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Dive into the research topics where Itsuki Noda is active.

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Featured researches published by Itsuki Noda.


adaptive agents and multi-agents systems | 1997

RoboCup: The Robot World Cup Initiative

Hiroaki Kitano; Minoru Asada; Yasuo Kuniyoshi; Itsuki Noda; Eiichi Osawa

The Robot World Cup Initiative (R, oboCup) is attempt to foster AI and intelligent rohoties research by providing a standard problem where wide range of technologies especially concerning multi-agent research (:an be integrated and examined. The first RoboCup competition is to be, heht at. IJCAI-97, Nagoya. In order for a robot team to actually perform a soccer game. various technologies must I)e incorl)orated including: design principles of autononmus agents, multi-agent collaboration, strategy acquisition, real-time rea.~oning, robotics, and sensor-fllsion. Unlike AAAI robot competition, which is tuned for a single heavy-duty slow-moving robot. RoboCup is a task for a team of multiple f‘ast-moving robots under a dynamic environmen(. Although RoboCnp’s final target is a worhl cup with real robots, RoboCup offers a soft.ware platform for reseaxch on the software aspects of RoboCup. This paper describes teclini(’M challenges involw~d in RoboCup, rules, and simulation environment.


Ai Magazine | 1997

RoboCup: A Challenge Problem for AI

Hiroaki Kitano; Minoru Asada; Yasuo Kuniyoshi; Itsuki Noda; Eiichi Osawa; Hitoshi Matsubara

The Robot World-Cup Soccer (RoboCup) is an attempt to foster AI and intelligent robotics research by providing a standard problem where a wide range of technologies can be integrated and examined. The first RoboCup competition will be held at the Fifteenth International Joint Conference on Artificial Intelligence in Nagoya, Japan. A robot team must actually perform a soccer game, incorporating various technologies, including design principles of autonomous agents, multiagent collaboration, strategy acquisition, real-time reasoning, robotics, and sensor fusion. RoboCup is a task for a team of multiple fast-moving robots under a dynamic environment. Although RoboCups final target is a world cup with real robots, RoboCup offers a software platform for research on the software aspects of RoboCup. This article describes technical challenges involved in RoboCup, rules, and the simulation environment.


robot soccer world cup | 1998

The RoboCup synthetic agent challenge 97

Hiroaki Kitano; Milind Tambe; Peter Stone; Manuela M. Veloso; Silvia Coradeschi; Eiichi Osawa; Hitoshi Matsubara; Itsuki Noda; Minoru Asada

RoboCup Challenge offers a set of challenges for intelligent agent researchers using a friendly competition in a dynamic, real-time, multi-agent domain. While RoboCup in general envisions longer range challenges over the next few decades, RoboCup Challenge presents three specific challenges for the next two years: (i) learning of individual agents and teams; (ii) multi-agent team planning and plan-execution in service of teamwork; and (iii) opponent modeling. RoboCup Challenge provides a novel opportunity for machine learning, planning, and multi-agent researchers — it not only supplies a concrete domain to evalute their techniques, but also challenges researchers to evolve these techniques to face key constraints fundamental to this domain: real-time, uncertainty, and teamwork.


systems man and cybernetics | 1999

RoboCup Rescue: search and rescue in large-scale disasters as a domain for autonomous agents research

Hiroaki Kitano; Satoshi Tadokoro; Itsuki Noda; H. Matsubara; Tomoichi Takahashi; A. Shinjou; S. Shimada

Disaster rescue is one of the most serious social issue which involves very large numbers of heterogeneous agents in the hostile environment. RoboCup-Rescue intends to promote research and development in this socially significant domain by creating a standard simulator and forum for researchers and practitioners. While the rescue domain intuitively appealing as large scale multi-agent domains, it has not yet given through analysis on its domain characteristics. In this paper, we present detailed analysis on the task domain and elucidate characteristics necessary for multi-agent systems for this domain.


Applied Artificial Intelligence | 1998

Soccer server: A tool for research on multiagent systems

Itsuki Noda; Hitoshi Matsubara; Kazuo Hiraki; Ian Frank

This article describes Soccer Server, a simulator of the game of soccer designed as a benchmark for evaluating multiagent systems and cooperative algorithms. In real life, successful soccer teams require many qualities, such as basic ball control skills, the ability to carry out strategies, and teamwork. We believe that simulating such behaviors is a significant challenge for computer science, artificial intelligence, and robotics technologies. It is to promote the development of such technologies, and to help define a new standard problem for research, that we have developed Soccer Server. We demonstrate the potential of Soccer Server by reporting an experiment that uses the system to compare the performance of a neural network architecture and a decision tree algorithm at learning the selection of soccer play plans. Other researchers using Soccer Server to investigate the nature of cooperative behavior in a multiagent environment will have the chance to assess their progress at RoboCup-97, an internatio...


international conference on robotics and automation | 2000

The RoboCup-Rescue project: a robotic approach to the disaster mitigation problem

Satoshi Tadokoro; Hiroaki Kitano; Tomoichi Takahashi; Itsuki Noda; Hitoshi Matsubara; Atsushi Shinjoh; Tetsuhiko Koto; Ikuo Takeuchi; Hironao Takahashi; Fumitoshi Matsuno; Michinori Hatayama; Jun Nobe; Susumu Shimada

This paper introduces the RoboCup-Rescue Simulation Project, a contribution to the disaster mitigation, search and rescue problem. A comprehensive urban disaster simulator is constructed on distributed computers. Heterogeneous intelligent agents such as fire fighters, victims and volunteers conduct search and rescue activities in this virtual disaster world. A real world interface integrates various sensor systems and controllers of infrastructures in the real cities with the virtual world. Real-time simulation is synchronized with actual disasters, computing complex relationship between various damage factors and agent behaviors. A mission-critical man-machine interface provides portability and robustness of disaster mitigation centers, and augmented-reality interfaces for rescue parties in real disasters. It also provides a virtual reality training function for the public. This diverse spectrum of RoboCup-Rescue contributes to the creation of the safer social system.


Artificial Intelligence | 1999

RoboCop: today and tomorrow-what we have learned

Minoru Asada; Hiroaki Kitano; Itsuki Noda; Manuela M. Veloso

Abstract RoboCup is an increasingly successful attempt to promote the full integration of AI and robotics research. The most prominent feature of RoboCup is that it provides the researchers with the opportunity to demonstrate their research results as a form of competition in a dynamically changing hostile environment, defined as the international standard game definition, which the gamut of intelligent robotics research issues are naturally involved. This article describes what we have learned from the past RoboCup activities, mainly the first and the second RoboCups, and overviews the future perspectives of RoboCup in the next century. First, the issue on what and why RoboCup is addressed, and a wide range of research issues are explained. Next, the current leagues are introduced and the research achievements are reviewed from a viewpoint of system architecture. Some of these achievements are included in this special issue. Finally, prospects for future activities are discussed.


robot soccer world cup | 1998

RoboCup: A Challenge Problem for AI and Robotics

Hiroaki Kitano; Minoru Asada; Yasuo Kuniyoshi; Itsuki Noda; Eiichi Osawa; Hitoshi Matsubara

RoboCup is an attempt to foster AI and intelligent robotics research by providing a standard problem where wide range of technologies can be integrated and examined. The first RoboCup competition was held at IJCAI-97, Nagoya. In order for a robot team to actually perform a soccer game, various technologies must be incorporated including: design principles of autonomous agents, multi-agent collaboration, strategy acquisition, real-time reasoning, robotics, and sensorfusion. RoboCup is a task for a team of multiple fast-moving robots under a dynamic environment. Although RoboCups final target is a world cup with real robots, RoboCup offers a software platform for research on the software aspects of RoboCup. This paper describes technical challenges involved in RoboCup, rules, and simulation environment.


IEEE Robotics & Automation Magazine | 1998

RoboCup: robot world cup

Hiroaki Kitano; Minoru Asada; Itsuki Noda; Hitoshi Matsubara

RoboCup is an attempt to foster intelligent robotics research by providing a standard problem where a wide range of technologies can be integrated and examined. The First Robot World Cup Soccer Games and Conferences (RoboCup-97) was held during IJCAI-97, Nagoya, with over 40 teams participating from throughout the world. RoboCup soccer is a task for a team of fast-moving robots in a dynamic, noisy environment. In order for a robot team to actually perform a soccer game, various technologies must be incorporated including: design principles of autonomous agents, multi-agent collaboration, strategy acquisition, real-time reasoning, robotics, and sensor-fusion. This article describes technical challenges involved in RoboCup, its official rules, a report of RoboCup-97, and future perspectives.


international world wide web conferences | 2013

Information sharing on Twitter during the 2011 catastrophic earthquake

Fujio Toriumi; Takeshi Sakaki; Kousuke Shinoda; Kazuhiro Kazama; Satoshi Kurihara; Itsuki Noda

Such large disasters as earthquakes and hurricanes are very unpredictable. During a disaster, we must collect information to save lives. However, in time disaster, it is difficult to collect information which is useful for ourselves from such traditional mass media as TV and newspapers that contain information for the general public. Social media attract attention for sharing information, especially Twitter, which is a hugely popular social medium that is now being used during disasters. In this paper, we focus on the information sharing behaviors on Twitter during disasters. We collected data before and during the Great East Japan Earthquake and arrived at the following conclusions: Many users with little experience with such specific functions as reply and retweet did not continuously use them after the disaster. Retweets were well used to share information on Twitter. Retweets were used not only for sharing the information provided by general users but used for relaying the information from the mass media. We conclude that social media users changed their behavior to widely diffuse important information and decreased non-emergency tweets to avoid interrupting critical information.

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Hitoshi Matsubara

Future University Hakodate

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Tomohisa Yamashita

National Institute of Advanced Industrial Science and Technology

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Kousuke Shinoda

University of Electro-Communications

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Masayuki Ohta

Tokyo Institute of Technology

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