Searcharxiv⌕ Search

arXiv subjects

Keisuke Fujii

Publications and source records attributed to Keisuke Fujii.

At least 73 records · Page 4Linked to original sources

Expandable Decision-Making States for Multi-Agent Deep Reinforcement Learning in Soccer Tactical Analysis

Invasion team sports such as soccer produce a high-dimensional, strongly coupled state space as many players continuously interact on a shared field, challenging quantitative tactical analysis. Traditional rule-based analyses are intuitive, while modern predictive machine learning models often perform pattern-matching without explicit agent representations. The problem we address is how to build player-level agent models from data, whose learned values and policies are both tactically interpretable and robust across heterogeneous data sources. Here, we propose Expandable Decision-Making States (EDMS), a semantically enriched state representation that augments raw positions and velocities with relational variables (e.g., scoring of space, pass, and score), combined with an action-masking scheme that gives on-ball and off-ball agents distinct decision sets. Compared to prior work, EDMS maps learned value functions and action policies to human-interpretable tactical concepts (e.g., marking pressure, passing lanes, ball accessibility) instead of raw coordinate features, and aligns agent choices with the rules of play. In the experiments, EDMS with action masking consistently reduced both action-prediction loss and temporal-difference (TD) error compared to the baseline. Qualitative case studies and Q-value visualizations further indicate that EDMS highlights high-risk, high-reward tactical patterns (e.g., fast counterattacks and defensive breakthroughs). We also integrated our approach into an open-source library and demonstrated compatibility with multiple commercial and open datasets, enabling cross-provider evaluation and reproducible experiments.

cs.AI↗

Runtime reduction in lattice surgery utilizing time-like soft information

Runtime optimization of the quantum computing within a given computational resource is important to achieve practical quantum advantage. In this paper, we propose a runtime reduction protocol for the lattice surgery, which utilizes the soft information corresponding to the logical measurement error. Our proposal is a simple two-step protocol: operating the lattice surgery with the small number of syndrome measurement cycles, and reexecuting it with full syndrome measurement cycles in cases where the time-like soft information catches logical error symptoms. We firstly discuss basic features of the time-like complementary gap as the concrete example of the time-like soft information based on numerical results. Then, we show that our protocol surpasses the existing runtime reduction protocol called temporally encoded lattice surgery (TELS) for the most cases. In addition, we confirm that the combination of our protocol and the TELS protocol can reduce the runtime further, over 50% in comparison to the naive serial execution of the lattice surgery. The proposed protocol in this paper can be applied to any quantum computing architecture based on the lattice surgery, and we expect that this will be one of the fundamental building blocks of runtime optimization to achieve practical scale quantum computing.

quant-ph↗

Shot2Tactic-Caption: Multi-Scale Captioning of Badminton Videos for Tactical Understanding

Tactical understanding in badminton involves interpreting not only individual actions but also how tactics are dynamically executed over time. In this paper, we propose \textbf{Shot2Tactic-Caption}, a novel framework for semantic and temporal multi-scale video captioning in badminton, capable of generating shot-level captions that describe individual actions and tactic-level captions that capture how these actions unfold over time within a tactical execution. We also introduce the Shot2Tactic-Caption Dataset, the first badminton captioning dataset containing 5,494 shot captions and 544 tactic captions. Shot2Tactic-Caption adopts a dual-branch design, with both branches including a visual encoder, a spatio-temporal Transformer encoder, and a Transformer-based decoder to generate shot and tactic captions. To support tactic captioning, we additionally introduce a Tactic Unit Detector that identifies valid tactic units, tactic types, and tactic states (e.g., Interrupt, Resume). For tactic captioning, we further incorporate a shot-wise prompt-guided mechanism, where the predicted tactic type and state are embedded as prompts and injected into the decoder via cross-attention. The shot-wise prompt-guided mechanism enables our system not only to describe successfully executed tactics but also to capture tactical executions that are temporarily interrupted and later resumed. Experimental results demonstrate the effectiveness of our framework in generating both shot and tactic captions. Ablation studies show that the ResNet50-based spatio-temporal encoder outperforms other variants, and that shot-wise prompt structuring leads to more coherent and accurate tactic captioning.

cs.CV↗

Data-driven simulator of multi-animal behavior with unknown dynamics via offline and online reinforcement learning

Simulators of animal movements play a valuable role in studying behavior. Advances in imitation learning for robotics have expanded possibilities for reproducing human and animal movements. A key challenge for realistic multi-animal simulation in biology is bridging the gap between unknown real-world transition models and their simulated counterparts. Because locomotion dynamics are seldom known, relying solely on mathematical models is insufficient; constructing a simulator that both reproduces real trajectories and supports reward-driven optimization remains an open problem. We introduce a data-driven simulator for multi-animal behavior based on deep reinforcement learning and counterfactual simulation. We address the ill-posed nature of the problem caused by high degrees of freedom in locomotion by estimating movement variables of an incomplete transition model as actions within an RL framework. We also employ a distance-based pseudo-reward to align and compare states between cyber and physical spaces. Validated on artificial agents, flies, newts, and silkmoth, our approach achieves higher reproducibility of species-specific behaviors and improved reward acquisition compared with standard imitation and RL methods. Moreover, it enables counterfactual behavior prediction in novel experimental settings and supports multi-individual modeling for flexible what-if trajectory generation, suggesting its potential to simulate and elucidate complex multi-animal behaviors.

cs.LG↗

SoccerSynth-Detection: A Synthetic Dataset for Soccer Player Detection

In soccer video analysis, player detection is essential for identifying key events and reconstructing tactical positions. The presence of numerous players and frequent occlusions, combined with copyright restrictions, severely restricts the availability of datasets, leaving limited options such as SoccerNet-Tracking and SportsMOT. These datasets suffer from a lack of diversity, which hinders algorithms from adapting effectively to varied soccer video contexts. To address these challenges, we developed SoccerSynth-Detection, the first synthetic dataset designed for the detection of synthetic soccer players. It includes a broad range of random lighting and textures, as well as simulated camera motion blur. We validated its efficacy using the object detection model (Yolov8n) against real-world datasets (SoccerNet-Tracking and SportsMoT). In transfer tests, it matched the performance of real datasets and significantly outperformed them in images with motion blur; in pre-training tests, it demonstrated its efficacy as a pre-training dataset, significantly enhancing the algorithm's overall performance. Our work demonstrates the potential of synthetic datasets to replace real datasets for algorithm training in the field of soccer video analysis.

cs.CV↗

Evaluating Movement Initiation Timing in Ultimate Frisbee via Temporal Counterfactuals

Ultimate is a sport where points are scored by passing a disc and catching it in the opposing team's end zone. In Ultimate, the player holding the disc cannot move, making field dynamics primarily driven by other players' movements. However, current literature in team sports has ignored quantitative evaluations of when players initiate such unlabeled movements in game situations. In this paper, we propose a quantitative evaluation method for movement initiation timing in Ultimate Frisbee. First, game footage was recorded using a drone camera, and players' positional data was obtained, which will be published as UltimateTrack dataset. Next, players' movement initiations were detected, and temporal counterfactual scenarios were generated by shifting the timing of movements using rule-based approaches. These scenarios were analyzed using a space evaluation metric based on soccer's pitch control reflecting the unique rules of Ultimate. By comparing the spatial evaluation values across scenarios, the difference between actual play and the most favorable counterfactual scenario was used to quantitatively assess the impact of movement timing. We validated our method and show that sequences in which the disc was actually thrown to the receiver received higher evaluation scores than the sequences without a throw. In practical verifications, the higher-skill group displays a broader distribution of time offsets from the model's optimal initiation point. These findings demonstrate that the proposed metric provides an objective means of assessing movement initiation timing, which has been difficult to quantify in unlabeled team sport plays.

cs.AI↗

VQE-generated quantum circuit dataset for machine learning

Quantum machine learning has the potential to computationally outperform classical machine learning, but it is not yet clear whether it will actually be valuable for practical problems. While some artificial scenarios have shown that certain quantum machine learning techniques may be advantageous compared to their classical counterpart, evidence does not yet suggest that quantum machine learning has surpassed conventional approaches in dealing with standard classical datasets, such as MNIST dataset. In contrast, dealing with quantum data, such as quantum states or circuits, may be the task where we can benefit from quantum methods. Therefore, it is important to develop practically meaningful quantum datasets for which we expect quantum methods to be superior. In this paper, we propose a machine learning task that is likely to soon arise in the real world: clustering and classification of quantum circuits. We provide a dataset of quantum circuits optimized by the variational quantum eigensolver. We utilized six common types of Hamiltonians in condensed matter physics, with a range of 4-20 qubits, and applied ten different ansatz with varying depths (ranging from 3 to 32) to generate a quantum circuit dataset of six distinct classes, each containing 300 samples. We show that this dataset can be easily learned using quantum methods. In particular, we demonstrate a successful classification of our dataset using real four-qubit devices available through IBMQ. By providing a setting and an elementary dataset where quantum machine learning is expected to be beneficial, we hope to encourage and ease the advancement of the field.

quant-ph↗

Locality-aware Pauli-based computation for local magic state preparation

Magic state distillation, a process for preparing magic states needed to implement non-Clifford gates fault-tolerantly, plays a crucial role in fault-tolerant quantum computation. Historically, it has been a major bottleneck, leading to the pursuit of computation schemes optimized for slow magic state preparation. Recent advances in magic state distillation have significantly reduced the overhead, enabling the simultaneous preparation of many magic states. However, the magic state transfer cost prevents the conventional layout from efficiently utilizing them, highlighting the need for an alternative scheme optimized for highly parallel quantum algorithms. In this study, we propose locality-aware Pauli-based computation, a novel compilation scheme that distills magic states in the computation area, aiming to reduce execution time by minimizing magic state transfer costs and improving locality. Numerical experiments on random circuit sampling and 2D Ising Hamiltonian simulation demonstrate that our scheme significantly reduces execution time, while incurring little or no additional spatial overhead, compared to sequential Pauli-based computation, a conventional computation scheme, and scales favorably with increasing qubit count.

quant-ph↗

TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

cs.CV↗

VIFSS: View-Invariant and Figure Skating-Specific Pose Representation Learning for Temporal Action Segmentation

Understanding human actions from videos plays a critical role across various domains, including sports analytics. In figure skating, accurately recognizing the type and timing of jumps a skater performs is essential for objective performance evaluation. However, this task typically requires expert-level knowledge due to the fine-grained and complex nature of jump procedures. While recent approaches have attempted to automate this task using Temporal Action Segmentation (TAS), there are two major limitations to TAS for figure skating: the annotated data is insufficient, and existing methods do not account for the inherent three-dimensional aspects and procedural structure of jump actions. In this work, we propose a new TAS framework for figure skating jumps that explicitly incorporates both the three-dimensional nature and the semantic procedure of jump movements. First, we propose a novel View-Invariant, Figure Skating-Specific pose representation learning approach (VIFSS) that combines contrastive learning as pre-training and action classification as fine-tuning. For view-invariant contrastive pre-training, we construct FS-Jump3D, the first publicly available 3D pose dataset specialized for figure skating jumps. Second, we introduce a fine-grained annotation scheme that marks the ``entry (preparation)'' and ``landing'' phases, enabling TAS models to learn the procedural structure of jumps. Extensive experiments demonstrate the effectiveness of our framework. Our method achieves over 92% F1@50 on element-level TAS, which requires recognizing both jump types and rotation levels. Furthermore, we show that view-invariant contrastive pre-training is particularly effective when fine-tuning data is limited, highlighting the practicality of our approach in real-world scenarios.

cs.CV↗

KASportsFormer: Kinematic Anatomy Enhanced Transformer for 3D Human Pose Estimation on Short Sports Scene Video

Recent transformer based approaches have demonstrated impressive performance in solving real-world 3D human pose estimation problems. Albeit these approaches achieve fruitful results on benchmark datasets, they tend to fall short of sports scenarios where human movements are more complicated than daily life actions, as being hindered by motion blur, occlusions, and domain shifts. Moreover, due to the fact that critical motions in a sports game often finish in moments of time (e.g., shooting), the ability to focus on momentary actions is becoming a crucial factor in sports analysis, where current methods appear to struggle with instantaneous scenarios. To overcome these limitations, we introduce KASportsFormer, a novel transformer based 3D pose estimation framework for sports that incorporates a kinematic anatomy-informed feature representation and integration module. In which the inherent kinematic motion information is extracted with the Bone Extractor (BoneExt) and Limb Fuser (LimbFus) modules and encoded in a multimodal manner. This improved the capability of comprehending sports poses in short videos. We evaluate our method through two representative sports scene datasets: SportsPose and WorldPose. Experimental results show that our proposed method achieves state-of-the-art results with MPJPE errors of 58.0mm and 34.3mm, respectively. Our code and models are available at: https://github.com/jw0r1n/KASportsFormer

cs.CV↗

Large-Scale Quantum Device Benchmarking via LXEB with Particle-Number-Conserving Random Quantum Circuits

Linear cross-entropy benchmarking (LXEB) with random quantum circuits is a standard method for evaluating quantum computers. However, LXEB requires classically simulating the ideal output distribution of a given quantum circuit with high numerical precision, which becomes infeasible beyond approximately 50 qubits, even on state-of-the-art supercomputers. As a result, LXEB cannot be directly applied to evaluate large-scale quantum devices, which now exceed 100 qubits and continue to grow rapidly in size. To address this limitation, we introduce a constraint known as particle-number conservation into the random quantum circuits used for benchmarking. This restriction significantly reduces the size of the Hilbert space for a fixed particle number, enabling classical simulations of circuits with over 100 qubits when the particle number is $O(1)$. Furthermore, we propose a modified version of LXEB, called MLXEB, which enables fidelity estimation under particle-number-conserving dynamics. Through numerical simulations, we investigate the conditions under which MLXEB provides accurate fidelity estimates.

quant-ph↗

AthleticsPose: Authentic Sports Motion Dataset on Athletic Field and Evaluation of Monocular 3D Pose Estimation Ability

Monocular 3D pose estimation is a promising, flexible alternative to costly motion capture systems for sports analysis. However, its practical application is hindered by two factors: a lack of realistic sports datasets and unclear reliability for sports tasks. To address these challenges, we introduce the AthleticsPose dataset, a new public dataset featuring ``real'' motions captured from 23 athletes performing various athletics events on an athletic field. Using this dataset, we trained a representative 3D pose estimation model and performed a comprehensive evaluation. Our results show that the model trained on AthleticsPose significantly outperforms a baseline model trained on an imitated sports motion dataset, reducing MPJPE by approximately 75 %. These results show the importance of training on authentic sports motion data, as models based on imitated motions do not effectively transfer to real-world motions. Further analysis reveals that estimation accuracy is sensitive to camera view and subject scale. In case studies of kinematic indicators, the model demonstrated the potential to capture individual differences in knee angles but struggled with higher-speed metrics, such as knee-drive velocity, due to prediction biases. This work provides the research community with a valuable dataset and clarifies the potential and practical limitations of using monocular 3D pose estimation for sports motion analysis. Our dataset, code, and checkpoints are available at https://github.com/SZucchini/AthleticsPose.

cs.CV↗

AthletePose3D: A Benchmark Dataset for 3D Human Pose Estimation and Kinematic Validation in Athletic Movements

Human pose estimation is a critical task in computer vision and sports biomechanics, with applications spanning sports science, rehabilitation, and biomechanical research. While significant progress has been made in monocular 3D pose estimation, current datasets often fail to capture the complex, high-acceleration movements typical of competitive sports. In this work, we introduce AthletePose3D, a novel dataset designed to address this gap. AthletePose3D includes 12 types of sports motions across various disciplines, with approximately 1.3 million frames and 165 thousand individual postures, specifically capturing high-speed, high-acceleration athletic movements. We evaluate state-of-the-art (SOTA) monocular 2D and 3D pose estimation models on the dataset, revealing that models trained on conventional datasets perform poorly on athletic motions. However, fine-tuning these models on AthletePose3D notably reduces the SOTA model mean per joint position error (MPJPE) from 214mm to 65mm-a reduction of over 69%. We also validate the kinematic accuracy of monocular pose estimations through waveform analysis, highlighting strong correlations in joint angle estimations but limitations in velocity estimation. Our work provides a comprehensive evaluation of monocular pose estimation models in the context of sports, contributing valuable insights for advancing monocular pose estimation techniques in high-performance sports environments. The dataset, code, and model checkpoints are available at: https://github.com/calvinyeungck/AthletePose3D

cs.CV↗

Interpretable Low-Dimensional Modeling of Spatiotemporal Agent States for Decision Making in Football Tactics

Understanding football tactics is crucial for managers and analysts. Previous research has proposed models based on spatial and kinematic equations, but these are computationally expensive. Also, Reinforcement learning approaches use player positions and velocities but lack interpretability and require large datasets. Rule-based models align with expert knowledge but have not fully considered all players' states. This study explores whether low-dimensional, rule-based models using spatiotemporal data can effectively capture football tactics. Our approach defines interpretable state variables for both the ball-holder and potential pass receivers, based on criteria that explore options like passing. Through discussions with a manager, we identified key variables representing the game state. We then used StatsBomb event data and SkillCorner tracking data from the 2023$/$24 LaLiga season to train an XGBoost model to predict pass success. The analysis revealed that the distance between the player and the ball, as well as the player's space score, were key factors in determining successful passes. Our interpretable low-dimensional modeling facilitates tactical analysis through the use of intuitive variables and provides practical value as a tool to support decision-making in football.

cs.AI↗

Efficient Magic State Distillation by Zero-Level Distillation

Magic state distillation (MSD) is an essential element for universal fault-tolerant quantum computing, which distills a high-fidelity magic state from noisy magic states using ideal (error-corrected) Clifford operations. For ideal Clifford operations, it needs to be performed on the logical qubits and hence incurs a large spatiotemporal overhead, which is one of the major bottlenecks for the realization of fault-tolerant quantum computers (FTQCs). Here we propose zero-level distillation, which prepares a high-fidelity logical magic state at the physical level, namely zero level, using physical qubits and nearest-neighbor two-qubit gates on a square lattice. We develop a zero-level distillation circuit and show that distillation can be made even more efficient than the conventional sophisticated approaches with logical level distillations. The key idea involves the Knill et al.-type distillation using the Steane code and its careful mapping to the square-lattice architecture with error detection. The distilled magic state on the Steane-code state is then teleported or converted to surface codes. We numerically find that the error rate of the logical magic state scales as approximately $100 \times p^{2}$ in terms of the physical error rate $p$. For example, with a physical error rate of $p = 10^{-4}$ ($10^{-3}$), the logical error rate is reduced to $p_{L} = 10^{-6}$ ($10^{-4}$), resulting in an improvement of 2 (1) orders of magnitude. This contributes to reducing both space and time overhead for early FTQC as well as full-fledged FTQC combined with conventional multilevel distillation protocols.

quant-ph↗

Neural-network-assisted Monte Carlo sampling trained by Quantum Approximate Optimization Algorithm

Sampling problems are widely regarded as the task for which quantum computers can most readily provide a quantum advantage. Leveraging this feature, the quantum-enhanced Markov chain Monte Carlo [Layden, D. et al., Nature 619, 282-287 (2023)] has been proposed recently, where sampling from a quantum computer is used as a proposal distribution and convergence to a target distribution is accelerated. However, guaranteeing convergence to the target distribution typically forces one to impose restrictive symmetry constraints on the quantum circuit, which makes it hard to design good proposal distributions and prevents making full use of the advantage of a quantum computer. We explore a hybrid quantum-classical MCMC framework that combines a quantum circuit with a generative neural sampler (GNS). The GNS is trained on quantum samples and acts as a classical surrogate to efficiently emulate quantum outputs, thereby lifting circuit constraints. We apply this method to Boltzmann sampling of spin glasses using proposals trained with a QAOA circuit. This approach outperforms conventional methods, showing a $\sim$100$\times$ improvement in spectral gap over uniform proposals. Notably, it maintains similar acceleration even without parameter optimization. These results establish the method as a viable sampling-based quantum algorithm for NISQ devices and highlight its potential for solving practical problems with quantum computation.

quant-ph↗

Velocity Completion Task and Method for Event-based Player Positional Data in Soccer

In many real-world complex systems, the behavior can be observed as a collection of discrete events generated by multiple interacting agents. Analyzing the dynamics of these multi-agent systems, especially team sports, often relies on understanding the movement and interactions of individual agents. However, while providing valuable snapshots, event-based positional data typically lacks the continuous temporal information needed to directly calculate crucial properties such as velocity. This absence severely limits the depth of dynamic analysis, preventing a comprehensive understanding of individual agent behaviors and emergent team strategies. To address this challenge, we propose a new method to simultaneously complete the velocity of all agents using only the event-based positional data from team sports. Based on this completed velocity information, we investigate the applicability of existing team sports analysis and evaluation methods. Experiments using soccer event data demonstrate that neural network-based approaches outperformed rule-based methods regarding velocity completion error, considering the underlying temporal dependencies and graph structure of player-to-player or player-to-ball interaction. Moreover, the space evaluation results obtained using the completed velocity are closer to those derived from complete tracking data, highlighting our method's potential for enhanced team sports system analysis.

cs.AI↗