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Yudong He

Publications and source records attributed to Yudong He.

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Imbalanced Data Clustering using Equilibrium K-Means

Centroid-based clustering algorithms, such as hard K-means (HKM) and fuzzy K-means (FKM), have suffered from learning bias towards large clusters. Their centroids tend to be crowded in large clusters, compromising performance when the true underlying data groups vary in size (i.e., imbalanced data). To address this, we propose a new clustering objective function based on the Boltzmann operator, which introduces a novel centroid repulsion mechanism, where data points surrounding the centroids repel other centroids. Larger clusters repel more, effectively mitigating the issue of large cluster learning bias. The proposed new algorithm, called equilibrium K-means (EKM), is simple, alternating between two steps; resource-saving, with the same time and space complexity as FKM; and scalable to large datasets via batch learning. We substantially evaluate the performance of EKM on synthetic and real-world datasets. The results show that EKM performs competitively on balanced data and significantly outperforms benchmark algorithms on imbalanced data. Deep clustering experiments demonstrate that EKM is a better alternative to HKM and FKM on imbalanced data as more discriminative representation can be obtained. Additionally, we reformulate HKM, FKM, and EKM in a general form of gradient descent and demonstrate how this general form facilitates a uniform study of K-means algorithms.

cs.LG

Bury Me Here --The New Genre of Narrative Design Game Based on Immersive Storytelling

Virtual reality games always provide the player with the most verisimilitude experience. With the advancement of VR hardware, it may become mainstream how people feel and attach to a virtual world. The paper discusses a possible solution to finding a better balance between the two classical genres of VR games, sensory stimulation and storytelling. To this end, we designed a game named "Bury Me Here," in which players can find an emotional bond between the game protagonist and themselves. The game includes four sections, the departure from the hometown, the travel on the train, the work in the office, and the life in the penthouse. At the game's end, the protagonist returns to his country yard and spends the rest of his life there. All the sections are designed to tell a stranger's life story to the player, making them experience someone else's life path and bonding an emotional connection between the player and the protagonist through storytelling. Results show that the game provides an immersive visual experience and has emotive sparks echo in players' minds.

cs.HC