Supporting Interface for Beginners Watching Japanese
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Shogi Yearbook 2015
Shogi Yearbook 2015 SHOGI24.COM SHOGI YEARBOOK 2015 Title match games, Challenger’s tournaments, interviews with WATANABE Akira and HIROSE Akihito, tournament reports, photos, Micro Shogi, statistics, … This yearbook is a free PDF document Shogi Yearbook 2015 Content Content Content .................................................................................................................................................... 2 Just a few words ... .................................................................................................................................. 5 64. Osho .................................................................................................................................................. 6 64. Osho league ................................................................................................................................... 6 64th Osho title match ........................................................................................................................... 9 Game 1 ............................................................................................................................................. 9 Game 2 ........................................................................................................................................... 12 Game 3 ........................................................................................................................................... 15 Game 4 .......................................................................................................................................... -
Game State Retrieval with Keyword Queries
Game State Retrieval with Keyword Queries Atsushi Ushiku Shinsuke Mori Kyoto University Kyoto University [email protected] [email protected] Hirotaka Kameko Yoshimasa Tsuruoka The University of Tokyo The University of Tokyo [email protected] [email protected] ABSTRACT learning (often complex) formats of search queries. Cur- There are many databases of game records available online. rently, however, retrieval systems that accept natural lan- In order to retrieve a game state from such a database, users guage queries for nonlinguistic data are available only for a usually need to specify the target state in a domain-specific few domains such as images [4] and videos [13]. language, which may be difficult to learn for novice users. One example of nonlinguistic data is stock charts. A stock In this work, we propose a search system that allows users trader may want to search for a stock chart similar to his to retrieve game states from a game record database by us- current situation in order to predict what will happen next. ing keywords. In our approach, we first train a neural net- Another example is records of games. A chess player may work model for symbol grounding using a small number of want to practice by using past game records for reference. pairs of a game state and a commentary on it. We then Building a natural language-based search system for such apply it to all the states in the database to associate each nonlinguistic data is viable if all of the data are already as- of them with characteristic terms and their scores. -
Interim Business Report April 1, 2017 September 30, 2017
“Pursuing infinite possibilities with the power of ideas” since 1896 The198 th Fiscal Year Interim Business Report April 1, 2017 September 30, 2017 INTERIM BUSINESS REPORT Securities code: 3202 010_7046302832912.indd 2 2017/12/20 17:06:41 Management’s message <Introduction> During the first half of the fiscal year ending March 31, 2018, the Japanese economy remained in a moderate recovery trend overall. Although the domestic income and employment environment continued to improve as a result of various government policies, concerns remained in issues such as the ongoing uncertainty of overseas economies. Under these circumstances, the Group continued to work diligently on managerial initiatives based on the “Bridge to the Future” Mid-term Management Plan in each of its business sections. <Business results for the first half> Net sales decreased to ¥2,133 million (down 7.2% year on year) due to the absence of extraordinary income in the commercial property business seen in the same period of the previous fiscal year, as well as sluggish growth among some OEM customers in the health-related and apparel-related sectors. However, operating income increased to ¥227 million (up 14.9% year on year) as a result of a reduction in general and administrative expenses, and ordinary income increased to ¥169 million (up 81.7% year on year) due to the absence of one-time non-operating expenses incurred in the same period of the previous fiscal year. As a result of this, combined with the absence of extraordinary income and extraordinary losses recorded in the same period of the previous fiscal year and income taxes, profit attributable to owners of parent increased around two-fold year on year to ¥130 million (up 105.7% year on year). -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
Title Anchoring Events to the Time Axis Toward Storyline Construction
Anchoring Events to the Time Axis toward Storyline Title Construction( Dissertation_全文 ) Author(s) Sakaguchi, Tomohiro Citation 京都大学 Issue Date 2019-03-25 URL https://doi.org/10.14989/doctor.k21912 Right 許諾条件により本文は2019-10-01に公開 Type Thesis or Dissertation Textversion ETD Kyoto University Anchoring Events to the Time Axis toward Storyline Construction Tomohiro Sakaguchi March 2019 Abstract To understand the present situations and predict the future, it is essential to look at the past. Since social situations and people’s sense of values are constantly changing, most facts are not true eternally. In order to overview a transition of interpretations about events and things, it is necessary to read texts in a chronological order and organize information along the time axis as a storyline. However, there is a large amount of text on the Web, and since it is no longer impossible to read all the related text manually, a new tool is required. Natural language processing (NLP) is a technology to analyze text using comput- ers and is used in various applications such as information retrieval, opinion analysis, summarization, question answering, and machine translation. A text includes event in- formation in the past, present, and future, so there have been many studies analyzing temporal information in a document. However, they mainly focus on relative local rela- tions between events and between event and time, and there are few studies anchoring events to the time axis with the consideration of global information. In this thesis, we present (i) temporal expressions analysis, (ii) temporal corpus con- struction, and (iii) temporal information analysis and timeline generation, toward story- line generation. -
69 Meijin Moriuchi-Habu
Meijin ("Maestro Supremo") Habu Yoshiharu Moriuchi Toshiyuki Meijin (Kisei, Oza) 9dan 27/09/1970 10/10/1970 4dan -> 1985 4dan -> 1987 9dan -> 1994 9dan -> 2002 “7 corone”: 78 titoli vinti “7 corone”: 8 titoli vinti Altri tornei: 37 vittorie Altri tornei: 12 vittorie 69° Meijin (2011/2012) (fonte: “This week in Shukan Shogi” di Reijer Grimbergen c/o SHOGI_L) 1^ partita 7/8 aprile 2011 La mossa in busta. Sente: Moriuchi Toshiyuki, 9dan Gote: Habu Yoshiharu, Meijin 22.P4f Il Nero non può prendere il pedone in 7e perché dopo 1.P7f 22.Px7e B*5e 23.B*4f Bx7g+ 24.Nx7g (24.Gx7g P*8h) Sono trascorsi 25 dall’ultima volta che due Eisei Meijin P*7f cederebbe in cambio dell’Alfiere sia l’Argento che si sono incontrati in un match per il titolo (all’epoca si il Cavallo al Bianco, avvantaggiandolo. Si noti che il trattava ovviamente di Nakahara e Oyama). Questa è la Bianco ha giocato R8d proprio per poter giocare questo sesta volta che Habu e Moriuchi si incontrano nella sacrificio di Alfiere. Se la Torre fosse ancora in 8e, finale del Meijin (l’ultima risale al 2008 con Habu Nx7g la attaccherebbe ed il sacrificio d’Alfiere vincitore per 4-2). Questa è la loro 102^ partita ufficiale fallirebbe. 22.P4f consente al Bianco di attaccare la testa e dunque si conoscono molto bene. Ecco poi del Cavallo in 7g, ma per contro il Nero può un’interessante statistica che ha dato un valore promuovere l’Alfiere, il che crea seri inconvenienti al particolare al furigoma: nei loro incontri diretti il Nero Bianco. -
Next-Generation Thermal Power Generation [2Nd Featured Article] People-Friendly Assistive Technology Development
2017 No.62 Reporting on Today and Tomorrow’s Energy, Environmental, and Industrial Technologies [1st Featured Article] Highly Efficient and Eco-Friendly Next-Generation Thermal Power Generation [2nd Featured Article] People-Friendly Assistive Technology Development New Energy and Industrial Technology Development Organization FocusNEDO62_eng.indd 1 2017/01/25 13:34 Directing the Future Perspectives on Future Technologies Artificial Intelligence for People and Society Yoshiharu Habu Shogi Player In March 2016, an artificial intelligence (AI) and a professional Go player played several Go matches and attracted tremendous interest. In the past, chess, Go, and Shogi players have played matches against computers, and it’s clearly shown the history of the evolution of computers. Lately, AI technologies such as “machine learning” and “deep learning” have drawn much attention, but the most difficult thing for these interactions between computers and humans is that the thinking process of an AI is done in a black box. People don’t know how the process leads from the question to the answer – people don’t know the way of thinking an advanced AI has followed. From now on, it is expected that AI will be leveraged in many situations in society, but for humans the way of thinking and the process are important as well. Unless there are convincing explanations and consensus, it might be difficult to be incorporated in the society even if the technologies are highly advanced. Additionally, AI is not 100% versatile. For example, in Shogi there is a term “horizon effect”. It means to procrastinate on solving major problems and disadvantages and cover them up, and eliminate them from the assessment of predictions. -
Computer Shogi 2000 Through 2004
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Waseda University 195 Computer Shogi 2000 through 2004 Takenobu Takizawa Since the first computer shogi program was developed by the author in 1974, thirty years has passed. During that time,shogi programming has attracted both researchers and commercial programmers and playing strength has improved steadily. Currently, the best programs have a level that is comparable to that of a very strong amateur player (about 5-dan). In the near future, a good program will beat a professional player. The basic structure of strong shogi programs is similar to that of chess programs. However, the differences between chess and shogi have led to the development of some shogi-specific methods. In this paper the author will give an overview of the history of computer shogi, summarize the most successful techniques and give some ideas for future directions of research in computer shogi. 1 . Introduction Shogi, or Japanese chess, is a two-player complete information game similar to chess. As in chess, the goal of the game is to capture the opponent’s king. However, there are a number of differences be- tween chess and shogi: the shogi board is slightly bigger than the chess board (9x9 instead of 8x8), there are different pieces that are relatively weak compared to the pieces in chess (no queens, but gold generals, sil- ver generals and lances) and the number of pieces in shogi is larger (40 instead of 32). But the most important difference between chess and shogi is the possibility to re-use captured pieces. -
A Japanese Chess Commentary Corpus
A Japanese Chess Commentary Corpus Shinsuke Mori1 John Richardson2 Atsushi Ushiku3 Tetsuro Sasada4 Hirotaka Kameko5 Yoshimasa Tsuruoka6 1;4Academic Center for Computing and Media Studies, Kyoto University 2;3Graduate School of Informatics, Kyoto University 5;6Graduate School of Engineering, The University of Tokyo 1;2;3;4Yoshidahonmachi, Sakyo-ku, Kyoto, Japan 5;6Hongo, Bunkyo-ku, Tokyo, Japan [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract In recent years there has been a surge of interest in the natural language prosessing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search by natural language queries. In order to concentrate on language ambiguities, we propose to use a well-defined “real world,” that is game states. We built a corpus consisting of pairs of sentences and a game state. The game we focus on is shogi (Japanese chess). We collected 742,286 commentary sentences in Japanese. They are spontaneously generated contrary to natural language annotations in many image datasets provided by human workers on Amazon Mechanical Turk. We defined domain specific named entities and we segmented 2,508 sentences into words manually and annotated each word with a named entity tag. We describe a detailed definition of named entities and show some statistics of our game commentary corpus. We also show the results of the experiments of word segmentation and named entity recognition. -
Shogi Yearbook 2014 [Wählen Sie Das Datum Aus]
Shogi Yearbook 2014 [Wählen Sie das Datum aus] SHOGI24.COM SHOGI YEARBOOK 2014 Title match games, Challenger’s tournaments, interview with Chess GM Peter Heine Nielsen, tournament reports, photos, ’Following a dream’ by Karolina Styczyńska, General Shogi, statistics, … This yearbook is a free PDF document Shogi Yearbook 2014 Content Content Content .................................................................................................................................................... 2 Just a few words ... .................................................................................................................................. 5 63. Osho .................................................................................................................................................. 6 63. Osho league ................................................................................................................................... 6 63th Osho title match ........................................................................................................................... 7 Game 1 ............................................................................................................................................. 7 Game 2 ........................................................................................................................................... 10 Game 3 .......................................................................................................................................... -
61 Osho Sato-Kubo
Osho (“Re”) Kubo Toshiaki Sato Yasumitsu Osho (Kio) 9dan 27/08/1975 01/10/1969 4dan -> 1993 4dan -> 1987 9dan -> 2010 9dan -> 1998 “7 corone”: 5 titoli “7 corone”: 12 titoli Altri tornei: 3 vittorie Altri tornei: 10 vittorie 61° Osho (2011/2012) (fonte: “This week in Shukan Shogi” di Reijer Grimbergen c/o SHOGI_L) 1^ partita 8/9 gennaio 2012 può essere aiutato”. Appena ne ha il tempo, il Nero può Sente: Sato Yasumitsu, 9dan rafforzare la posizione con P4f seguita dal piazzamento Gote: Kubo Toshiaki, Osho di un pezzo in 4g, ma per ora la posizione del Nero è instabile. Per contro, Kubo ha tre pedoni in meno, per 1.P7f cui deve escogitare qualcosa per tentare di approfittare Dal furigoma di questa 1^ partita del 2012 con un titolo della posizione del Re nero. in palio sono usciti 3 tokin, con assegnazione del Nero allo sfidante Sato. 13.... B*6e 14.B*4e Bx7f 15.P3e 1.... P3d 2.P2f P5d 3.P2e R5b La Nakabisha non è una sorpresa. 4.S4h P5e 5.K6h B3c 6.P3f K6b 7.S3g P4d 8.S4f Avanzare l’Argento destro col Re ancora in 6h è una strategia attualmente molto in voga. 8.... P4e 9.Sx4e G3b Naturalmente Kubo non si sottrae affatto ad una precoce battaglia. Questa mossa è stata giocata la prima volta da Sugai 5dan ed è una delle più recenti varianti in questa apertura ultratagliente. 10.Sx3d P5f 11.Px5f Bx8h+ 12.Sx8h K7b 13.K5g!? 15.... G6b? Sato era seriamente preoccupato per questa posizione, ma deve aver tirato un grosso sospiro di sollievo quando ha visto Kubo avanzare questo Oro. -
37 Kio Kubo-Goda
Kio (“Il Re dello Shogi ”) Kubo Toshiaki Goda Masataka Kio (Osho) 9dan 27/08/1975 17/03/1971 4dan -> 1993 4dan -> 1990 9dan -> 2010 9dan -> 2001 “7 corone”: 5 titoli “7 corone”: 3 titoli vinti Altri tornei: 3 vittorie Altri tornei: 6 vittorie 37° Kio (2011/2012) (fonte: “This week in Shukan Shogi” di Reijer Grimbergen c/o SHOGI_L) 1^ partita 5 febbraio 2012 Sente: Goda Masataka, 9dan 24.... P7d Gote: Kubo Toshiaki, Kio Questo è il problema. Il piano del Nero è di spingere il pedone in 3^ colonna, ma dopo 25.P3e Px3e 26.Sx3e 1.P2f P3d 2.P7f P5d 3.P2e R5b R3a 27.S3d S4e il Nero resta privo di buone mosse. Ad Il furigoma ha assegnato il Nero allo sfidante Goda e esempio, 28.P*3c P*3g 29.Rx3g P*3f 30.P3b+ Rx3b come si prevedeva Kubo ha subito adottato la sua 31.Sx4c+ R3e 32.R2g B6d 33.P6e B7c (il punto di P7d) apertura preferita, la Gokigen Nakabisha. Dalle e dal momento che i pezzi maggiori del Bianco stanno dichiarazioni della vigilia rilasciate da entrambi i lavorando meglio, pare proprio che il Bianco stia giocatori pareva ovvio che il match dovesse combattersi meglio, ed è questo il motivo per cui Goda riteneva di fra una Furibisha (Kubo) e un’Ibisha (Goda), proprio trovarsi in difficoltà. La situazione non poteva tuttavia come avviene nell’apertura di questa partita d’esordio. essere così malvagia per il Nero dopo la successiva +S4d. 4.S4h P5e 5.K6h B3c 6.P3f S4b 7.S3g S5c 8.S4f S4d 9.G45h K6b 10.K7h K7b 11.P6f K8b 12.G6g P6d 25.L9h 13.B7g L9b 14.K8h K9a 15.S7h S8b 16.P9f G7a Dopo la pausa pranzo, si è visto Goda togliere 17.P9e R6b 18.P8f G5b 19.S8g ripetutamente gli occhiali ed asciugarsi la fronte con le Goda era partito con l’aggressivo attacco rapido S3g, mani sospirando profondamente.