Sotetsu Koyamada

Sotetsu Koyamada
  • PhD Student at Kyoto University

About

11
Publications
3,274
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77
Citations
Current institution
Kyoto University
Current position
  • PhD Student

Publications

Publications (11)
Preprint
Full-text available
Contract bridge, a cooperative game characterized by imperfect information and multi-agent dynamics, poses significant challenges and serves as a critical benchmark in artificial intelligence (AI) research. Success in this domain requires agents to effectively cooperate with their partners. This study demonstrates that an appropriate combination of...
Preprint
Full-text available
In this paper, we investigate the problem of pure exploration in the context of multi-armed bandits, with a specific focus on scenarios where arms are pulled in fixed-size batches. Batching has been shown to enhance computational efficiency, but it can potentially lead to a degradation compared to the original sequential algorithm's performance due...
Preprint
Real-world decision-making problems are often partially observable, and many can be formulated as a Partially Observable Markov Decision Process (POMDP). When we apply reinforcement learning (RL) algorithms to the POMDP, reasonable estimation of the hidden states can help solve the problems. Furthermore, explainable decision-making is preferable, c...
Preprint
Full-text available
We propose Pgx, a collection of board game simulators written in JAX. Thanks to auto-vectorization and Just-In-Time compilation of JAX, Pgx scales easily to thousands of parallel execution on GPU/TPU accelerators. We found that the simulation of Pgx on a single A100 GPU is 10x faster than that of existing reinforcement learning libraries. Pgx imple...
Preprint
Full-text available
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as head...
Article
Full-text available
We propose a new neural sequence model training method in which the objective function is defined by $\alpha$-divergence. We demonstrate that the objective function generalizes the maximum-likelihood (ML)-based and reinforcement learning (RL)-based objective functions as special cases (i.e., ML corresponds to $\alpha \to 0$ and RL to $\alpha \to1$)...
Conference Paper
We present a novel algorithm (Principal Sensitivity Analysis; PSA) to analyze the knowledge of the classifier obtained from supervised machine learning technique. In particular, we define principal sensitivity map (PSM) as the direction on the input space to which the trained classifier is most sensitive, and use analogously defined k-th PSM to def...
Article
Full-text available
As a technology to read brain states from measurable brain activities, brain decoding are widely applied in industries and medical sciences. In spite of high demands in these applications for a universal decoder that can be applied to all individuals simultaneously, large variation in brain activities across individuals has limited the scope of man...
Conference Paper
Brain decoding, to decode a stimulus given to or a mental state of human participants from measurable brain activities by means of machine learning techniques, has made a great success in recent years. Due to large variation of brain activities between individuals, however, previous brain decoding studies mostly put focus on developing an individua...

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