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Yushi Nakaya

Publications and source records attributed to Yushi Nakaya.

4 recordsLinked to original sources

From internal representations to model improvement through prediction errors

With limited annotation budgets, choosing which images to label determines how much a model improves. Data-selection methods that use features from a separately trained model, or scene descriptions written by vision-language models, have been successful, but those signals do not directly capture changes in the model being improved. The target model's own internal features reflect what it has learned so far and change with retraining, making them a natural cue for choosing the next training data. However, feature rarity alone does not reveal the errors that matter for performance. Here we link internal features to prediction errors and their expected impact on performance and select images for labeling and retraining without using labels for candidate images. We evaluated the method with an object detector on two datasets and two pairs of random seeds. Adding internal features improved the identification of prediction errors in 15 of 16 conditions. When performance was averaged over successive labeling rounds, the method outperformed selection based only on feature rarity in all four evaluation settings and ranked among the top two of six methods. With other conditions held fixed, performance after retraining was again higher than with rarity-based selection, even though the latter collected more errors. With longer retraining, the proposed method ranked first among six methods. These results suggest that linking a model's internal features to its errors and their effects on performance may help select training images that improve performance, thereby allowing the model's current state to guide which images are labeled next.

cs.CV↗

Skill Transfer System that Visualizes and Presents Tactile Information in an AR Environment

In recent years, the lack of successors for traditional skills has become an issue. To solve this problem, we propose a skill transfer system that presents tactile information in spatial tasks as a color map on an AR space. We believe that providing the operator with feedback of the force and tactile information during the work is useful for learning skills that require time to master. Furthermore, by following the operator's hand and presenting tactile information, we expect to accelerate the learning of skills by not only presenting tactile information as a physical sensation, but also by making the operator associate tactile information with position.

cs.HC↗

Grundy Numbers of Impartial Chocolate Bar Games

Chocolate bar games are variants of the CHOMP game in which the goal is to leave your opponent with the single bitter part of the chocolate. In this paper, we investigate step chocolate bars whose widths are determined by a fixed function of the horizontal distance from the bitter square. When the width of chocolate bar is proportional to the distance from the bitter square and the constant of proportionality is even, the authors have already proved that the Grundy number of this chocolate bar is $(m-1) \oplus (n-1)$, where $m$ is is the largest width of the chocolate and $n$ is the longest horizontal distance from the bitter part. This result was published in a mathematics journal(Integers,15, 2015). On the other hand, if the constant of proportionality is odd, the Grundy number of this chocolate bar is not $(m-1) \oplus (n-1)$. Therefore, it is natural to look for a necessary and sufficient condition for chocolate bars to have the Grundy number that is equal to $(m-1) \oplus (n-1)$, where $m$ is the largest width of the chocolate and $n$ is the longest horizontal distance from the bitter part. In the first part of the present paper, the authors present this necessary and sufficient condition. Next, we modified the condition that the Grundy number that is equal to $(m-1) \oplus (n-1)$, and we studied a necessary and sufficient condition for chocolate bars to have Grundy number that is equal to $((m-1) \oplus (n-1+s))-s$, where $m$ is is the largest width of the chocolate and $n$ is the longest horizontal distance from the bitter part. We present this necessary and sufficient condition in the second part of this paper.

math.CO↗

Ryuo Nim: A Variant of the classical game of Wythoff Nim

The authors introduce the impartial game of the generalized Ryūō Nim, a variant of the classical game of Wythoff Nim. In the latter game, two players take turns in moving a single queen on a large chessboard, attempting to be the first to put her in the upper left corner, position $(0,0)$. Instead of the queen used in Wythoff Nim, we use the generalized Ryūō for a given natural number $p$. The generalized Ryūō for $p$ can be moved horizontally and vertically, as far as one wants. It also can be moved diagonally from $(x,y)$ to $(x-s,y-t)$, where $s,t$ are non-negative integers such that $1 \leq s \leq x, 1 \leq t \leq y \textit{and} s+t \leq p-1$. When $p$ is $3$, the generalized Ryūō for $p$ is a Ryūō, i.e., a promoted hisha piece of Japanese chess. A Ryūō combines the power of the rook and the king in Western chess. The generalized Ryūō Nim for $p$ is mathematically the same as the Nim with two piles of counters in which a player may take any number from either heap, and a player may also simultaneously remove $s$ counters from either of the piles and $t$ counters from the other, where $s+t \leq p-1$ and $p$ is a given natural number. The Grundy number of the generalized Ryūō Nim for $p$ is given by $\bmod(x+y,p) + p(\lfloor \frac{x}{p} \rfloor \oplus \lfloor \frac{y}{p}\rfloor)$. The authors also study the generalized Ryūō Nim for $p$ with a pass move. The generalized Ryūō Nim for $p$ without a pass move has simple formulas for Grundy numbers. This is not the case after the introduction of a pass move, but it still has simple formulas for the previous player's positions. We also study the Ryūō Nim that restricted the diagonal and side movement. Moreover, we extended the Ryūō Nim dimension to the $n$-dimension.

math.CO↗