In this paper, we introduce a distribution system of synthesized data of Japanese population using Interdisciplinary Large-scale Information Infrastructures in Japan. Synthesized population is synthesized based on the statistics of census that are publicly released. Therefore, the synthesized data have no privacy data. However, since it is easy to estimate the compositions of households, working status in a certain area from the synthesized population, we distribute the synthesized data only for public or academic purposes. In the academic purposes, it is important to encourage young scholars to use a large-scale data of households, we define security levels for the attributes in the synthesized populations. According to the security levels, we distribute the data with proper attributes to applicants. We encourage researchers to use the synthetic populations to be familiar to large-scale data processing.
In this paper, the controller of the multi-legged robotic swarm is designed by deep neuroevolution, which is a technique to train a deep neural network by using artificial evolution. The computer simulations are conducted with a 3D physics engine called Bullet. An aggregation task is examined with varying the sensor range to discuss the behavior. The results show that deep neuroevolution was able to generate collective behavior of the multi-legged robotic swarm. Moreover, the robotic swarm showed a potential behavior that might be useful to achieve more complex tasks.
In this paper, we introduce a modular network approach in neuroevolution for action game learning. We employ NEAT (NeuroEvolution of Augmenting Topologies) to generate modular networks learning game stages under different conditions, which are combined to obtain networks that can adapt to difficult situations appeared in actual game playing. We show the effectiveness of our approach in a Pygame instance compared to the original NEAT.