treatment 3) START MCI c 2010 Information Processing Society of Japan

12) NP 2 MCI MCI 1 START Simple Triage And Rapid Treatment 3) START MCI c 2010 Information Processing Society of Japan 1 1, 2 1, 2 1 A Proposal of Ambulance Scheduling System Based on Electronic Triage Tag Teruhiro Mizumoto, 1 Weihua Sun, 1, 2 Keiichi Yasumoto 1, 2 and Minoru Ito 1 For effective life-saving in MCI (Mass

More information

日本感性工学会論文誌

日本感性工学会論文誌 pp.389-402 2017 doi: 10.5057/jjske.TJSKE-D-17-00019 SKEL Fundamental Analysis on Designer s Inference Process Framework and Its Visualization Proposal of Inference Mapping Method to Assist Meta-cognition

More information

1 1 CodeDrummer CodeMusician CodeDrummer Fig. 1 Overview of proposal system c

1 1 CodeDrummer CodeMusician CodeDrummer Fig. 1 Overview of proposal system c CodeDrummer: 1 2 3 1 CodeDrummer: Sonification Methods of Function Calls in Program Execution Kazuya Sato, 1 Shigeyuki Hirai, 2 Kazutaka Maruyama 3 and Minoru Terada 1 We propose a program sonification

More information

IPSJ SIG Technical Report Vol.2014-CG-155 No /6/28 1,a) 1,2,3 1 3,4 CG An Interpolation Method of Different Flow Fields using Polar Inter

IPSJ SIG Technical Report Vol.2014-CG-155 No /6/28 1,a) 1,2,3 1 3,4 CG An Interpolation Method of Different Flow Fields using Polar Inter ,a),2,3 3,4 CG 2 2 2 An Interpolation Method of Different Flow Fields using Polar Interpolation Syuhei Sato,a) Yoshinori Dobashi,2,3 Tsuyoshi Yamamoto Tomoyuki Nishita 3,4 Abstract: Recently, realistic

More information

Sobel Canny i

Sobel Canny i 21 Edge Feature for Monochrome Image Retrieval 1100311 2010 3 1 3 3 2 2 7 200 Sobel Canny i Abstract Edge Feature for Monochrome Image Retrieval Naoto Suzue Content based image retrieval (CBIR) has been

More information

IPSJ SIG Technical Report An Evaluation Method for the Degree of Strain of an Action Scene Mao Kuroda, 1 Takeshi Takai 1 and Takashi Matsuyama 1

IPSJ SIG Technical Report An Evaluation Method for the Degree of Strain of an Action Scene Mao Kuroda, 1 Takeshi Takai 1 and Takashi Matsuyama 1 1 1 1 An Evaluation Method for the Degree of of an Action Scene Mao Kuroda, 1 Takeshi Takai 1 and Takashi Matsuyama 1 The purpose of our research is to investigate structure of an action scene scientifically.

More information

1_26.dvi

1_26.dvi C3PV 1,a) 2,b) 2,c) 3,d) 1,e) 2012 4 20, 2012 10 10 C3PV C3PV C3PV 1 Java C3PV 45 38 84% Programming Process Visualization for Supporting Students in Programming Exercise Hiroshi Igaki 1,a) Shun Saito

More information

(MIRU2008) HOG Histograms of Oriented Gradients (HOG)

(MIRU2008) HOG Histograms of Oriented Gradients (HOG) (MIRU2008) 2008 7 HOG - - E-mail: katsu0920@me.cs.scitec.kobe-u.ac.jp, {takigu,ariki}@kobe-u.ac.jp Histograms of Oriented Gradients (HOG) HOG Shape Contexts HOG 5.5 Histograms of Oriented Gradients D Human

More information

情報 システム工学概論 コンピュータゲームプレイヤ 鶴岡慶雅 工学部電子情報工学科 情報理工学系研究科電子情報学専攻

情報 システム工学概論 コンピュータゲームプレイヤ 鶴岡慶雅 工学部電子情報工学科 情報理工学系研究科電子情報学専攻 情報 システム工学概論 2018-1-15 コンピュータゲームプレイヤ 鶴岡慶雅 工学部電子情報工学科 情報理工学系研究科電子情報学専攻 DEEP Q-NETWORK (DQN) Deep Q-Network (Mnih et al., 2015) Atari 2600 Games ブロック崩し スペースインベーダー ピンポン etc. 同一のプログラムですべてのゲームを学習 CNN+ 強化学習 (Q-Learning)

More information

1 (1997) (1997) 1974:Q3 1994:Q3 (i) (ii) ( ) ( ) 1 (iii) ( ( 1999 ) ( ) ( ) 1 ( ) ( 1995,pp ) 1

1 (1997) (1997) 1974:Q3 1994:Q3 (i) (ii) ( ) ( ) 1 (iii) ( ( 1999 ) ( ) ( ) 1 ( ) ( 1995,pp ) 1 1 (1997) (1997) 1974:Q3 1994:Q3 (i) (ii) ( ) ( ) 1 (iii) ( ( 1999 ) ( ) ( ) 1 ( ) ( 1995,pp.218 223 ) 1 2 ) (i) (ii) / (iii) ( ) (i ii) 1 2 1 ( ) 3 ( ) 2, 3 Dunning(1979) ( ) 1 2 ( ) ( ) ( ) (,p.218) (

More information

IPSJ SIG Technical Report Vol.2015-CVIM-196 No /3/6 1,a) 1,b) 1,c) U,,,, The Camera Position Alignment on a Gimbal Head for Fixed Viewpoint Swi

IPSJ SIG Technical Report Vol.2015-CVIM-196 No /3/6 1,a) 1,b) 1,c) U,,,, The Camera Position Alignment on a Gimbal Head for Fixed Viewpoint Swi 1,a) 1,b) 1,c) U,,,, The Camera Position Alignment on a Gimbal Head for Fixed Viewpoint Swiveling using a Misalignment Model Abstract: When the camera sets on a gimbal head as a fixed-view-point, it is

More information

DTN DTN DTN DTN i

DTN DTN DTN DTN i 28 DTN Proposal of the Aggregation Message Ferrying for Evacuee s Data Delivery in DTN Environment 1170302 2017 2 28 DTN DTN DTN DTN i Abstract Proposal of the Aggregation Message Ferrying for Evacuee

More information

The 18th Game Programming Workshop ,a) 1,b) 1,c) 2,d) 1,e) 1,f) Adapting One-Player Mahjong Players to Four-Player Mahjong

The 18th Game Programming Workshop ,a) 1,b) 1,c) 2,d) 1,e) 1,f) Adapting One-Player Mahjong Players to Four-Player Mahjong 1 4 1,a) 1,b) 1,c) 2,d) 1,e) 1,f) 4 1 1 4 1 4 4 1 4 Adapting One-Player Mahjong Players to Four-Player Mahjong by Recognizing Folding Situations Naoki Mizukami 1,a) Ryotaro Nakahari 1,b) Akira Ura 1,c)

More information

The 15th Game Programming Workshop 2010 Magic Bitboard Magic Bitboard Bitboard Magic Bitboard Bitboard Magic Bitboard Magic Bitboard Magic Bitbo

The 15th Game Programming Workshop 2010 Magic Bitboard Magic Bitboard Bitboard Magic Bitboard Bitboard Magic Bitboard Magic Bitboard Magic Bitbo Magic Bitboard Magic Bitboard Bitboard Magic Bitboard Bitboard Magic Bitboard 64 81 Magic Bitboard Magic Bitboard Bonanza Proposal and Implementation of Magic Bitboards in Shogi Issei Yamamoto, Shogo Takeuchi,

More information

Mimehand II[1] [2] 1 Suzuki [3] [3] [4] (1) (2) 1 [5] (3) 50 (4) 指文字, 3% (25 個 ) 漢字手話 + 指文字, 10% (80 個 ) 漢字手話, 43% (357 個 ) 地名 漢字手話 + 指文字, 21

Mimehand II[1] [2] 1 Suzuki [3] [3] [4] (1) (2) 1 [5] (3) 50 (4) 指文字, 3% (25 個 ) 漢字手話 + 指文字, 10% (80 個 ) 漢字手話, 43% (357 個 ) 地名 漢字手話 + 指文字, 21 1 1 1 1 1 1 1 2 transliteration Machine translation of proper names from Japanese to Japanese Sign Language Taro Miyazaki 1 Naoto Kato 1 Hiroyuki Kaneko 1 Seiki Inoue 1 Shuichi Umeda 1 Toshihiro Shimizu

More information

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2015-DBS-162 No /11/26 1,a) 1,b) EM Designing and developing an interactive data minig tool for rapid r

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2015-DBS-162 No /11/26 1,a) 1,b) EM Designing and developing an interactive data minig tool for rapid r 1,a) 1,b) EM Designing and developing an interactive data minig tool for rapid repeating trials Daishi Kato 1,a) Miki Kiyokazu 1,b) Abstract: Data mining has got attention for finding rules and knowledge

More information

IPSJ SIG Technical Report 1,a) 1,b) 1,c) 1,d) 2,e) 2,f) 2,g) 1. [1] [2] 2 [3] Osaka Prefecture University 1 1, Gakuencho, Naka, Sakai,

IPSJ SIG Technical Report 1,a) 1,b) 1,c) 1,d) 2,e) 2,f) 2,g) 1. [1] [2] 2 [3] Osaka Prefecture University 1 1, Gakuencho, Naka, Sakai, 1,a) 1,b) 1,c) 1,d) 2,e) 2,f) 2,g) 1. [1] [2] 2 [3] 1 599 8531 1 1 Osaka Prefecture University 1 1, Gakuencho, Naka, Sakai, Osaka 599 8531, Japan 2 565 0871 Osaka University 1 1, Yamadaoka, Suita, Osaka

More information

IPSJ SIG Technical Report Vol.2009-DBS-149 No /11/ Bow-tie SCC Inter Keyword Navigation based on Degree-constrained Co-Occurrence Graph

IPSJ SIG Technical Report Vol.2009-DBS-149 No /11/ Bow-tie SCC Inter Keyword Navigation based on Degree-constrained Co-Occurrence Graph 1 2 1 Bow-tie SCC Inter Keyword Navigation based on Degree-constrained Co-Occurrence Graph Satoshi Shimada, 1 Tomohiro Fukuhara 2 and Tetsuji Satoh 1 We had proposed a navigation method that generates

More information

IPSJ SIG Technical Report Pitman-Yor 1 1 Pitman-Yor n-gram A proposal of the melody generation method using hierarchical pitman-yor language model Aki

IPSJ SIG Technical Report Pitman-Yor 1 1 Pitman-Yor n-gram A proposal of the melody generation method using hierarchical pitman-yor language model Aki Pitman-Yor Pitman-Yor n-gram A proposal of the melody generation method using hierarchical pitman-yor language model Akira Shirai and Tadahiro Taniguchi Although a lot of melody generation method has been

More information

& Vol.5 No (Oct. 2015) TV 1,2,a) , Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Ro

& Vol.5 No (Oct. 2015) TV 1,2,a) , Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Ro TV 1,2,a) 1 2 2015 1 26, 2015 5 21 Augmented TV TV AR Augmented Reality 3DCG TV Estimation of TV Screen Position and Rotation Using Mobile Device Hiroyuki Kawakita 1,2,a) Toshio Nakagawa 1 Makoto Sato

More information

ISSN ISBN C3033 The Institute for Economic Studies Seijo University , Seijo, Setagaya Tokyo , Japan

ISSN ISBN C3033 The Institute for Economic Studies Seijo University , Seijo, Setagaya Tokyo , Japan ISSN 2187 4182 ISBN 978 4 907635 09 1 C3033 The Institute for Economic Studies Seijo University 6 1 20, Seijo, Setagaya Tokyo 157-8511, Japan ISSN 2187 4182 ISBN 978 4 907635 09 1 C3033 The Institute

More information

28 TCG SURF Card recognition using SURF in TCG play video

28 TCG SURF Card recognition using SURF in TCG play video 28 TCG SURF Card recognition using SURF in TCG play video 1170374 2017 3 2 TCG SURF TCG TCG OCG SURF Bof 20 20 30 10 1 SURF Bag of features i Abstract Card recognition using SURF in TCG play video Haruka

More information

Table 1. Reluctance equalization design. Fig. 2. Voltage vector of LSynRM. Fig. 4. Analytical model. Table 2. Specifications of analytical models. Fig

Table 1. Reluctance equalization design. Fig. 2. Voltage vector of LSynRM. Fig. 4. Analytical model. Table 2. Specifications of analytical models. Fig Mover Design and Performance Analysis of Linear Synchronous Reluctance Motor with Multi-flux Barrier Masayuki Sanada, Member, Mitsutoshi Asano, Student Member, Shigeo Morimoto, Member, Yoji Takeda, Member

More information

23_02.dvi

23_02.dvi Vol. 2 No. 2 10 21 (Mar. 2009) 1 1 1 Effect of Overconfidencial Investor to Stock Market Behaviour Ryota Inaishi, 1 Fei Zhai 1 and Eisuke Kita 1 Recently, the behavioral finance theory has been interested

More information

[2] OCR [3], [4] [5] [6] [4], [7] [8], [9] 1 [10] Fig. 1 Current arrangement and size of ruby. 2 Fig. 2 Typography combined with printing

[2] OCR [3], [4] [5] [6] [4], [7] [8], [9] 1 [10] Fig. 1 Current arrangement and size of ruby. 2 Fig. 2 Typography combined with printing 1,a) 1,b) 1,c) 2012 11 8 2012 12 18, 2013 1 27 WEB Ruby Removal Filters Using Genetic Programming for Early-modern Japanese Printed Books Taeka Awazu 1,a) Masami Takata 1,b) Kazuki Joe 1,c) Received: November

More information

9_18.dvi

9_18.dvi Vol. 49 No. 9 3180 3190 (Sep. 2008) 1, 2 3 1 1 1, 2 4 5 6 1 MRC 1 23 MRC Development and Applications of Multiple Risk Communicator Ryoichi Sasaki, 1, 2 Yuu Hidaka, 3 Takashi Moriya, 1 Katsuhiro Taniyama,

More information

BOK body of knowledge, BOK BOK BOK 1 CC2001 computing curricula 2001 [1] BOK IT BOK 2008 ITBOK [2] social infomatics SI BOK BOK BOK WikiBOK BO

BOK body of knowledge, BOK BOK BOK 1 CC2001 computing curricula 2001 [1] BOK IT BOK 2008 ITBOK [2] social infomatics SI BOK BOK BOK WikiBOK BO DEIM Forum 2012 C8-5 WikiBOK 252 5258 5 10 1 E-mail: shunsuke.shibuya@gmail.com, {kaz,masunaga}@si.aoyama.ac.jp, {yabuki,sakuta}@it.aoyama.ac.jp Body Of Knowledge, BOK BOK BOK BOK BOK, BOK Abstract Extention

More information

MDD PBL ET 9) 2) ET ET 2.2 2), 1 2 5) MDD PBL PBL MDD MDD MDD 10) MDD Executable UML 11) Executable UML MDD Executable UML

MDD PBL ET 9) 2) ET ET 2.2 2), 1 2 5) MDD PBL PBL MDD MDD MDD 10) MDD Executable UML 11) Executable UML MDD Executable UML PBL 1 2 3 4 (MDD) PBL Project Based Learning MDD PBL PBL PBL MDD PBL A Software Development PBL for Beginners using Project Facilitation Tools Seiko Akayama, 1 Shin Kuboaki, 2 Kenji Hisazumi 3 and Takao

More information

Vol. 48 No. 4 Apr LAN TCP/IP LAN TCP/IP 1 PC TCP/IP 1 PC User-mode Linux 12 Development of a System to Visualize Computer Network Behavior for L

Vol. 48 No. 4 Apr LAN TCP/IP LAN TCP/IP 1 PC TCP/IP 1 PC User-mode Linux 12 Development of a System to Visualize Computer Network Behavior for L Vol. 48 No. 4 Apr. 2007 LAN TCP/IP LAN TCP/IP 1 PC TCP/IP 1 PC User-mode Linux 12 Development of a System to Visualize Computer Network Behavior for Learning to Associate LAN Construction Skills with TCP/IP

More information

三石貴志.indd

三石貴志.indd 流通科学大学論集 - 経済 情報 政策編 - 第 21 巻第 1 号,23-33(2012) SIRMs SIRMs Fuzzy fuzzyapproximate approximatereasoning reasoningusing using Lukasiewicz Łukasiewicz logical Logical operations Operations Takashi Mitsuishi

More information

Vol. 48 No. 3 Mar PM PM PMBOK PM PM PM PM PM A Proposal and Its Demonstration of Developing System for Project Managers through University-Indus

Vol. 48 No. 3 Mar PM PM PMBOK PM PM PM PM PM A Proposal and Its Demonstration of Developing System for Project Managers through University-Indus Vol. 48 No. 3 Mar. 2007 PM PM PMBOK PM PM PM PM PM A Proposal and Its Demonstration of Developing System for Project Managers through University-Industry Collaboration Yoshiaki Matsuzawa and Hajime Ohiwa

More information

149 (Newell [5]) Newell [5], [1], [1], [11] Li,Ryu, and Song [2], [11] Li,Ryu, and Song [2], [1] 1) 2) ( ) ( ) 3) T : 2 a : 3 a 1 :

149 (Newell [5]) Newell [5], [1], [1], [11] Li,Ryu, and Song [2], [11] Li,Ryu, and Song [2], [1] 1) 2) ( ) ( ) 3) T : 2 a : 3 a 1 : Transactions of the Operations Research Society of Japan Vol. 58, 215, pp. 148 165 c ( 215 1 2 ; 215 9 3 ) 1) 2) :,,,,, 1. [9] 3 12 Darroch,Newell, and Morris [1] Mcneil [3] Miller [4] Newell [5, 6], [1]

More information

JavaScript Web JavaScript BitArrow BitArrow ( 4 ) Web VBA JavaScript JavaScript JavaScript Web Ajax(Asynchronous JavaScript + XML) Web. JavaScr

JavaScript Web JavaScript BitArrow BitArrow ( 4 ) Web VBA JavaScript JavaScript JavaScript Web Ajax(Asynchronous JavaScript + XML) Web. JavaScr BitArrow JavaScript 1 2 2 3 4 JavaScript BitArrow 4 BitArrow BitArrow,, JavaScript,, Report of JavaScript Lessons on BitArrow, Online Programming Learning Environment Manabe Hiroki 1 Nagashima Kazuhei

More information

IPSJ SIG Technical Report Vol.2014-DBS-159 No.6 Vol.2014-IFAT-115 No /8/1 1,a) 1 1 1,, 1. ([1]) ([2], [3]) A B 1 ([4]) 1 Graduate School of Info

IPSJ SIG Technical Report Vol.2014-DBS-159 No.6 Vol.2014-IFAT-115 No /8/1 1,a) 1 1 1,, 1. ([1]) ([2], [3]) A B 1 ([4]) 1 Graduate School of Info 1,a) 1 1 1,, 1. ([1]) ([2], [3]) A B 1 ([4]) 1 Graduate School of Information Science and Technology, Osaka University a) kawasumi.ryo@ist.osaka-u.ac.jp 1 1 Bucket R*-tree[5] [4] 2 3 4 5 6 2. 2.1 2.2 2.3

More information

Convolutional Neural Network A Graduation Thesis of College of Engineering, Chubu University Investigation of feature extraction by Convolution

Convolutional Neural Network A Graduation Thesis of College of Engineering, Chubu University Investigation of feature extraction by Convolution Convolutional Neural Network 2014 3 A Graduation Thesis of College of Engineering, Chubu University Investigation of feature extraction by Convolutional Neural Network Fukui Hiroshi 1940 1980 [1] 90 3

More information

Vol.55 No (Jan. 2014) saccess 6 saccess 7 saccess 2. [3] p.33 * B (A) (B) (C) (D) (E) (F) *1 [3], [4] Web PDF a m

Vol.55 No (Jan. 2014) saccess 6 saccess 7 saccess 2. [3] p.33 * B (A) (B) (C) (D) (E) (F) *1 [3], [4] Web PDF   a m Vol.55 No.1 2 15 (Jan. 2014) 1,a) 2,3,b) 4,3,c) 3,d) 2013 3 18, 2013 10 9 saccess 1 1 saccess saccess Design and Implementation of an Online Tool for Database Education Hiroyuki Nagataki 1,a) Yoshiaki

More information

IPSJ SIG Technical Report Vol.2009-BIO-17 No /5/26 DNA 1 1 DNA DNA DNA DNA Correcting read errors on DNA sequences determined by Pyrosequencing

IPSJ SIG Technical Report Vol.2009-BIO-17 No /5/26 DNA 1 1 DNA DNA DNA DNA Correcting read errors on DNA sequences determined by Pyrosequencing DNA 1 1 DNA DNA DNA DNA Correcting read errors on DNA sequences determined by Pyrosequencing Youhei Namiki 1 and Yutaka Akiyama 1 Pyrosequencing, one of the DNA sequencing technologies, allows us to determine

More information

ActionScript Flash Player 8 ActionScript3.0 ActionScript Flash Video ActionScript.swf swf FlashPlayer AVM(Actionscript Virtual Machine) Windows

ActionScript Flash Player 8 ActionScript3.0 ActionScript Flash Video ActionScript.swf swf FlashPlayer AVM(Actionscript Virtual Machine) Windows ActionScript3.0 1 1 YouTube Flash ActionScript3.0 Face detection and hiding using ActionScript3.0 for streaming video on the Internet Ryouta Tanaka 1 and Masanao Koeda 1 Recently, video streaming and video

More information

IPSJ SIG Technical Report Vol.2014-CE-123 No /2/8 Bebras 1,a) Bebras,,, Evaluation and Possibility of the Questions for Bebras Contest Abs

IPSJ SIG Technical Report Vol.2014-CE-123 No /2/8 Bebras 1,a) Bebras,,, Evaluation and Possibility of the Questions for Bebras Contest Abs Bebras 1,a) 2 3 4 Bebras,,, Evaluation and Possibility of the Questions for Bebras Contest Abstract: Problems that Japan has includes the disinterest in mathematics and science. In elementary and secondary

More information

WHITE PAPER RNN

WHITE PAPER RNN WHITE PAPER RNN ii 1... 1 2 RNN?... 1 2.1 ARIMA... 1 2.2... 2 2.3 RNN Recurrent Neural Network... 3 3 RNN... 5 3.1 RNN... 6 3.2 RNN... 6 3.3 RNN... 7 4 SAS Viya RNN... 8 4.1... 9 4.2... 11 4.3... 15 5...

More information

ABSTRACT The movement to increase the adult literacy rate in Nepal has been growing since democratization in 1990. In recent years, about 300,000 peop

ABSTRACT The movement to increase the adult literacy rate in Nepal has been growing since democratization in 1990. In recent years, about 300,000 peop Case Study Adult Literacy Education as an Entry Point for Community Empowerment The Evolution of Self-Help Group Activities in Rural Nepal Chizu SATO Masamine JIMBA, MD, PhD, MPH Izumi MURAKAMI, MPH Massachusetts

More information

1 Kinect for Windows M = [X Y Z] T M = [X Y Z ] T f (u,v) w 3.2 [11] [7] u = f X +u Z 0 δ u (X,Y,Z ) (5) v = f Y Z +v 0 δ v (X,Y,Z ) (6) w = Z +

1 Kinect for Windows M = [X Y Z] T M = [X Y Z ] T f (u,v) w 3.2 [11] [7] u = f X +u Z 0 δ u (X,Y,Z ) (5) v = f Y Z +v 0 δ v (X,Y,Z ) (6) w = Z + 3 3D 1,a) 1 1 Kinect (X, Y) 3D 3D 1. 2010 Microsoft Kinect for Windows SDK( (Kinect) SDK ) 3D [1], [2] [3] [4] [5] [10] 30fps [10] 3 Kinect 3 Kinect Kinect for Windows SDK 3 Microsoft 3 Kinect for Windows

More information

Run-Based Trieから構成される 決定木の枝刈り法

Run-Based Trieから構成される  決定木の枝刈り法 Run-Based Trie 2 2 25 6 Run-Based Trie Simple Search Run-Based Trie Network A Network B Packet Router Packet Filtering Policy Rule Network A, K Network B Network C, D Action Permit Deny Permit Network

More information

14 2 5

14 2 5 14 2 5 i ii Surface Reconstruction from Point Cloud of Human Body in Arbitrary Postures Isao MORO Abstract We propose a method for surface reconstruction from point cloud of human body in arbitrary postures.

More information

[1] AI [2] Pac-Man Ms. Pac-Man Ms. Pac-Man Pac-Man Ms. Pac-Man IEEE AI Ms. Pac-Man AI [3] AI 2011 UCT[4] [5] 58,990 Ms. Pac-Man AI Ms. Pac-Man 921,360

[1] AI [2] Pac-Man Ms. Pac-Man Ms. Pac-Man Pac-Man Ms. Pac-Man IEEE AI Ms. Pac-Man AI [3] AI 2011 UCT[4] [5] 58,990 Ms. Pac-Man AI Ms. Pac-Man 921,360 TD(λ) Ms. Pac-Man AI 1,a) 2 3 3 Ms. Pac-Man AI Ms. Pac-Man UCT (Upper Confidence Bounds applied to Trees) TD(λ) UCT UCT Progressive bias Progressive bias UCT UCT Ms. Pac-Man UCT Progressive bias TD(λ)

More information

A Feasibility Study of Direct-Mapping-Type Parallel Processing Method to Solve Linear Equations in Load Flow Calculations Hiroaki Inayoshi, Non-member

A Feasibility Study of Direct-Mapping-Type Parallel Processing Method to Solve Linear Equations in Load Flow Calculations Hiroaki Inayoshi, Non-member A Feasibility Study of Direct-Mapping-Type Parallel Processing Method to Solve Linear Equations in Load Flow Calculations Hiroaki Inayoshi, Non-member (University of Tsukuba), Yasuharu Ohsawa, Member (Kobe

More information

When creating an interactive case scenario of a problem that may occur in the educational field, it becomes especially difficult to assume a clear obj

When creating an interactive case scenario of a problem that may occur in the educational field, it becomes especially difficult to assume a clear obj PBL PBL Education of Teacher Training Using Interactive Case Scenario Takeo Moriwaki (Faculty of Education, Mie University) Yasuhiko Yamada (Faculty of Education, Mie University) Chikako Nezu (Faculty

More information

2 22006 2 e-learning e e 2003 1 4 e e e-learning 2 Web e-leaning 2004 2005 2006 e 4 GP 4 e-learning e-learning e-learning e LMS LMS Internet Navigware

2 22006 2 e-learning e e 2003 1 4 e e e-learning 2 Web e-leaning 2004 2005 2006 e 4 GP 4 e-learning e-learning e-learning e LMS LMS Internet Navigware 2 2 Journal of Multimedia Aided Education Research 2006, Vol. 2, No. 2, 19 e 1 1 2 2 1 1 GP e 2004 e-learning 2004 e-learning 2005 e-learning e-learning e-learning e-learning 2004 e-learning HuWeb 2005

More information

1 7.35% 74.0% linefeed point c 200 Information Processing Society of Japan

1 7.35% 74.0% linefeed point c 200 Information Processing Society of Japan 1 2 3 Incremental Linefeed Insertion into Lecture Transcription for Automatic Captioning Masaki Murata, 1 Tomohiro Ohno 2 and Shigeki Matsubara 3 The development of a captioning system that supports the

More information

08医療情報学22_1_水流final.PDF

08医療情報学22_1_水流final.PDF 22 (1), 702002: 59 59- The Problem of Nursing Common Language for the Information Sharing in Clinical Practice The fact-finding in regard to the correspondence between name and content of nursing action

More information

130 Oct Radial Basis Function RBF Efficient Market Hypothesis Fama ) 4) 1 Fig. 1 Utility function. 2 Fig. 2 Value function. (1) (2)

130 Oct Radial Basis Function RBF Efficient Market Hypothesis Fama ) 4) 1 Fig. 1 Utility function. 2 Fig. 2 Value function. (1) (2) Vol. 47 No. SIG 14(TOM 15) Oct. 2006 RBF 2 Effect of Stock Investor Agent According to Framing Effect to Stock Exchange in Artificial Stock Market Zhai Fei, Shen Kan, Yusuke Namikawa and Eisuke Kita Several

More information

IPSJ SIG Technical Report Vol.2017-MUS-116 No /8/24 MachineDancing: 1,a) 1,b) 3 MachineDancing MachineDancing MachineDancing 1 MachineDan

IPSJ SIG Technical Report Vol.2017-MUS-116 No /8/24 MachineDancing: 1,a) 1,b) 3 MachineDancing MachineDancing MachineDancing 1 MachineDan MachineDancing: 1,a) 1,b) 3 MachineDancing 2 1. 3 MachineDancing MachineDancing 1 MachineDancing MachineDancing [1] 1 305 0058 1-1-1 a) s.fukayama@aist.go.jp b) m.goto@aist.go.jp 1 MachineDancing 3 CG

More information

AP AP AP AP AP AP AP( AP) AP AP( AP) AP AP Air Patrol[1] Air Patrol Cirond AP AP Air Patrol Senser Air Patrol Senser AP AP Air Patrol Senser AP

AP AP AP AP AP AP AP( AP) AP AP( AP) AP AP Air Patrol[1] Air Patrol Cirond AP AP Air Patrol Senser Air Patrol Senser AP AP Air Patrol Senser AP AP AP 1,a) 2,b) LAN LAN AP LAN AP LAN AP Proposal of a System to Estimate the Location of Unknown Wireless APs by Utilizing the Signal Strength and Location Information of the Known APs Yoshiaki Tahara

More information

DEIM Forum 2010 A Web Abstract Classification Method for Revie

DEIM Forum 2010 A Web Abstract Classification Method for Revie DEIM Forum 2010 A2-2 305 8550 1 2 305 8550 1 2 E-mail: s0813158@u.tsukuba.ac.jp, satoh@slis.tsukuba.ac.jp Web Abstract Classification Method for Reviews using Degree of Mentioning each Viewpoint Tomoya

More information

(a) 1 (b) 3. Gilbert Pernicka[2] Treibitz Schechner[3] Narasimhan [4] Kim [5] Nayar [6] [7][8][9] 2. X X X [10] [11] L L t L s L = L t + L s

(a) 1 (b) 3. Gilbert Pernicka[2] Treibitz Schechner[3] Narasimhan [4] Kim [5] Nayar [6] [7][8][9] 2. X X X [10] [11] L L t L s L = L t + L s 1 1 1, Extraction of Transmitted Light using Parallel High-frequency Illumination Kenichiro Tanaka 1 Yasuhiro Mukaigawa 1 Yasushi Yagi 1 Abstract: We propose a new sharpening method of transmitted scene

More information

(12th) R.s!..

(12th) R.s!.. 41 4 43 4 48 7 54 4 56 4 57 4 60 12 4 3 1 6 1 6 4 14 4 50 9 57 4 62 12 5 3 M D ) 10 7 3 15 11 1. 2. 1. 51 4 52 10 41 12 33 34 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Le Clézio Peuple du cíel 14. 15. 16.

More information