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Author

K. Tanaka

Bio: K. Tanaka is an academic researcher. The author has an hindex of 1, co-authored 1 publications receiving 48 citations.

Papers
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Proceedings ArticleDOI
03 Jul 1998
TL;DR: This paper describes MIKE, an automatic commentary system for the game of soccer that interprets this domain with six soccer analysis modules that run concurrently within a role-sharing framework and discusses how to control the interaction between them.
Abstract: This paper describes MIKE, an automatic commentary system for the game of soccer. Since soccer is played by teams, describing the course of a game calls for reasoning about multi-agent interactions. Also, events may occur at any point of the field at any time, making it difficult to fix viewpoints. MIKE interprets this domain with six soccer analysis modules that run concurrently within a role-sharing framework. We describe these analysis modules and also discuss how to control the interaction between them so that an explanation of a game emerges reactively from the system. We present and evaluate examples of the match commentaries produced by MIKE in English, Japanese and French.

51 citations


Cited by
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Book
10 Mar 2014
TL;DR: Plan recognition, activity recognition, and intent recognition together combine and unify techniques from user modeling, machine vision, intelligent user interfaces, human/computer interaction, autonomous and multi-agent systems, natural language understanding, and machine learning.
Abstract: Plan recognition, activity recognition, and intent recognition together combine and unify techniques from user modeling, machine vision, intelligent user interfaces, human/computer interaction, autonomous and multi-agent systems, natural language understanding, and machine learning. Plan, Activity, and Intent Recognition explains the crucial role of these techniques in a wide variety of applications including: personal agent assistants, computer and network security, opponent modeling in games and simulation systems, coordination in robots and software agents, web e-commerce and collaborative filtering, dialog modeling, video surveillance, smart homes In this book, follow the history of this research area and witness exciting new developments in the field made possible by improved sensors, increased computational power, and new application areas. Combines basic theory on algorithms for plan/activity recognition along with results from recent workshops and seminars Explains how to interpret and recognize plans and activities from sensor data Provides valuable background knowledge and assembles key concepts into one guide for researchers or students studying these disciplines

111 citations

Journal ArticleDOI
TL;DR: Three systems that generate real-time natural language commentary on the RoboCup simulation league are presented, and their similarities, differences, and directions for the future discussed.
Abstract: � Three systems that generate real-time natural language commentary on the RoboCup simulation league are presented, and their similarities, differences, and directions for the future discussed. Although they emphasize different aspects of the commentary problem, all three systems take simulator data as input and generate appropriate, expressive, spoken commentary in real time.

63 citations

Journal ArticleDOI
TL;DR: The current Soccer Server and the champion CMUnited soccer-playing agents are described and the ongoing development of FUSS is described, a new, flexible simulation environment for multiagent research in a variety of multiagent domains.
Abstract: The RoboCup Soccer Server and associated client code is a growing body of software infrastructure that enables a wide variety of multiagent systems research. The Soccer Server is a multiagent environment that supports 22 independent agents interacting in a complex, real-time environment. AI researchers have been using the Soccer Server to pursue research in a wide variety of areas, including real-time multiagent planning, real-time communication methods, collaborative sensing, and multiagent learning. This article describes the current Soccer Server and the champion CMUnited soccer-playing agents, both of which are publically available and used by a growing research community. It also describes the ongoing development of FUSS, a new, flexible simulation environment for multiagent research in a variety of multiagent domains.

62 citations

Book ChapterDOI
01 Jan 1999
TL;DR: First results concerning the realization of a fully automated RoboCup commentator will be presented and step-by-step even more advanced capabilities are to be added with future versions of the initial Rocco prototype.
Abstract: With the attempt to enable robots to play soccer games, the RoboCup challenge poses a demanding standard problem for AI and intelligent robotics research. The rich domain of robot soccer, however, provides a further option for the investigation of a second class of intelligent systems which are capable of understanding and describing complex time-varying scenes. Such automatic commentator systems offer an interesting research perspective for additional integration of natural language and intelligent multimedia technologies. In this paper, first results concerning the realization of a fully automated RoboCup commentator will be presented. The system called Rocco is currently able to generate TV-style live reports for arbitrary matches of the RoboCup simulator league. Based upon our generic approach towards multimedia reporting systems, step-by-step even more advanced capabilities are to be added with future versions of the initial Rocco prototype.

52 citations

Proceedings ArticleDOI
10 Aug 1998
TL;DR: It is described how a principle of maximizing the total gain of importance scores during a game can be used to incorporate content selection into the surface generation module, thus accounting for issues such as interruption and abbreviation.
Abstract: MIKE is an automatic commentary system that generates a commentary of a simulated soccer game in English, French, or Japanese.One of the major technical challenges involved in live sports commentary is the reactive selection of content to describe complex, rapidly unfolding situation. To address this challenge, MIKE employs importance scores that intuitively capture the amount of information communicated to the audience. We describe how a principle of maximizing the total gain of importance scores during a game can be used to incorporate content selection into the surface generation module, thus accounting for issues such as interruption and abbreviation.Sample commentaries produced by MIKE are presented and used to evaluate different methods for content selection and generation in terms of efficiency of communication.

49 citations