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Hayato KOBAYASHI Kazuhiko MINEMATSU Tetsu IWATA
An Authenticated Encryption scheme is used to guarantee both privacy and authenticity of digital data. At FSE 2014, an authenticated encryption scheme called CLOC was proposed. CLOC is designed to handle short input data efficiently without needing heavy precomputation nor large memory. This is achieved by making various cases of different treatments in the encryption process depending on the input data. Five tweak functions are used to handle the conditional branches, and they are designed to satisfy 55 differential probability constraints, which are used in the security proof of CLOC. In this paper, we show that all these 55 constraints are necessary. This shows the design optimality of the tweak functions in CLOC in that the constraints cannot be relaxed, and hence the specification of the tweak functions cannot be simplified.
Yukihiro TAGAMI Hayato KOBAYASHI Shingo ONO Akira TAJIMA
Modeling user activities on the Web is a key problem for various Web services, such as news article recommendation and ad click prediction. In our work-in-progress paper[1], we introduced an approach that summarizes each sequence of user Web page visits using Paragraph Vector[3], considering users and URLs as paragraphs and words, respectively. The learned user representations are used among the user-related prediction tasks in common. In this paper, on the basis of analysis of our Web page visit data, we propose Backward PV-DM, which is a modified version of Paragraph Vector. We show experimental results on two ad-related data sets based on logs from Web services of Yahoo! JAPAN. Our proposed method achieved better results than those of existing vector models.
Hayato KOBAYASHI Tsugutoyo OSAKI Tetsuro OKUYAMA Joshua GRAMM Akira ISHINO Ayumi SHINOHARA
This paper describes an interactive experimental environment for autonomous soccer robots, which is a soccer field augmented by utilizing camera input and projector output. This environment, in a sense, plays an intermediate role between simulated environments and real environments. We can simulate some parts of real environments, e.g., real objects such as robots or a ball, and reflect simulated data into the real environments, e.g., to visualize the positions on the field, so as to create a situation that allows easy debugging of robot programs. The significant point compared with analogous work is that virtual objects are touchable in this system owing to projectors. We also show the portable version of our system that does not require ceiling cameras. As an application in the augmented environment, we address the learning of goalie strategies on real quadruped robots in penalty kicks. We make our robots utilize virtual balls in order to perform only quadruped locomotion in real environments, which is quite difficult to simulate accurately. Our robots autonomously learn and acquire more beneficial strategies without human intervention in our augmented environment than those in a fully simulated environment.