7 research outputs found

    Teaching Analog Skills in a Digital World

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    This paper explores the issue of the socio-cultural transformations implicating a change in the learning and teaching processes due to the extensive digitization of human environments. The purpose of the research is to deliver a contextualized insight into the effects of the digitalization of learning and other parts of the public sphere. This issue is being investigated through such notions as nostalgia, retromania, and retro learning with the methods of discourse analysis and elements of ethnography of organizations. It is thus important to point out the most important cultural tendencies in the dynamics of this change by bringing out the significance of non-digital learning patterns. The research鈥檚 outcome highlights these patterns which build so-called analog cultures, i.e. specific forms of identity construction in the digital setting which emphasizes the importance of the relations between man and machine in the context of skills acquisition for example. The takeaway from the research might be implemented in fields like organizational studies and schooling reforms aimed at improving the effectiveness of digital learnin

    Deeplogger: Extracting user input logs from 2D gameplay videos

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    Game and player analysis would be much easier if user interactions were electronically logged and shared with game researchers. Understandably, sniffing software is perceived as invasive and a risk to privacy. To collect player analytics from large populations, we look to the millions of users who already publicly share video of their game playing. Though labor-intensive, we found that someone with experience of playing a specific game can watch a screen-cast of someone else playing, and can then infer approximately what buttons and controls the player pressed, and when. We seek to automatically convert video into such game-play transcripts, or logs. We approach the task of inferring user interaction logs from video as a machine learning challenge. Specifically, we propose a supervised learning framework to first train a neural network on videos, where real sniffer/instrumented software was collecting ground truth logs. Then, once our DeepLogger network is trained, it should ideally infer log-activities for each new input video, which features gameplay of that game. These user-interaction logs can serve as sensor data for gaming analytics, or as supervision for training of game-playing AI鈥檚. We evaluate the DeepLogger system for generating logs from two 2D games, Tetris [23] and Mega Man X [6], chosen to represent distinct game genres. Our system performs as well as human experts for the task of video-to-log transcription, and could allow game researchers to easily scale their data collection and analysis up to massive populations

    TEACHING ANALOG SKILLS IN A DIGITAL WORLD

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    This paper explores the issue of the socio-cultural transformations implicating a change in the learning and teaching processes due to the extensive digitization of human environments. The purpose of the research is to deliver a contextualized insight into the effects of the digitalization of learning and other parts of the public sphere. This issue is being investigated through such notions as nostalgia, retromania, and retro learning with the methods of discourse analysis and elements of ethnography of organizations. It is thus important to point out the most important cultural tendencies in the dynamics of this change by bringing out the significance of non-digital learning patterns. The research鈥檚 outcome highlights these patterns which build so-called analog cultures, i.e. specific forms of identity construction in the digital setting which emphasizes the importance of the relations between man and machine in the context of skills acquisition for example. The takeaway from the research might be implemented in fields like organizational studies and schooling reforms aimed at improving the effectiveness of digital learning

    Aprendiendo de la memoria RAM de la NES

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    En este proyecto se experiment贸 con algoritmos de aprendizaje por refuerzo jugando Donkey Kong, Ice Climber, Kung Fu, Super Mario Bros y Metroid de la consola NES. El algoritmo DQN y sus variantes como Doble DQN y Dueling DQN fueron usados para experimentar con la representaci贸n de estados mediante la RAM. Se proponen algunas estrategias para reducir la dimensionalidad de los estados y las acciones. Tambi茅n se proponen funciones de recompensa para crear un agente f谩cil de entrenar con pocos recursos computacionales. Se probaron dos maneras de reducir la dimensi贸n de la RAM, el mapa de la RAM funcion贸 bien s贸lo en fase de entrenamiento mientras que el m茅todo de los bytes activados consigui贸 mejores resultados.In this project, reinforcement learning algorithms are explored to play the games Donkey Kong, Ice Climber, Kung Fu, Super Mario Bros, and Metroid from the NES console. The Deep-Q learning algorithm is used to experiment with the RAM representation of the state. DQN algorithm extensions as Double DQN and Dueling Network Architectures are explored too. Some simple strategies to reduce the state-space and action-space are proposed in addition to reward functions to create an easy to train agent with low computational resources. Two ways to reduce the RAM representation of the state were tested, RAM map method worked well just in the training phase meanwhile the activated bytes method get better results also in gameplay.En aquest projecte es va experimentar amb algorismes d'aprenentatge per refor莽 jugant Donkey Kong, Hissi Climber, Kung Fu, Super Mario Bros i Metroid de la consola NES. L'algorisme DQN i les seves variants com a Doble DQN i Dueling DQN van ser usats per a experimentar amb la representaci贸 d'estats mitjan莽ant la RAM. Es proposen algunes estrat猫gies per a reduir la dimensionalitat dels estats i les accions. Tamb茅 es proposen funcions de recompensa per a crear un agent f脿cil d'entrenar amb pocs recursos computacionals. Es van provar dues maneres de reduir la dimensi贸 de la RAM, el mapa de la RAM va funcionar b茅 nom茅s en fase d'entrenament mentre que el m猫tode dels bytes activats va aconseguir millors resultats

    Learn to automate GUI tasks from demonstration

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    This thesis explores and extends Computer Vision applications in the context of Graphical User Interface (GUI) environments to address the challenges of Programming by Demonstration (PbD). The challenges are explored in PbD which could be addressed through innovations in Computer Vision, when GUIs are treated as an application domain, analogous to automotive or factory settings. Existing PbD systems were restricted by domain applications or special application interfaces. Although they use the term Demonstration, the systems did not actually see what the user performs. Rather they listen to the demonstrations through internal communications via operating system. Machine Vision and Human in the Loop Machine Learning are used to circumvent many restrictions, allowing the PbD system to watch the demonstration like another human observer would. This thesis will demonstrate that our prototype PbD systems allow non-programmer users to easily create their own automation scripts for their repetitive and looping tasks. Our PbD systems take their input from sequences of screenshots, and sometimes from easily available keyboard and mouse sniffer software. It will also be shown that the problem of inconsistent human demonstration can be remedied with our proposed Human in the Loop Computer Vision techniques. Lastly, the problem is extended to learn from demonstration videos. Due to the sheer complexity of computer desktop GUI manipulation videos, attention is focused on the domain of video game environments. The initial studies illustrate that it is possible to teach a computer to watch gameplay videos and to estimate what buttons the user pressed
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