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Tomoyuki Kaneko

dblp:16/5774 · DBLP profile ↗
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18ranked-venue papers
3as first author
4since 2021 · last 2023
—ORCID · conflict

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

Artificial intelligence and machine learning · 14 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Software engineering, systems software and programming languages · 1Theory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Reinforcement learning · 82% Planning, search and constraint satisfaction · 18%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
exploration
0.712023
DEIR: Efficient and Robust Exploration through Discriminative-Model-Based Episodic Intrinsic Rewards · IJCAI 2023
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.712023
DEIR: Efficient and Robust Exploration through Discriminative-Model-Based Episodic Intrinsic Rewards · IJCAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
proof number search
0.112010
Parallel Depth First Proof Number Search · AAAI 2010
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
computer go
0.112006
Monte Carlo Go Has a Way to Go · AAAI 2006
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112006
Monte Carlo Go Has a Way to Go · AAAI 2006
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.112006
Monte Carlo Go Has a Way to Go · AAAI 2006
Parallel and multicore computing › parallel programming models
shared-memory parallelization
0.012010
Parallel Depth First Proof Number Search · AAAI 2010

Methods — techniques the papers use, named apart from their topics

mutual information · 0.7discriminative forward model · 0.7transposition table · 0.2depth-first search · 0.2win probability estimation · 0.1monte carlo tree search · 0.1
YearPublicationVenuePosition
2023 DEIR: Efficient and Robust Exploration through Discriminative-Model-Based Episodic Intrinsic Rewards
abstract
Exploration is a fundamental aspect of reinforcement learning (RL), and its effectiveness is a deciding factor in the performance of RL algorithms, especially when facing sparse extrinsic rewards. Recent studies have shown the effectiveness of encouraging exploration with intrinsic rewards estimated from novelties in observations. However, there is a gap between the novelty of an observation and an exploration, as both the stochasticity in the environment and the agent's behavior may affect the observation. To evaluate exploratory behaviors accurately, we propose DEIR, a novel method in which we theoretically derive an intrinsic reward with a conditional mutual information term that principally scales with the novelty contributed by agent explorations, and then implement the reward with a discriminative forward model. Extensive experiments on both standard and advanced exploration tasks in MiniGrid show that DEIR quickly learns a better policy than the baselines. Our evaluations on ProcGen demonstrate both the generalization capability and the general applicability of our intrinsic reward.
Shanchuan Wan, Yujin Tang, Yingtao Tian, Tomoyuki Kaneko
IJCAI4
2023 Curiosity-driven Exploration for Cooperative Multi-Agent Reinforcement Learning
abstract
In multi-agent reinforcement learning, exploration is more challenging because of the large state-action space and the requirement of fine cooperation among multiple agents. We extend ICM, a curiosity-driven exploration method for single-agent environments, to the multi-agent setting and propose multi-agent curiosity-driven exploration (MACDE). We define our intrinsic reward with respect to the curiosity for a team of agents as the summation of individual agents' curiosity given by the prediction error in the next state considering other agents' actions. We evaluate MACDE in the Predator-Prey and StarCraft Multi-Agent Challenge. The results show that MACDE worked effectively and learned better policies in both environments.
Fanchao Xu, Tomoyuki Kaneko
IJCNN2
2022 Learning Strategies for Imperfect Information Board Games Using Depth-Limited Counterfactual Regret Minimization and Belief State
abstract
Counterfactual Regret Minimization (CFR) variants have mastered many Poker games by effectively handling a large number of opportunities in private information within relatively short playing histories of the game. However, for imperfect information board games with infrequent chance events but long histories or even loops, the effectiveness of CFR is often limited in practice as the computational complexity grows exponentially with the game length. In this paper, we propose Belief States with Approximation by Dirichlet Distributions and Depth-limited External Sampling for Board Games that enables an effective abstraction even with existence of loops. Experiments show that our proposed methods have the ability to learn reasonable strategies.
Tomoyuki Kaneko
CoG2
2021 Hierarchical Advantage for Reinforcement Learning in Parameterized Action Space
abstract
We propose a hierarchical architecture for the advantage function to improve the performance of reinforcement learning in parameterized action space, which consists of a set of discrete actions and a set of continuous parameters corresponding to each discrete action. The hierarchical architecture extends the actor-critic architecture with two specialized advantage functions, one for discrete actions and the other for continuous parameters, to estimate a better baseline. We incorporate this architecture into proximal policy optimization, which is referred to as HA-PPO. We evaluated all of our methods on the Half Field Offense domain, and found that the hierarchical architecture of the advantage function, which is referred to as the hierarchical advantage, helps to stabilize the learning and leads to a better performance.
Zhejie Hu, Tomoyuki Kaneko
CoG2
2020 Playing Catan with Cross-Dimensional Neural Network
Quentin Gendre, Tomoyuki Kaneko
ICONIP (2)2
2019 Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning
abstract
In this paper, we propose Rogue-Gym, a simple and classic style roguelike game built for evaluating generalization in reinforcement learning (RL). Combined with the recent progress of deep neural networks, RL has successfully trained humanlevel agents without human knowledge in many games such as those for Atari 2600. However, it has been pointed out that agents trained with RL methods often overfit the training environment, and they work poorly in slightly different environments. To investigate this problem, some research environments with procedural content generation have been proposed. Following these studies, we propose the use of roguelikes as a benchmark for evaluating the generalization ability of RL agents. In our Rogue-Gym, agents need to explore dungeons that are structured differently each time they start a new game. Thanks to the very diverse structures of the dungeons, we believe that the generalization benchmark of Rogue-Gym is sufficiently fair. In our experiments, we evaluate a standard reinforcement learning method, PPO, with and without enhancements for generalization. The results show that some enhancements believed to be effective fail to mitigate the overfitting in Rogue-Gym, although others slightly improve the generalization ability.
Yuji Kanagawa, Tomoyuki Kaneko
CoG2
2019 Computer Shogi Tournaments and Techniques
abstract
Shogi is a major chess variant in Japan. This article presents two shogi competitions: the World Computer Shogi Championship, the largest annual competition held by the Computer Shogi Association, and The Flood gate, which is a complementary internet competition held voluntarily by researchers. Notable technical contributions made by participants and useful resources for prospective developers are also presented. The techniques and therefore playing strength are still improving, partly because both competitions have attracted active participants, even after the playing strength of computer programs has apparently surpassed that of human players.
Tomoyuki Kaneko, Takenobu Takizawa
IEEE Trans. Games1
2018 Heterogeneous Multi-task Learning of Evaluation Functions for Chess and Shogi
Shanchuan Wan, Tomoyuki Kaneko
ICONIP (3)2
2016 Learning of Evaluation Functions to Realize Playing Styles in Shogi
Shotaro Omori, Tomoyuki Kaneko
PRICAI2
2016 LinUCB applied to Monte Carlo tree search
Yusaku Mandai, Tomoyuki Kaneko
Theor. Comput. Sci.2
2014 Large-Scale Optimization for Evaluation Functions with Minimax Search
abstract
This paper presents a new method, Minimax Tree Optimization (MMTO), to learn a heuristic evaluation function of a practical alpha-beta search program. The evaluation function may be a linear or non-linear combination of weighted features, and the weights are the parameters to be optimized. To control the search results so that the move decisions agree with the game records of human experts, a well-modeled objective function to be minimized is designed. Moreover, a numerical iterative method is used to nd local minima of the objective function, and more than forty million parameters are adjusted by using a small number of hyper parameters. This method was applied to shogi, a major variant of chess in which the evaluation function must handle a larger state space than in chess. Experimental results show that the large-scale optimization of the evaluation function improves the playing strength of shogi programs, and the new method performs signicantly better than other methods. Implementation of the new method in our shogi program Bonanza made substantial contributions to the program's rst-place nish in the 2013 World Computer Shogi Championship. Additionally, we present preliminary evidence of broader applicability of our method to other two-player games such as chess.
Kunihito Hoki, Tomoyuki Kaneko
J. Artif. Intell. Res.2
2013 A System-Design Outline of the Distributed-Shogi-System Akara 2010
abstract
This paper describes Akara 2010, the distributed shogi system that has defeated a professional shogi player in a public game for the first time in history. The system employs a novel design to build a high-performance computer shogi player for standard tournament conditions. The design enhances the performance of the entire system by means of distributed computing. To utilize a large number of computers, a majority-voting method using four existing programs is combined with a distributed-search method. Although the performance of the entire system could not be tested, the majority-voting component increased the winning percentage from 62% to 73%, and the distributed-search component increased it from 50% to 70% or more.
Kunihito Hoki, Tomoyuki Kaneko, Daisaku Yokoyama, Takuya Obata, Hiroshi Yamashita, Yoshimasa Tsuruoka, Takeshi Ito
SNPD2
2011 Scalable Distributed Monte-Carlo Tree Search
abstract
Monte-Carlo Tree Search (MCTS) is remarkably successful in two-player games, but parallelizing MCTS has been notoriously difficult to scale well, especially in distributed environments. For a distributed parallel search, transposition-table driven scheduling (TDS) is known to be efficient in several domains. We present a massively parallel MCTS algorithm, that applies the TDS parallelism to the Upper Confidence bound Applied to Trees (UCT) algorithm, which is the most representative MCTS algorithm. To drastically decrease communication overhead, we introduce a reformulation of UCT called Depth-First UCT. The parallel performance of the algorithm is evaluated on clusters using up to 1,200 cores in artificial game-trees. We show that this approach scales well, achieving 740-fold speedups in the best case.
Kazuki Yoshizoe, Akihiro Kishimoto, Tomoyuki Kaneko, Haruhiro Yoshimoto, Yutaka Ishikawa
SOCS3
2010 Parallel Depth First Proof Number Search
abstract
The depth first proof number search (df-pn) is an effective and popular algorithm for solving and-or tree problems by using proof and disproof numbers. This paper presents a simple but effective parallelization of the df-pn search algorithm for a shared-memory system. In this parallelization, multiple agents autonomously conduct the df-pn with a shared transposition table. For effective cooperation of agents, virtual proof and disproof numbers are introduced for each node, which is an estimation of future proof and disproof numbers by using the number of agents working on the node's descendants as a possible increase. Experimental results on large checkmate problems in shogi, which is a popular chess variant in Japan, show that reasonable increases in speed were achieved with small overheads in memory.
Tomoyuki Kaneko
AAAI1
2010 Evaluation of Game Tree Search Methods by Game Records
abstract
This paper presents a method of evaluating game tree search methods including standard min-max search with heuristic evaluation functions and Monte Carlo tree search, which recently achieved drastic improvements in the strength of Computer Go programs. The basic idea of this paper is to use an averaged win probability of positions having similar evaluation values. Accuracy measures of evaluation values with respect to win probabilities can be used to assess the performance of game tree search methods. A plot of win probabilities against evaluation values should have consistency and monotonicity if the evaluation values are produced by a good game tree search method. By inspecting whether the plot has the properties for some subset of positions, we can detect specific deficiencies in the game tree search method. We applied our method to Go, Shogi, and Chess, and by comparing the results with empirical understanding of the performance of various game tree search methods and with the results of self-plays, we show that our method is efficient and effective.
Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi
IEEE Trans. Comput. Intell. AI Games2
2007 Visualization and Adjustment of Evaluation Functions Based on Evaluation Values and Win Probability
Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi, Satoru Kawai
AAAI2
2006 Monte Carlo Go Has a Way to Go
Haruhiro Yoshimoto, Kazuki Yoshizoe, Tomoyuki Kaneko, Akihiro Kishimoto, Kenjiro Taura
AAAI3
2000 Compiling Logical Features into Specialized State-Evaluators by Partial Evaluation, Boolean Tables and Incremental Calculation
Tomoyuki Kaneko, Kazunori Yamaguchi, Satoru Kawai
PRICAI1