87 research outputs found
DeepPainter: Painter Classification Using Deep Convolutional Autoencoders
In this paper we describe the problem of painter classification, and propose
a novel approach based on deep convolutional autoencoder neural networks. While
previous approaches relied on image processing and manual feature extraction
from paintings, our approach operates on the raw pixel level, without any
preprocessing or manual feature extraction. We first train a deep convolutional
autoencoder on a dataset of paintings, and subsequently use it to initialize a
supervised convolutional neural network for the classification phase.
The proposed approach substantially outperforms previous methods, improving
the previous state-of-the-art for the 3-painter classification problem from
90.44% accuracy (previous state-of-the-art) to 96.52% accuracy, i.e., a 63%
reduction in error rate
An Automatic Solver for Very Large Jigsaw Puzzles Using Genetic Algorithms
In this paper we propose the first effective genetic algorithm (GA)-based
jigsaw puzzle solver. We introduce a novel crossover procedure that merges two
"parent" solutions to an improved "child" configuration by detecting,
extracting, and combining correctly assembled puzzle segments. The solver
proposed exhibits state-of-the-art performance, as far as handling previously
attempted puzzles more accurately and efficiently, as well puzzle sizes that
have not been attempted before. The extended experimental results provided in
this paper include, among others, a thorough inspection of up to 30,745-piece
puzzles (compared to previous attempts on 22,755-piece puzzles), using a
considerably faster concurrent implementation of the algorithm. Furthermore, we
explore the impact of different phases of the novel crossover operator by
experimenting with several variants of the GA. Finally, we compare different
fitness functions and their effect on the overall results of the GA-based
solver.Comment: arXiv admin note: substantial text overlap with arXiv:1711.0676
Image Registration of Very Large Images via Genetic Programming
Image registration (IR) is a fundamental task in image processing for
matching two or more images of the same scene taken at different times, from
different viewpoints and/or by different sensors. Due to the enormous diversity
of IR applications, automatic IR remains a challenging problem to this day. A
wide range of techniques has been developed for various data types and
problems. However, they might not handle effectively very large images, which
give rise usually to more complex transformations, e.g., deformations and
various other distortions.
In this paper we present a genetic programming (GP)-based approach for IR,
which could offer a significant advantage in dealing with very large images, as
it does not make any prior assumptions about the transformation model. Thus, by
incorporating certain generic building blocks into the proposed GP framework,
we hope to realize a large set of specialized transformations that should yield
accurate registration of very large images
A Genetic Algorithm-Based Solver for Very Large Jigsaw Puzzles
In this paper we propose the first effective automated, genetic algorithm
(GA)-based jigsaw puzzle solver. We introduce a novel procedure of merging two
"parent" solutions to an improved "child" solution by detecting, extracting,
and combining correctly assembled puzzle segments. The solver proposed exhibits
state-of-the-art performance solving previously attempted puzzles faster and
far more accurately, and also puzzles of size never before attempted. Other
contributions include the creation of a benchmark of large images, previously
unavailable. We share the data sets and all of our results for future testing
and comparative evaluation of jigsaw puzzle solvers.Comment: arXiv admin note: substantial text overlap with arXiv:1711.0676
Genetic Algorithm-Based Solver for Very Large Multiple Jigsaw Puzzles of Unknown Dimensions and Piece Orientation
In this paper we propose the first genetic algorithm (GA)-based solver for
jigsaw puzzles of unknown puzzle dimensions and unknown piece location and
orientation. Our solver uses a novel crossover technique, and sets a new
state-of-the-art in terms of the puzzle sizes solved and the accuracy obtained.
The results are significantly improved, even when compared to previous solvers
assuming known puzzle dimensions. Moreover, the solver successfully contends
with a mixed bag of multiple puzzle pieces, assembling simultaneously all
puzzles
DeepChess: End-to-End Deep Neural Network for Automatic Learning in Chess
We present an end-to-end learning method for chess, relying on deep neural
networks. Without any a priori knowledge, in particular without any knowledge
regarding the rules of chess, a deep neural network is trained using a
combination of unsupervised pretraining and supervised training. The
unsupervised training extracts high level features from a given position, and
the supervised training learns to compare two chess positions and select the
more favorable one. The training relies entirely on datasets of several million
chess games, and no further domain specific knowledge is incorporated.
The experiments show that the resulting neural network (referred to as
DeepChess) is on a par with state-of-the-art chess playing programs, which have
been developed through many years of manual feature selection and tuning.
DeepChess is the first end-to-end machine learning-based method that results in
a grandmaster-level chess playing performance.Comment: Winner of Best Paper Award in ICANN 201
A Generalized Genetic Algorithm-Based Solver for Very Large Jigsaw Puzzles of Complex Types
In this paper we introduce new types of square-piece jigsaw puzzles, where in
addition to the unknown location and orientation of each piece, a piece might
also need to be flipped. These puzzles, which are associated with a number of
real world problems, are considerably harder, from a computational standpoint.
Specifically, we present a novel generalized genetic algorithm (GA)-based
solver that can handle puzzle pieces of unknown location and orientation (Type
2 puzzles) and (two-sided) puzzle pieces of unknown location, orientation, and
face (Type 4 puzzles). To the best of our knowledge, our solver provides a new
state-of-the-art, solving previously attempted puzzles faster and far more
accurately, handling puzzle sizes that have never been attempted before, and
assembling the newly introduced two-sided puzzles automatically and
effectively. This paper also presents, among other results, the most extensive
set of experimental results, compiled as of yet, on Type 2 puzzles
Expert-Driven Genetic Algorithms for Simulating Evaluation Functions
In this paper we demonstrate how genetic algorithms can be used to reverse
engineer an evaluation function's parameters for computer chess. Our results
show that using an appropriate expert (or mentor), we can evolve a program that
is on par with top tournament-playing chess programs, outperforming a two-time
World Computer Chess Champion. This performance gain is achieved by evolving a
program that mimics the behavior of a superior expert. The resulting evaluation
function of the evolved program consists of a much smaller number of parameters
than the expert's. The extended experimental results provided in this paper
include a report of our successful participation in the 2008 World Computer
Chess Championship. In principle, our expert-driven approach could be used in a
wide range of problems for which appropriate experts are available.Comment: arXiv admin note: substantial text overlap with arXiv:1711.06839,
arXiv:1711.0684
Genetic Algorithms for Mentor-Assisted Evaluation Function Optimization
In this paper we demonstrate how genetic algorithms can be used to reverse
engineer an evaluation function's parameters for computer chess. Our results
show that using an appropriate mentor, we can evolve a program that is on par
with top tournament-playing chess programs, outperforming a two-time World
Computer Chess Champion. This performance gain is achieved by evolving a
program with a smaller number of parameters in its evaluation function to mimic
the behavior of a superior mentor which uses a more extensive evaluation
function. In principle, our mentor-assisted approach could be used in a wide
range of problems for which appropriate mentors are available.Comment: Winner of Best Paper Award in GECCO 2008. arXiv admin note:
substantial text overlap with arXiv:1711.06840, arXiv:1711.0684
DNN-Buddies: A Deep Neural Network-Based Estimation Metric for the Jigsaw Puzzle Problem
This paper introduces the first deep neural network-based estimation metric
for the jigsaw puzzle problem. Given two puzzle piece edges, the neural network
predicts whether or not they should be adjacent in the correct assembly of the
puzzle, using nothing but the pixels of each piece. The proposed metric
exhibits an extremely high precision even though no manual feature extraction
is performed. When incorporated into an existing puzzle solver, the solution's
accuracy increases significantly, achieving thereby a new state-of-the-art
standard
- …