1,987 research outputs found

    Unmasking Clever Hans Predictors and Assessing What Machines Really Learn

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    Current learning machines have successfully solved hard application problems, reaching high accuracy and displaying seemingly "intelligent" behavior. Here we apply recent techniques for explaining decisions of state-of-the-art learning machines and analyze various tasks from computer vision and arcade games. This showcases a spectrum of problem-solving behaviors ranging from naive and short-sighted, to well-informed and strategic. We observe that standard performance evaluation metrics can be oblivious to distinguishing these diverse problem solving behaviors. Furthermore, we propose our semi-automated Spectral Relevance Analysis that provides a practically effective way of characterizing and validating the behavior of nonlinear learning machines. This helps to assess whether a learned model indeed delivers reliably for the problem that it was conceived for. Furthermore, our work intends to add a voice of caution to the ongoing excitement about machine intelligence and pledges to evaluate and judge some of these recent successes in a more nuanced manner.Comment: Accepted for publication in Nature Communication

    Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game

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    Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shooter Destiny and spanning a time period of about 14 months using unsupervised clustering and topic modelling. Furthermore, we correlate Twitter activity of over 3,000 players with their playtime. Our results contribute to the understanding of online player communities by identifying distinct player groups with respect to their Twitter characteristics, describing subgroups within the Destiny community, and uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201

    Semi-automated dialogue act classification for situated social agents in games

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    As a step toward simulating dynamic dialogue between agents and humans in virtual environments, we describe learning a model of social behavior composed of interleaved utterances and physical actions. In our model, utterances are abstracted as {speech act, propositional content, referent} triples. After training a classifier on 100 gameplay logs from The Restaurant Game annotated with dialogue act triples, we have automatically classified utterances in an additional 5,000 logs. A quantitative evaluation of statistical models learned from the gameplay logs demonstrates that semi-automatically classified dialogue acts yield significantly more predictive power than automatically clustered utterances, and serve as a better common currency for modeling interleaved actions and utterances

    Activity Recognition for Quality Assessment of Batting Shots in Cricket using a Hierarchical Representation

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    Quality assessment in cricket is a complex task that is performed by understanding the combination of individual activities a player is able to perform and by assessing how well these activities are performed. We present a framework for inexpensive and accessible, automated recognition of cricketing shots. By means of body-worn inertial measurement units, movements of batsmen are recorded, which are then analysed using a parallelised, hierarchical recognition system that automatically classifies relevant categories of shots as required for assessing batting quality. Our system then generates meaningful visualisations of key performance parameters, including feet positions, attack/defence, and distribution of shots around the ground. These visualisations are the basis for objective skill assessment thereby focusing on specific personal improvement points as identified through our system. We evaluated our framework through a deployment study where 6 players engaged in batting exercises. Based on the recorded movement data we could automatically identify 20 classes of unique batting shot components with an average F1-score greater than 88%. This analysis is the basis for our detailed analysis of our study participants’ skills. Our system has the potential to rival expensive vision-based systems but at a fraction of the cost
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