1,792 research outputs found

    Using a Cognitive Architecture for Opponent Target Prediction

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    One of the most important aspects of a compelling game AI is that it anticipates the player’s actions and responds to them in a convincing manner. The first step towards doing this is to understand what the player is doing and predict their possible future actions. In this paper we show an approach where the AI system focusses on testing hypotheses made about the player’s actions using an implementation of a cognitive architecture inspired by the simulation theory of mind. The application used in this paper is to predict the target that the player is heading towards, in an RTS-style game. We improve the prediction accuracy and reduce the number of hypotheses needed by using path planning and path clustering

    Video foreground extraction for mobile camera platforms

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    Foreground object detection is a fundamental task in computer vision with many applications in areas such as object tracking, event identification, and behavior analysis. Most conventional foreground object detection methods work only in a stable illumination environments using fixed cameras. In real-world applications, however, it is often the case that the algorithm needs to operate under the following challenging conditions: drastic lighting changes, object shape complexity, moving cameras, low frame capture rates, and low resolution images. This thesis presents four novel approaches for foreground object detection on real-world datasets using cameras deployed on moving vehicles.The first problem addresses passenger detection and tracking tasks for public transport buses investigating the problem of changing illumination conditions and low frame capture rates. Our approach integrates a stable SIFT (Scale Invariant Feature Transform) background seat modelling method with a human shape model into a weighted Bayesian framework to detect passengers. To deal with the problem of tracking multiple targets, we employ the Reversible Jump Monte Carlo Markov Chain tracking algorithm. Using the SVM classifier, the appearance transformation models capture changes in the appearance of the foreground objects across two consecutives frames under low frame rate conditions. In the second problem, we present a system for pedestrian detection involving scenes captured by a mobile bus surveillance system. It integrates scene localization, foreground-background separation, and pedestrian detection modules into a unified detection framework. The scene localization module performs a two stage clustering of the video data.In the first stage, SIFT Homography is applied to cluster frames in terms of their structural similarity, and the second stage further clusters these aligned frames according to consistency in illumination. This produces clusters of images that are differential in viewpoint and lighting. A kernel density estimation (KDE) technique for colour and gradient is then used to construct background models for each image cluster, which is further used to detect candidate foreground pixels. Finally, using a hierarchical template matching approach, pedestrians can be detected.In addition to the second problem, we present three direct pedestrian detection methods that extend the HOG (Histogram of Oriented Gradient) techniques (Dalal and Triggs, 2005) and provide a comparative evaluation of these approaches. The three approaches include: a) a new histogram feature, that is formed by the weighted sum of both the gradient magnitude and the filter responses from a set of elongated Gaussian filters (Leung and Malik, 2001) corresponding to the quantised orientation, which we refer to as the Histogram of Oriented Gradient Banks (HOGB) approach; b) the codebook based HOG feature with branch-and-bound (efficient subwindow search) algorithm (Lampert et al., 2008) and; c) the codebook based HOGB approach.In the third problem, a unified framework that combines 3D and 2D background modelling is proposed to detect scene changes using a camera mounted on a moving vehicle. The 3D scene is first reconstructed from a set of videos taken at different times. The 3D background modelling identifies inconsistent scene structures as foreground objects. For the 2D approach, foreground objects are detected using the spatio-temporal MRF algorithm. Finally, the 3D and 2D results are combined using morphological operations.The significance of these research is that it provides basic frameworks for automatic large-scale mobile surveillance applications and facilitates many higher-level applications such as object tracking and behaviour analysis

    Review of Person Re-identification Techniques

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    Person re-identification across different surveillance cameras with disjoint fields of view has become one of the most interesting and challenging subjects in the area of intelligent video surveillance. Although several methods have been developed and proposed, certain limitations and unresolved issues remain. In all of the existing re-identification approaches, feature vectors are extracted from segmented still images or video frames. Different similarity or dissimilarity measures have been applied to these vectors. Some methods have used simple constant metrics, whereas others have utilised models to obtain optimised metrics. Some have created models based on local colour or texture information, and others have built models based on the gait of people. In general, the main objective of all these approaches is to achieve a higher-accuracy rate and lowercomputational costs. This study summarises several developments in recent literature and discusses the various available methods used in person re-identification. Specifically, their advantages and disadvantages are mentioned and compared.Comment: Published 201

    Multiple Action Recognition for Video Games (MARViG)

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    Action recognition research historically has focused on increasing accuracy on datasets in highly controlled environments. Perfect or near perfect offline action recognition accuracy on scripted datasets has been achieved. The aim of this thesis is to deal with the more complex problem of online action recognition with low latency in real world scenarios. To fulfil this aim two new multi-modal gaming datasets were captured and three novel algorithms for online action recognition were proposed. Two new gaming datasets, G3D and G3Di for real-time action recognition with multiple actions and multi-modal data were captured and publicly released. Furthermore, G3Di was captured using a novel game-sourcing method so the actions are realistic. Three novel algorithms for online action recognition with low latency were proposed. Firstly, Dynamic Feature Selection, which combines the discriminative power of Random Forests for feature selection with an ensemble of AdaBoost classifiers for dynamic classification. Secondly, Clustered Spatio-Temporal Manifolds, which modelled the dynamics of human actions with style invariant action templates that were combined with Dynamic Time Warping for execution rate invariance. Finally, a Hierarchical Transfer Learning framework, comprised of a novel transfer learning algorithm to detect compound actions in addition to hierarchical interaction detection to recognise the actions and interactions of multiple subjects. The proposed algorithms run in real-time with low latency ensuring they are suitable for a wide range of natural user interface applications including gaming. State-of-the art results were achieved for online action recognition. Experimental results indicate higher complexity of the G3Di dataset in comparison to the existing gaming datasets, highlighting the importance of this dataset for designing algorithms suitable for realistic interactive applications. This thesis has advanced the study of realistic action recognition and is expected to serve as a basis for further study within the research community

    3D shape matching and registration : a probabilistic perspective

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    Dense correspondence is a key area in computer vision and medical image analysis. It has applications in registration and shape analysis. In this thesis, we develop a technique to recover dense correspondences between the surfaces of neuroanatomical objects over heterogeneous populations of individuals. We recover dense correspondences based on 3D shape matching. In this thesis, the 3D shape matching problem is formulated under the framework of Markov Random Fields (MRFs). We represent the surfaces of neuroanatomical objects as genus zero voxel-based meshes. The surface meshes are projected into a Markov random field space. The projection carries both geometric and topological information in terms of Gaussian curvature and mesh neighbourhood from the original space to the random field space. Gaussian curvature is projected to the nodes of the MRF, and the mesh neighbourhood structure is projected to the edges. 3D shape matching between two surface meshes is then performed by solving an energy function minimisation problem formulated with MRFs. The outcome of the 3D shape matching is dense point-to-point correspondences. However, the minimisation of the energy function is NP hard. In this thesis, we use belief propagation to perform the probabilistic inference for 3D shape matching. A sparse update loopy belief propagation algorithm adapted to the 3D shape matching is proposed to obtain an approximate global solution for the 3D shape matching problem. The sparse update loopy belief propagation algorithm demonstrates significant efficiency gain compared to standard belief propagation. The computational complexity and convergence property analysis for the sparse update loopy belief propagation algorithm are also conducted in the thesis. We also investigate randomised algorithms to minimise the energy function. In order to enhance the shape matching rate and increase the inlier support set, we propose a novel clamping technique. The clamping technique is realized by combining the loopy belief propagation message updating rule with the feedback from 3D rigid body registration. By using this clamping technique, the correct shape matching rate is increased significantly. Finally, we investigate 3D shape registration techniques based on the 3D shape matching result. Based on the point-to-point dense correspondences obtained from the 3D shape matching, a three-point based transformation estimation technique is combined with the RANdom SAmple Consensus (RANSAC) algorithm to obtain the inlier support set. The global registration approach is purely dependent on point-wise correspondences between two meshed surfaces. It has the advantage that the need for orientation initialisation is eliminated and that all shapes of spherical topology. The comparison of our MRF based 3D registration approach with a state-of-the-art registration algorithm, the first order ellipsoid template, is conducted in the experiments. These show dense correspondence for pairs of hippocampi from two different data sets, each of around 20 60+ year old healthy individuals

    Hand tracking and bimanual movement understanding

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    Bimanual movements are a subset ot human movements in which the two hands move together in order to do a task or imply a meaning A bimanual movement appearing in a sequence of images must be understood in order to enable computers to interact with humans in a natural way This problem includes two main phases, hand tracking and movement recognition. We approach the problem of hand tracking from a neuroscience point ot view First the hands are extracted and labelled by colour detection and blob analysis algorithms In the presence of the two hands one hand may occlude the other occasionally Therefore, hand occlusions must be detected in an image sequence A dynamic model is proposed to model the movement of each hand separately Using this model in a Kalman filtering proccss the exact starting and end points of hand occlusions are detected We exploit neuroscience phenomena to understand the beha\ tour of the hands during occlusion periods Based on this, we propose a general hand tracking algorithm to track and reacquire the hands over a movement including hand occlusion The advantages of the algorithm and its generality are demonstrated in the experiments. In order to recognise the movements first we recognise the movement of a hand Using statistical pattern recognition methods (such as Principal Component Analysis and Nearest Neighbour) the static shape of each hand appearing in an image is recognised A Graph- Matching algorithm and Discrete Midden Markov Models (DHMM) as two spatio-temporal pattern recognition techniques are imestigated tor recognising a dynamic hand gesture For recognising bimanual movements we consider two general forms ot these movements, single and concatenated periodic We introduce three Bayesian networks for recognising die movements The networks are designed to recognise and combinc the gestures of the hands in order to understand the whole movement Experiments on different types ot movement demonstrate the advantages and disadvantages of each network

    Dynamic texture recognition using time-causal and time-recursive spatio-temporal receptive fields

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    This work presents a first evaluation of using spatio-temporal receptive fields from a recently proposed time-causal spatio-temporal scale-space framework as primitives for video analysis. We propose a new family of video descriptors based on regional statistics of spatio-temporal receptive field responses and evaluate this approach on the problem of dynamic texture recognition. Our approach generalises a previously used method, based on joint histograms of receptive field responses, from the spatial to the spatio-temporal domain and from object recognition to dynamic texture recognition. The time-recursive formulation enables computationally efficient time-causal recognition. The experimental evaluation demonstrates competitive performance compared to state-of-the-art. Especially, it is shown that binary versions of our dynamic texture descriptors achieve improved performance compared to a large range of similar methods using different primitives either handcrafted or learned from data. Further, our qualitative and quantitative investigation into parameter choices and the use of different sets of receptive fields highlights the robustness and flexibility of our approach. Together, these results support the descriptive power of this family of time-causal spatio-temporal receptive fields, validate our approach for dynamic texture recognition and point towards the possibility of designing a range of video analysis methods based on these new time-causal spatio-temporal primitives.Comment: 29 pages, 16 figure

    A Survey on Deep Learning-based Architectures for Semantic Segmentation on 2D images

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    Semantic segmentation is the pixel-wise labelling of an image. Since the problem is defined at the pixel level, determining image class labels only is not acceptable, but localising them at the original image pixel resolution is necessary. Boosted by the extraordinary ability of convolutional neural networks (CNN) in creating semantic, high level and hierarchical image features; excessive numbers of deep learning-based 2D semantic segmentation approaches have been proposed within the last decade. In this survey, we mainly focus on the recent scientific developments in semantic segmentation, specifically on deep learning-based methods using 2D images. We started with an analysis of the public image sets and leaderboards for 2D semantic segmantation, with an overview of the techniques employed in performance evaluation. In examining the evolution of the field, we chronologically categorised the approaches into three main periods, namely pre-and early deep learning era, the fully convolutional era, and the post-FCN era. We technically analysed the solutions put forward in terms of solving the fundamental problems of the field, such as fine-grained localisation and scale invariance. Before drawing our conclusions, we present a table of methods from all mentioned eras, with a brief summary of each approach that explains their contribution to the field. We conclude the survey by discussing the current challenges of the field and to what extent they have been solved.Comment: Updated with new studie
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