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Koichi Kise

Publications and source records attributed to Koichi Kise.

27 records · Page 2Linked to original sources

Quantum Speedup for the Minimum Steiner Tree Problem

A recent breakthrough by Ambainis, Balodis, Iraids, Kokainis, Prūsis and Vihrovs (SODA'19) showed how to construct faster quantum algorithms for the Traveling Salesman Problem and a few other NP-hard problems by combining in a novel way quantum search with classical dynamic programming. In this paper, we show how to apply this approach to the minimum Steiner tree problem, a well-known NP-hard problem, and construct the first quantum algorithm that solves this problem faster than the best known classical algorithms. More precisely, the complexity of our quantum algorithm is $\mathcal{O}(1.812^k\poly(n))$, where $n$ denotes the number of vertices in the graph and $k$ denotes the number of terminals. In comparison, the best known classical algorithm has complexity $\mathcal{O}(2^k\poly(n))$.

quant-ph↗

ShakeDrop Regularization for Deep Residual Learning

Overfitting is a crucial problem in deep neural networks, even in the latest network architectures. In this paper, to relieve the overfitting effect of ResNet and its improvements (i.e., Wide ResNet, PyramidNet, and ResNeXt), we propose a new regularization method called ShakeDrop regularization. ShakeDrop is inspired by Shake-Shake, which is an effective regularization method, but can be applied to ResNeXt only. ShakeDrop is more effective than Shake-Shake and can be applied not only to ResNeXt but also ResNet, Wide ResNet, and PyramidNet. An important key is to achieve stability of training. Because effective regularization often causes unstable training, we introduce a training stabilizer, which is an unusual use of an existing regularizer. Through experiments under various conditions, we demonstrate the conditions under which ShakeDrop works well.

cs.CV↗

A Quantum Algorithm for Finding $k$-Minima

We propose a new finding $k$-minima algorithm and prove that its query complexity is $\mathcal{O}(\sqrt{kN})$, where $N$ is the number of data indices. Though the complexity is equivalent to that of an existing method, the proposed is simpler. The main idea of the proposed algorithm is to search a good threshold that is near the $k$-th smallest data. Then, by using the generalization of amplitude amplification, all $k$ data are found out of order and the query complexity is $\mathcal{O}(\sqrt{kN})$. This generalization of amplitude amplification is also not well discussed and we briefly prove the query complexity. Our algorithm can be directly adapted to distance-related problems like $k$-nearest neighbor search and clustering and classification. There are few quantum algorithms that return multiple answers and they are not well discussed.

quant-ph↗

Facial Landmark Detection for Manga Images

The topic of facial landmark detection has been widely covered for pictures of human faces, but it is still a challenge for drawings. Indeed, the proportions and symmetry of standard human faces are not always used for comics or mangas. The personal style of the author, the limitation of colors, etc. makes the landmark detection on faces in drawings a difficult task. Detecting the landmarks on manga images will be useful to provide new services for easily editing the character faces, estimating the character emotions, or generating automatically some animations such as lip or eye movements. This paper contains two main contributions: 1) a new landmark annotation model for manga faces, and 2) a deep learning approach to detect these landmarks. We use the "Deep Alignment Network", a multi stage architecture where the first stage makes an initial estimation which gets refined in further stages. The first results show that the proposed method succeed to accurately find the landmarks in more than 80% of the cases.

cs.CV↗

A survey of comics research in computer science

Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks.

cs.MM↗

Automatic Generation of Typographic Font from a Small Font Subset

This paper addresses the automatic generation of a typographic font from a subset of characters. Specifically, we use a subset of a typographic font to extrapolate additional characters. Consequently, we obtain a complete font containing a number of characters sufficient for daily use. The automated generation of Japanese fonts is in high demand because a Japanese font requires over 1,000 characters. Unfortunately, professional typographers create most fonts, resulting in significant financial and time investments for font generation. The proposed method can be a great aid for font creation because designers do not need to create the majority of the characters for a new font. The proposed method uses strokes from given samples for font generation. The strokes, from which we construct characters, are extracted by exploiting a character skeleton dataset. This study makes three main contributions: a novel method of extracting strokes from characters, which is applicable to both standard fonts and their variations; a fully automated approach for constructing characters; and a selection method for sample characters. We demonstrate our proposed method by generating 2,965 characters in 47 fonts. Objective and subjective evaluations verify that the generated characters are similar to handmade characters.

cs.CV↗

Deep Pyramidal Residual Networks with Separated Stochastic Depth

On general object recognition, Deep Convolutional Neural Networks (DCNNs) achieve high accuracy. In particular, ResNet and its improvements have broken the lowest error rate records. In this paper, we propose a method to successfully combine two ResNet improvements, ResDrop and PyramidNet. We confirmed that the proposed network outperformed the conventional methods; on CIFAR-100, the proposed network achieved an error rate of 16.18% in contrast to PiramidNet achieving that of 18.29% and ResNeXt 17.31%.

cs.CV↗

A Generic Method for Automatic Ground Truth Generation of Camera-captured Documents

The contribution of this paper is fourfold. The first contribution is a novel, generic method for automatic ground truth generation of camera-captured document images (books, magazines, articles, invoices, etc.). It enables us to build large-scale (i.e., millions of images) labeled camera-captured/scanned documents datasets, without any human intervention. The method is generic, language independent and can be used for generation of labeled documents datasets (both scanned and cameracaptured) in any cursive and non-cursive language, e.g., English, Russian, Arabic, Urdu, etc. To assess the effectiveness of the presented method, two different datasets in English and Russian are generated using the presented method. Evaluation of samples from the two datasets shows that 99:98% of the images were correctly labeled. The second contribution is a large dataset (called C3Wi) of camera-captured characters and words images, comprising 1 million word images (10 million character images), captured in a real camera-based acquisition. This dataset can be used for training as well as testing of character recognition systems on camera-captured documents. The third contribution is a novel method for the recognition of cameracaptured document images. The proposed method is based on Long Short-Term Memory and outperforms the state-of-the-art methods for camera based OCRs. As a fourth contribution, various benchmark tests are performed to uncover the behavior of commercial (ABBYY), open source (Tesseract), and the presented camera-based OCR using the presented C3Wi dataset. Evaluation results reveal that the existing OCRs, which already get very high accuracies on scanned documents, have limited performance on camera-captured document images; where ABBYY has an accuracy of 75%, Tesseract an accuracy of 50.22%, while the presented character recognition system has an accuracy of 95.10%.

cs.CV↗

Scalable Solution for Approximate Nearest Subspace Search

Finding the nearest subspace is a fundamental problem and influential to many applications. In particular, a scalable solution that is fast and accurate for a large problem has a great impact. The existing methods for the problem are, however, useless in a large-scale problem with a large number of subspaces and high dimensionality of the feature space. A cause is that they are designed based on the traditional idea to represent a subspace by a single point. In this paper, we propose a scalable solution for the approximate nearest subspace search (ANSS) problem. Intuitively, the proposed method represents a subspace by multiple points unlike the existing methods. This makes a large-scale ANSS problem tractable. In the experiment with 3036 subspaces in the 1024-dimensional space, we confirmed that the proposed method was 7.3 times faster than the previous state-of-the-art without loss of accuracy.

cs.CV↗