Likun Liu

h-index7
2papers
237citations

2 Papers

4.6LGFeb 25, 2022Code
GenéLive! Generating Rhythm Actions in Love Live!

Atsushi Takada, Daichi Yamazaki, Likun Liu et al.

This article presents our generative model for rhythm action games together with applications in business operations. Rhythm action games are video games in which the player is challenged to issue commands at the right timings during a music session. The timings are rendered in the chart, which consists of visual symbols, called notes, flying through the screen. We introduce our deep generative model, GenéLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, GenéLive! was put into operation at KLab Inc., a Japan-based video game developer, and reduced the business cost of chart generation by as much as half. The application target included the phenomenal "Love Live!," which has more than 10 million users across Asia and beyond, and is one of the few rhythm action franchises that has led the online era of the genre. In this article, we evaluate the generative performance of GenéLive! using production datasets at KLab as well as open datasets for reproducibility, while the model continues to operate in their business. Our code and the model, tuned and trained using a supercomputer, are publicly available.

1.2CVSep 1, 2020
Object Detection-Based Variable Quantization Processing

Likun Liu, Hua Qi

In this paper, we propose a preprocessing method for conventional image and video encoders that can make these existing encoders content-aware. By going through our process, a higher quality parameter could be set on a traditional encoder without increasing the output size. A still frame or an image will firstly go through an object detector. Either the properties of the detection result will decide the parameters of the following procedures, or the system will be bypassed if no object is detected in the given frame. The processing method utilizes an adaptive quantization process to determine the portion of data to be dropped. This method is primarily based on the JPEG compression theory and is optimum for JPEG-based encoders such as JPEG encoders and the Motion JPEG encoders. However, other DCT-based encoders like MPEG part 2, H.264, etc. can also benefit from this method. In the experiments, we compare the MS-SSIM under the same bitrate as well as similar MS-SSIM but enhanced bitrate. As this method is based on human perception, even with similar MS-SSIM, the overall watching experience will be better than the direct encoded ones.