著者
松井 藤五郎 汐月 智哉
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第31回全国大会(2017)
巻号頁・発行日
pp.2D3OS19a2, 2017 (Released:2018-07-30)

LSTM (Long Short-Term Memory) は、時系列データを学習するリカレントニューラルネットワークの一種であり、長期的な依存関係を学習できる点が特徴である。 本論文では、この特徴を利用して、LSTMを用いて株価の変動を予測する方法を提案する。 また、提案手法を実際の株価データに適用した結果を示し、その有効性について議論する。
著者
秋葉 拓哉 林 孝紀 則 のぞみ 岩田 陽一
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.31, no.2, pp.B-F71_1-12, 2016-03-01 (Released:2016-02-18)
参考文献数
39

Estimating the relevance or proximity between vertices in a network is a fundamental building block of network analysis and is useful in a wide range of important applications such as network-aware searches and network structure prediction. In this paper, we (1) propose to use top-k shortest-path distance as a relevance measure, and (2) design an efficient indexing scheme for answering top-k distance queries. Although many indexing methods have been developed for standard (top-1) distance queries, no methods can be directly applied to top-k distance. Therefore, we develop a new framework for top-k distance queries based on 2-hop cover and then present an efficient indexing algorithm based on the recently proposed pruned landmark labeling scheme. The scalability, efficiency and robustness of our method are demonstrated in extensive experimental results. It can construct indices from large graphs comprising millions of vertices and tens of millions of edges within a reasonable running time. Having obtained the indices, we can compute the top-k distances within a few microseconds, six orders of magnitude faster than existing methods, which require a few seconds to compute these distances. Moreover, we demonstrate the usefulness of top-k distance as a relevance measure by applying them to link prediction, the most fundamental problem in graph data mining. We emphasize that the proposed indexing method enables the first use of top-k distance for such tasks.
著者
大森 隆司
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第29回 (2015)
巻号頁・発行日
pp.2I5OS17b2, 2015 (Released:2018-07-30)

人は相互作用の場面で感情を表現して他者に対象の評価を伝達し,受け手はそれに合わせて自身の行動を決めることで,円滑なコミュニケーションや意思決定を実現する.少なくとも対人インタラクションの場面では,人工知能に感情の機能は必要と考えられる.では感情とはどういう機能なのか,さらにそれはどういう人工知能にとって有用なのか,本発表は汎用人工知能の範囲と機能について,モデルの立場から検討する.
著者
萩原 信吾 東条 敏
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.24, no.5, pp.405-416, 2009 (Released:2009-06-30)
参考文献数
34

In this paper, we propose a verification methodology of large-scale legal knowledge. With a revision of legal code, we are forced to revise also other affected code to keep the consistency of law. Thus, our task is to revise the affected area properly and to investigate its adequacy. In this study, we extend the notion of inconsistency besides of the ordinary logical inconsistency, to include the conceptual conflicts. We obtain these conflictions from taxonomy data, and thus, we can avoid tedious manual declarations of opponent words. In the verification process, we adopt extended disjunctive logic programming (EDLP) to tolerate multiple consequences for a given set of antecedents. In addition, we employ abductive logic programming (ALP) regarding the situations to which the rules are applied as premises. Also, we restrict a legal knowledge-base to acyclic program to avoid the circulation of definitions, to justify the relevance of verdicts. Therefore, detecting cyclic parts of legal knowledge would be one of our objectives. The system is composed of two subsystems; we implement the preprocessor in Ruby to facilitate string manipulation, and the verifier in Prolog to exert the logical inference. Also, we employ XML format in the system to retain readability. In this study, we verify actual code of ordinances of Toyama prefecture, and show the experimental results.
著者
川名 のん 長沼 健 吉野 雅之 太田原 千秋 冨樫 由美子 笹 晋也 山本 恭平
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第35回 (2021)
巻号頁・発行日
pp.1F2GS10a02, 2021 (Released:2021-06-14)

e-KYCとは、インターネット越しの画像/映像で本人確認を行い、金融機関の口座開設の手続きを非対面で行なう仕組みのことである。本稿では、Deepfakeを用いて他人の顔になりすますことで、e-KYCなどの顔画像/映像を用いた本人確認に対してなりすまし攻撃ができるかの実験を行った。本稿の実験では、実システムに対してではなく、OSSをベースに独自に作成したe-KYCシステムに対して、運転免許証の写真とDeepfakeでなりすました人物の顔画像/映像が同一人物かの判定を行うものとした。より具体的には、システム側からe-KYC対象者に対して、顔を傾けるなどのランダムな動作を指示し、顔画像とこれら動作の認証を行い、本人性を確認する。実験の結果、なりすまし攻撃が成功し、これによりDeepfakeによるe-KYCへの攻撃が現実的な脅威であることが判明した。また本稿では、この攻撃に対していくつかの対策技術を検討した結果をまとめる。
著者
濱崎 雅弘 武田 英明 西村 拓一
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.25, no.1, pp.157-167, 2010 (Released:2010-01-06)
参考文献数
25
被引用文献数
8 2

The Web technology enables numerous people to collaborate in creation. We designate it as massively collaborative creation via the Web. As an example of massively collaborative creation, we particularly examine video development on Nico Nico Douga, which is a video sharing website that is popular in Japan. We specifically examine videos on Hatsune Miku, a version of a singing synthesizer application software that has inspired not only song creation but also songwriting, illustration, and video editing. As described herein, creators of interact to create new contents through their social network. In this paper, we analyzed the process of developing thousands of videos based on creators' social networks and investigate relationships among creation activity and social networks. The social network reveals interesting features. Creators generate large and sparse social networks including some centralized communities, and such centralized community's members shared special tags. Different categories of creators have different roles in evolving the network, e.g., songwriters gather more links than other categories, implying that they are triggers to network evolution.
著者
三宅 陽一郎
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.35, no.2, pp.B-J64_1-16, 2020-03-01 (Released:2020-03-01)
参考文献数
54

A game AI general theory has been researched and developed in game industry in the world, and a new game AI general theory of AI in digital game is supposed with three AIs. For a large scale of game, a game AI system consists of three types of AI such as meta-AI, character AI, and navigation AI. A meta-AI is to control a game dynamically from a bird-view by watching a player’s behavior. A character AI is a brain of a game character such as a buddy, a monster, or a villager to make a decision in real-time. A navigation AI is to recognize an environment of a game to find a path or a best location to move dynamically. Especially, character AI is a main topic to study in game development, and it includes many fields such as multi-layered structure, character animation, agent architecture, decision-making modules, and so on. A new method of decision-making of combination of behavior trees and state machines is supposed. It is called AI Graph. The game AI general theory was applied to an AI system of an action-RPG game “FINAL FANTASY XV”. The results are showed in the paper. All characters’ decision-making system in FINAL FANTASY XV are based on AI Graphs. An AI Graph Editor is a tool to make an AI Graph only by using a mouse and simple text inputs. A dynamics of the new method is showed by explaining AI Graph Editor precisely.
著者
牧野 貴樹 合原 一幸
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.27, no.4, pp.253-262, 2012 (Released:2012-08-03)
参考文献数
24

It is not easy to test software used in studies of machine learning with statistical frameworks. In particular, software for randomized algorithms such as Monte Carlo methods compromises testing process. Combined with underestimation of the importance of software testing in academic fields, many software programs without appropriate validation are being used and causing problems. In this article, we discuss the importance of writing test codes for software used in research, and present a practical way for testing, focusing on programs using Monte Carlo methods.
著者
鳥海 不二夫 榊 剛史 吉田 光男
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.35, no.4, pp.F-K45_1-7, 2020-07-01 (Released:2020-07-01)
参考文献数
20
被引用文献数
1

The spread of COVID-19, the so-called new coronavirus, is currently having an enormous social and economic impact on the entire world. Under such a circumstance, the spread of information about the new coronavirus on SNS is having a significant impact on economic losses and social decision-making. In this study, we investigated how the new type of coronavirus has become a social topic in Japan, and how it has been discussed. In order to determine what kind of impact it had on people, we collected and analyzed Japanese tweets containing words related to the new corona on Twitter. First, we analyzed the bias of users who tweeted. As a result, it is clear that the bias of users who tweeted about the new coronavirus almost disappeared after February 28, 2020, when the new coronavirus landed in Japan and a state of emergency was declared in Hokkaido, and the new corona became a popular topic. Second, we analyzed the emotional words included in tweets to analyze how people feel about the new coronavirus. The results show that the occurrence of a particular social event can change the emotions expressed on social media.
著者
末吉 優 関 洋平
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.32, no.1, pp.WII-K_1-12, 2017-01-06 (Released:2017-01-20)
参考文献数
25

This paper proposes the following methods to search VOCALOID creators who publish music videos in Niconico video hosting service. For VOCALOID creator search, the user can utilize three clues: VOCALOID character name, music genre, and impressions. We defined the music genre by extending generic digital music genre with considering social tags annotated on VOCALOID music videos. We also implemented SVM-based music impression estimator utilizing viewer comments being over 0.8 points in F-values. We compared the proposal with three comparison methods in 12 search tasks and clarified the effectiveness of music genres and impressions.
著者
岩崎 祐貴 折原 良平 清 雄一 中川 博之 田原 康之 大須賀 昭彦
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.30, no.1, pp.152-160, 2015-01-06 (Released:2015-01-06)
参考文献数
30

Nowadays, anybody can easily express their opinion publicly through Consumer Generated Media. Because of this, a phenomenon of flooding criticism on the Internet, called flaming, frequently occurs. Although there are strong demands for flaming management, a service to reduce damage caused by a flaming after one occurs, it is very difficult to properly do so in practice. We are trying to keep the flaming from happening. It is necessary to identify the situation and the remark which are likely to cause flaming for our goal. Concretely, we propose methods to identify a potential tweet which will be a likely candidate of a flaming on Twitter, considering public opinion among Twitter users. Among three categories of flamings, our main focus is Struggles between Conflicting Values (SBCV), which is defined as a remark that forces one's own opinion about a topic on others. Forecasting of this type of flamings is potentially desired since most of its victims are celebrities, who need to care one's own social images. We proceed with a working hypothesis: a SBCV is caused by a gap between the polarity of the remark and that of public opinion. First, we have visualized the process how a remark gets flamed when its content is far from public opinion, by means of our original parameter daily polarity (dp). Second, we have built a highly accurate flaming prediction model with decision tree learning, using cumulative dp as an attribute along with parameters available from Twitter APIs. The experimental result suggests that the hypothesis is correct.
著者
細馬 宏通 坊農 真弓 石黒 浩 平田 オリザ
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.29, no.1, pp.60-68, 2014-01-05 (Released:2014-01-07)
参考文献数
15

When the presence and the action of an android reach to those of human, andoroid can derive multi-modal action from human. How can human parties act with the android to organize the interaction and find the android as the social actor? We observed the development process of the play ``Three Sisters, Android Version'', and analyzed the multi-modal interaction between the android and human players in the process. As the result, the actors express the assessment of human likeness of the android with their utterances and body movements, and the border between human and machine was expressed with each modality in different way. Moreover, these expressions are not one-way product by the writer and director, but the product of repeated interactions between the actors and the android through the practice and rehearsals. Finally we discuss the possibility of ``media equation'' study using the direct observations of man-machine interaction.
著者
岡田 佳之 榊 剛史 鳥海 不二夫 篠田 孝祐 風間 一洋 野田 五十樹 沼尾 正行 栗原 聡
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第27回全国大会(2013)
巻号頁・発行日
pp.3I4OS14b1i, 2013 (Released:2018-07-30)

本研究では,Twitterにおけるデマ・流言問題に着目し,デマならびにデマの訂正情報の拡散の仕方を4つのクラスに分類する.デマの拡散に対し,病気の感染モデルとして有名なSIRモデルに基づく「デマ拡散SIR拡張モデル」を提案し,東日本大震災における実際のデマ拡散が再現できるかを検証した.その結果,デマならびにデマの訂正情報の拡散がそれぞれ1回のピークを持つ事例において再現可能であることを確認した.
著者
川本 峻頌 澤井 悠 張 培楠 脇本 宏平
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第35回 (2021)
巻号頁・発行日
pp.3H2GS9b04, 2021 (Released:2021-06-14)

NLGシステムの生成結果の評価、あるいは極性判定のような応用タスクのアノテーションでは、実応用時と同様の幅広い属性のアノテーターによる作業が重要である。こうした応用事例ではクラウドソーシングのような仕組みを利用して多様なアノテーターを集めることが多い一方で、実世界のユーザの多くはスマートフォンなどのモバイル端末を利用する割合が多い。本稿では、これまで注力されていなかったスマートフォンなどのモバイル端末におけるUXを重視した、応用タスク向けのアノテーションツール "FAST" を提案する。実験では、複数名のアノテーターによるアノテーションを実施し、ツールのログやユーザアンケートから速度や品質、使いやすさといった指標を評価した。結果、本システムは特定のタスクにおいて、既存の手法と比較して、品質を維持しつつ高速にアノテーションできることを確認した。