1,740 research outputs found

    Deep learning investigation for chess player attention prediction using eye-tracking and game data

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    This article reports on an investigation of the use of convolutional neural networks to predict the visual attention of chess players. The visual attention model described in this article has been created to generate saliency maps that capture hierarchical and spatial features of chessboard, in order to predict the probability fixation for individual pixels Using a skip-layer architecture of an autoencoder, with a unified decoder, we are able to use multiscale features to predict saliency of part of the board at different scales, showing multiple relations between pieces. We have used scan path and fixation data from players engaged in solving chess problems, to compute 6600 saliency maps associated to the corresponding chess piece configurations. This corpus is completed with synthetically generated data from actual games gathered from an online chess platform. Experiments realized using both scan-paths from chess players and the CAT2000 saliency dataset of natural images, highlights several results. Deep features, pretrained on natural images, were found to be helpful in training visual attention prediction for chess. The proposed neural network architecture is able to generate meaningful saliency maps on unseen chess configurations with good scores on standard metrics. This work provides a baseline for future work on visual attention prediction in similar contexts

    Acquisition of Chess Knowledge in AlphaZero

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    What is learned by sophisticated neural network agents such as AlphaZero? This question is of both scientific and practical interest. If the representations of strong neural networks bear no resemblance to human concepts, our ability to understand faithful explanations of their decisions will be restricted, ultimately limiting what we can achieve with neural network interpretability. In this work we provide evidence that human knowledge is acquired by the AlphaZero neural network as it trains on the game of chess. By probing for a broad range of human chess concepts we show when and where these concepts are represented in the AlphaZero network. We also provide a behavioural analysis focusing on opening play, including qualitative analysis from chess Grandmaster Vladimir Kramnik. Finally, we carry out a preliminary investigation looking at the low-level details of AlphaZero's representations, and make the resulting behavioural and representational analyses available online.Comment: 69 pages, 44 figure

    CGAMES'2009

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    Classification of Alzheimers Disease with Deep Learning on Eye-tracking Data

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    Existing research has shown the potential of classifying Alzheimers Disease (AD) from eye-tracking (ET) data with classifiers that rely on task-specific engineered features. In this paper, we investigate whether we can improve on existing results by using a Deep-Learning classifier trained end-to-end on raw ET data. This classifier (VTNet) uses a GRU and a CNN in parallel to leverage both visual (V) and temporal (T) representations of ET data and was previously used to detect user confusion while processing visual displays. A main challenge in applying VTNet to our target AD classification task is that the available ET data sequences are much longer than those used in the previous confusion detection task, pushing the limits of what is manageable by LSTM-based models. We discuss how we address this challenge and show that VTNet outperforms the state-of-the-art approaches in AD classification, providing encouraging evidence on the generality of this model to make predictions from ET data.Comment: ICMI 2023 long pape

    Reinforcement learning approaches to the analysis of the emergence of goal-directed behaviour

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    Over recent decades, theoretical neuroscience, helped by computational methods such as Reinforcement Learning (RL), has provided detailed descriptions of the psychology and neurobiology of decision-making. RL has provided many insights into the mechanisms underlying decision-making processes from neuronal to behavioral levels. In this work, we attempt to demonstrate the effectiveness of RL methods in explaining behavior in a normative setting through three main case studies. Evidence from literature shows that, apart from the commonly discussed cognitive search process, that governs the solution procedure of a planning task, there is an online perceptual process that directs the action selection towards moves that appear more ‘natural’ at a given configuration of a task. These two processes can be partially dissociated through developmental studies, with perceptual processes apparently more dominant in the planning of younger children, prior to the maturation of executive functions required for the control of search. Therefore, we present a formalization of planning processes to account for perceptual features of the task, and relate it to human data. Although young children are able to demonstrate their preferences by using physical actions, infants are restricted because of their as-yet-undeveloped motor skills. Eye-tracking methods have been employed to tackle this difficulty. Exploring different model-free RL algorithms and their possible cognitive realizations in decision making, in a second case study, we demonstrate behavioral signatures of decision making processes in eye-movement data and provide a potential framework for integrating eye-movement patterns with behavioral patterns. Finally, in a third project we examine how uncertainty in choices might guide exploration in 10-year-olds, using an abstract RL-based mathematical model. Throughout, aspects of action selection are seen as emerging from the RL computational framework. We, thus, conclude that computational descriptions of the developing decision making functions provide one plausible avenue by which to normatively characterize and define the functions that control action selection

    Trajectory solutions for a game-playing robot using nonprehensile manipulation methods and machine vision

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    The need for autonomous systems designed to play games, both strategy-based and physical, comes from the quest to model human behaviour under tough and competitive environments that require human skill at its best. In the last two decades, and especially after the 1996 defeat of the world chess champion by a chess-playing computer, physical games have been receiving greater attention. Robocup TM, i.e. robotic football, is a well-known example, with the participation of thousands of researchers all over the world. The robots created to play snooker/pool/billiards are placed in this context. Snooker, as well as being a game of strategy, also requires accurate physical manipulation skills from the player, and these two aspects qualify snooker as a potential game for autonomous system development research. Although research into playing strategy in snooker has made considerable progress using various artificial intelligence methods, the physical manipulation part of the game is not fully addressed by the robots created so far. This thesis looks at the different ball manipulation options snooker players use, like the shots that impart spin to the ball in order to accurately position the balls on the table, by trying to predict the ball trajectories under the action of various dynamic phenomena, such as impacts. A 3-degree of freedom robot, which can manipulate the snooker cue on a par with humans, at high velocities, using a servomotor, and position the snooker cue on the ball accurately with the help of a stepper drive, is designed and fabricated. [Continues.

    How multiplayer online battle arenas foster scientific reasoning

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    How multiplayer online battle arenas foster scientific reasoning

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