260 research outputs found

    Artificial Intelligence, 3D Documentation, and Rock Art - Approaching and Reflecting on the Automation of Identification and Classification of Rock Art Images

    Get PDF
    Rock art carvings, which are best described as petroglyphs, were produced by removing parts of the rock surface to create a negative relief. This tradition was particularly strong during the Nordic Bronze Age (1700–550 BC) in southern Scandinavia with over 20,000 boats and thousands of humans, animals, wagons, etc. This vivid and highly engaging material provides quantitative data of high potential to understand Bronze Age social structures and ideologies. The ability to provide the technically best possible documentation and to automate identification and classification of images would help to take full advantage of the research potential of petroglyphs in southern Scandinavia and elsewhere. We, therefore, attempted to train a model that locates and classifies image objects using faster region-based convolutional neural network (Faster-RCNN) based on data produced by a novel method to improve visualizing the content of 3D documentations. A newly created layer of 3D rock art documentation provides the best data currently available and has reduced inscribed bias compared to older methods. Several models were trained based on input images annotated with bounding boxes produced with different parameters to find the best solution. The data included 4305 individual images in 408 scans of rock art sites. To enhance the models and enrich the training data, we used data augmentation and transfer learning. The successful models perform exceptionally well on boats and circles, as well as with human figures and wheels. This work was an interdisciplinary undertaking which led to important reflections about archaeology, digital humanities, and artificial intelligence. The reflections and the success represented by the trained models open novel avenues for future research on rock art

    Building Machines That Learn and Think Like People

    Get PDF
    Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary proposals (until Nov. 22, 2016). https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar

    Deep learning for procedural content generation

    Get PDF
    Summarization: Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.Presented on: Neural Computing and Application

    Sound-to-imagination: an exploratory study on cross-modal translation using diverse audiovisual data

    Get PDF
    The motivation of our research is to explore the possibilities of automatic sound-to-image (S2I) translation for enabling a human receiver to visually infer occurrences of sound-related events. We expect the computer to ‘imagine’ scenes from captured sounds, generating original images that depict the sound-emitting sources. Previous studies on similar topics opted for simplified approaches using data with low content diversity and/or supervision/self-supervision for training. In contrast, our approach involves performing S2I translation using thousands of distinct and unknown scenes, using sound class annotations solely for data preparation, just enough to ensure aural–visual semantic coherence. To model the translator, we employ an audio encoder and a conditional generative adversarial network (GAN) with a deep densely connected generator. Furthermore, we present a solution using informativity classifiers for quantitatively evaluating the generated images. This allows us to analyze the influence of network-bottleneck variation on the translation process, highlighting a potential trade-off between informativity and pixel space convergence. Despite the complexity of the specified S2I translation task, we were able to generalize the model enough to obtain more than 14%, on average, of interpretable and semantically coherent images translated from unknown sounds.The present work was supported in part by the Brazilian National Council for Scientific and Technological Development (CNPq) under PhD grant 200884/2015-8. Also, the work was partly supported by the Spanish State Research Agency (AEI), project PID2019-107579RBI00/AEI/10.13039/501100011033.Peer ReviewedPostprint (published version

    Conceptual Representations for Computational Concept Creation

    Get PDF
    Computational creativity seeks to understand computational mechanisms that can be characterized as creative. The creation of new concepts is a central challenge for any creative system. In this article, we outline different approaches to computational concept creation and then review conceptual representations relevant to concept creation, and therefore to computational creativity. The conceptual representations are organized in accordance with two important perspectives on the distinctions between them. One distinction is between symbolic, spatial and connectionist representations. The other is between descriptive and procedural representations. Additionally, conceptual representations used in particular creative domains, such as language, music, image and emotion, are reviewed separately. For every representation reviewed, we cover the inference it affords, the computational means of building it, and its application in concept creation.Peer reviewe

    Painterly Image Harmonization using Diffusion Model

    Full text link
    Painterly image harmonization aims to insert photographic objects into paintings and obtain artistically coherent composite images. Previous methods for this task mainly rely on inference optimization or generative adversarial network, but they are either very time-consuming or struggling at fine control of the foreground objects (e.g., texture and content details). To address these issues, we propose a novel Painterly Harmonization stable Diffusion model (PHDiffusion), which includes a lightweight adaptive encoder and a Dual Encoder Fusion (DEF) module. Specifically, the adaptive encoder and the DEF module first stylize foreground features within each encoder. Then, the stylized foreground features from both encoders are combined to guide the harmonization process. During training, besides the noise loss in diffusion model, we additionally employ content loss and two style losses, i.e., AdaIN style loss and contrastive style loss, aiming to balance the trade-off between style migration and content preservation. Compared with the state-of-the-art models from related fields, our PHDiffusion can stylize the foreground more sufficiently and simultaneously retain finer content. Our code and model are available at https://github.com/bcmi/PHDiffusion-Painterly-Image-Harmonization.Comment: Accepted by ACMMM 202

    Learning the patterns of balance in a multi-player shooter game

    Get PDF
    A particular challenge of the game design process is when the designer is requested to orchestrate dissimilar elements of games such as visuals, audio, narrative and rules to achieve a specic play experience. Within the domain of adversarial rst person shooter games, for instance, a designer must be able to comprehend the dierences between the weapons available in the game, and appropriately cra a game level to take advantage of strengths and weaknesses of those weapons. As an initial study towards computationally orchestrating dissimilar content generators in games, this paper presents a computational model which can classify a matchup of a team-based shooter game as balanced or as favoring one or the other team. e computational model uses convolutional neural networks to learn how game balance is aected by the level, represented as an image, and each team’s weapon parameters. e model was trained on a corpus of over 50,000 simulated games with articial agents on a diverse set of levels created by 39 dierent generators. e results show that the fusion of levels, when processed by a convolutional neural network, and weapon parameters yields an accuracy far above the baseline but also improves accuracy compared to articial neural networks or models which use partial information, such as only the weapon or only the level as input.peer-reviewe
    corecore