Shuhei Yamashita

h-index1
2papers

2 Papers

CLNov 27, 2025
Bridging the Modality Gap by Similarity Standardization with Pseudo-Positive Samples

Shuhei Yamashita, Daiki Shirafuji, Tatsuhiko Saito

Advances in vision-language models (VLMs) have enabled effective cross-modality retrieval. However, when both text and images exist in the database, similarity scores would differ in scale by modality. This phenomenon, known as the modality gap, hinders accurate retrieval. Most existing studies address this issue with manually labeled data, e.g., by fine-tuning VLMs on them. In this work, we propose a similarity standardization approach with pseudo data construction. We first compute the mean and variance of the similarity scores between each query and its paired data in text or image modality. Using these modality-specific statistics, we standardize all similarity scores to compare on a common scale across modalities. These statistics are calculated from pseudo pairs, which are constructed by retrieving the text and image candidates with the highest cosine similarity to each query. We evaluate our method across seven VLMs using two multi-modal QA benchmarks (MMQA and WebQA), where each question requires retrieving either text or image data. Our experimental results show that our method significantly improves retrieval performance, achieving average Recall@20 gains of 64% on MMQA and 28% on WebQA when the query and the target data belong to different modalities. Compared to E5-V, which addresses the modality gap through image captioning, we confirm that our method more effectively bridges the modality gap.

AIOct 6, 2025
Strongly Solving 2048 4x3

Tomoyuki Kaneko, Shuhei Yamashita

2048 is a stochastic single-player game involving 16 cells on a 4 by 4 grid, where a player chooses a direction among up, down, left, and right to obtain a score by merging two tiles with the same number located in neighboring cells along the chosen direction. This paper presents that a variant 2048-4x3 12 cells on a 4 by 3 board, one row smaller than the original, has been strongly solved. In this variant, the expected score achieved by an optimal strategy is about $50724.26$ for the most common initial states: ones with two tiles of number 2. The numbers of reachable states and afterstates are identified to be $1,152,817,492,752$ and $739,648,886,170$, respectively. The key technique is to partition state space by the sum of tile numbers on a board, which we call the age of a state. An age is invariant between a state and its successive afterstate after any valid action and is increased two or four by stochastic response from the environment. Therefore, we can partition state space by ages and enumerate all (after)states of an age depending only on states with the recent ages. Similarly, we can identify (after)state values by going along with ages in decreasing order.