量子计算已经从理论阶段转变为实用阶段,在实施物理量子位时提出了艰巨的挑战,物理量子位受到周围环境的噪音。这些量子噪声在量子设备中无处不在,并在量子计算模型中产生不利影响,从而对其校正和缓解技术进行了广泛的研究。但是,这些量子声总是会提供缺点吗?我们通过提出一个称为量子噪声诱导的储层计算的框架来解决此问题,并表明某些抽象量子噪声模型可以诱导时间输入数据的有用信息处理功能。我们在几个典型的基准中证明了这种能力,并研究了信息处理能力,以阐明框架的处理机制和内存概况。我们通过在许多IBM量子处理器中实现框架,并通过模型分析获得了相似的特征内存配置文件来验证我们的观点。令人惊讶的是,随着量子设备的较高噪声水平和错误率,信息处理能力增加了。我们的研究为将有用的信息从量子计算机的噪音转移到更复杂的信息处理器上开辟了一条新的道路。
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This article presents our generative model for rhythm action games together with applications in business operations. Rhythm action games are video games in which the player is challenged to issue commands at the right timings during a music session. The timings are rendered in the chart, which consists of visual symbols, called notes, flying through the screen. We introduce our deep generative model, Gen\'eLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, Gen\'eLive! was put into operation at KLab Inc., a Japan-based video game developer, and reduced the business cost of chart generation by as much as half. The application target included the phenomenal "Love Live!," which has more than 10 million users across Asia and beyond, and is one of the few rhythm action franchises that has led the online era of the genre. In this article, we evaluate the generative performance of Gen\'eLive! using production datasets at KLab as well as open datasets for reproducibility, while the model continues to operate in their business. Our code and the model, tuned and trained using a supercomputer, are publicly available.
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Classification bandits are multi-armed bandit problems whose task is to classify a given set of arms into either positive or negative class depending on whether the rate of the arms with the expected reward of at least h is not less than w for given thresholds h and w. We study a special classification bandit problem in which arms correspond to points x in d-dimensional real space with expected rewards f(x) which are generated according to a Gaussian process prior. We develop a framework algorithm for the problem using various arm selection policies and propose policies called FCB and FTSV. We show a smaller sample complexity upper bound for FCB than that for the existing algorithm of the level set estimation, in which whether f(x) is at least h or not must be decided for every arm's x. Arm selection policies depending on an estimated rate of arms with rewards of at least h are also proposed and shown to improve empirical sample complexity. According to our experimental results, the rate-estimation versions of FCB and FTSV, together with that of the popular active learning policy that selects the point with the maximum variance, outperform other policies for synthetic functions, and the version of FTSV is also the best performer for our real-world dataset.
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Microswimmers can acquire information on the surrounding fluid by sensing mechanical queues. They can then navigate in response to these signals. We analyse this navigation by combining deep reinforcement learning with direct numerical simulations to resolve the hydrodynamics. We study how local and non-local information can be used to train a swimmer to achieve particular swimming tasks in a non-uniform flow field, in particular a zig-zag shear flow. The swimming tasks are (1) learning how to swim in the vorticity direction, (2) the shear-gradient direction, and (3) the shear flow direction. We find that access to lab frame information on the swimmer's instantaneous orientation is all that is required in order to reach the optimal policy for (1,2). However, information on both the translational and rotational velocities seem to be required to achieve (3). Inspired by biological microorganisms we also consider the case where the swimmers sense local information, i.e. surface hydrodynamic forces, together with a signal direction. This might correspond to gravity or, for micro-organisms with light sensors, a light source. In this case, we show that the swimmer can reach a comparable level of performance as a swimmer with access to lab frame variables. We also analyse the role of different swimming modes, i.e. pusher, puller, and neutral swimmers.
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Esports, a sports competition using video games, has become one of the most important sporting events in recent years. Although the amount of esports data is increasing than ever, only a small fraction of those data accompanies text commentaries for the audience to retrieve and understand the plays. Therefore, in this study, we introduce a task of generating game commentaries from structured data records to address the problem. We first build a large-scale esports data-to-text dataset using structured data and commentaries from a popular esports game, League of Legends. On this dataset, we devise several data preprocessing methods including linearization and data splitting to augment its quality. We then introduce several baseline encoder-decoder models and propose a hierarchical model to generate game commentaries. Considering the characteristics of esports commentaries, we design evaluation metrics including three aspects of the output: correctness, fluency, and strategic depth. Experimental results on our large-scale esports dataset confirmed the advantage of the hierarchical model, and the results revealed several challenges of this novel task.
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Learning-from-Observation (LfO) is a robot teaching framework for programming operations through few-shots human demonstration. While most previous LfO systems run with visual demonstration, recent research on robot teaching has shown the effectiveness of verbal instruction in making recognition robust and teaching interactive. To the best of our knowledge, however, few solutions have been proposed for LfO that utilizes verbal instruction, namely multimodal LfO. This paper aims to propose a practical pipeline for multimodal LfO. For input, an user temporally stops hand movements to match the granularity of human instructions with the granularity of robot execution. The pipeline recognizes tasks based on step-by-step verbal instructions accompanied by demonstrations. In addition, the recognition is made robust through interactions with the user. We test the pipeline on a real robot and show that the user can successfully teach multiple operations from multimodal demonstrations. The results suggest the utility of the proposed pipeline for multimodal LfO.
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Robot developers develop various types of robots for satisfying users' various demands. Users' demands are related to their backgrounds and robots suitable for users may vary. If a certain developer would offer a robot that is different from the usual to a user, the robot-specific software has to be changed. On the other hand, robot-software developers would like to reuse their developed software as much as possible to reduce their efforts. We propose the system design considering hardware-level reusability. For this purpose, we begin with the learning-from-observation framework. This framework represents a target task in robot-agnostic representation, and thus the represented task description can be shared with various robots. When executing the task, it is necessary to convert the robot-agnostic description into commands of a target robot. To increase the reusability, first, we implement the skill library, robot motion primitives, only considering a robot hand and we regarded that a robot was just a carrier to move the hand on the target trajectory. The skill library is reusable if we would like to the same robot hand. Second, we employ the generic IK solver to quickly swap a robot. We verify the hardware-level reusability by applying two task descriptions to two different robots, Nextage and Fetch.
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Human pose estimation, particularly in athletes, can help improve their performance. However, this estimation is difficult using existing methods, such as human annotation, if the subjects wear loose-fitting clothes such as ski/snowboard wears. This study developed a method for obtaining the ground truth data on two-dimensional (2D) poses of a human wearing loose-fitting clothes. This method uses fast-flushing light-emitting diodes (LEDs). The subjects were required to wear loose-fitting clothes and place the LED on the target joints. The LEDs were observed directly using a camera by selecting thin filmy loose-fitting clothes. The proposed method captures the scene at 240 fps by using a high-frame-rate camera and renders two 30 fps image sequences by extracting LED-on and -off frames. The temporal differences between the two video sequences can be ignored, considering the speed of human motion. The LED-on video was used to manually annotate the joints and thus obtain the ground truth data. Additionally, the LED-off video, equivalent to a standard video at 30 fps, confirmed the accuracy of existing machine learning-based methods and manual annotations. Experiments demonstrated that the proposed method can obtain ground truth data for standard RGB videos. Further, it was revealed that neither manual annotation nor the state-of-the-art pose estimator obtains the correct position of target joints.
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Generative models, particularly GANs, have been utilized for image editing. Although GAN-based methods perform well on generating reasonable contents aligned with the user's intentions, they struggle to strictly preserve the contents outside the editing region. To address this issue, we use diffusion models instead of GANs and propose a novel image-editing method, based on pixel-wise guidance. Specifically, we first train pixel-classifiers with few annotated data and then estimate the semantic segmentation map of a target image. Users then manipulate the map to instruct how the image is to be edited. The diffusion model generates an edited image via guidance by pixel-wise classifiers, such that the resultant image aligns with the manipulated map. As the guidance is conducted pixel-wise, the proposed method can create reasonable contents in the editing region while preserving the contents outside this region. The experimental results validate the advantages of the proposed method both quantitatively and qualitatively.
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We propose a novel backpropagation algorithm for training spiking neural networks (SNNs) that encodes information in the relative multiple spike timing of individual neurons without single-spike restrictions. The proposed algorithm inherits the advantages of conventional timing-based methods in that it computes accurate gradients with respect to spike timing, which promotes ideal temporal coding. Unlike conventional methods where each neuron fires at most once, the proposed algorithm allows each neuron to fire multiple times. This extension naturally improves the computational capacity of SNNs. Our SNN model outperformed comparable SNN models and achieved as high accuracy as non-convolutional artificial neural networks. The spike count property of our networks was altered depending on the time constant of the postsynaptic current and the membrane potential. Moreover, we found that there existed the optimal time constant with the maximum test accuracy. That was not seen in conventional SNNs with single-spike restrictions on time-to-fast-spike (TTFS) coding. This result demonstrates the computational properties of SNNs that biologically encode information into the multi-spike timing of individual neurons. Our code would be publicly available.
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