952 research outputs found

    Improving games AI performance using grouped hierarchical level of detail

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    Computer games are increasingly making use of large environments; however, these are often only sparsely populated with autonomous agents. This is, in part, due to the computational cost of implementing behaviour functions for large numbers of agents. In this paper we present an optimisation based on level of detail which reduces the overhead of modelling group behaviours, and facilitates the population of an expansive game world. We consider an environment which is inhabited by many distinct groups of agents. Each group itself comprises individual agents, which are organised using a hierarchical tree structure. Expanding and collapsing nodes within each tree allows the efficient dynamic abstraction of individuals, depending on their proximity to the player. Each branching level represents a different level of detail, and the system is designed to trade off computational performance against behavioural fidelity in a way which is both efficient and seamless to the player. We have developed an implementation of this technique, and used it to evaluate the associated performance benefits. Our experiments indicate a significant potential reduction in processing time, with the update for the entire AI system taking less than 1% of the time required for the same number of agents without optimisation

    Classification of flying bats using computer vision techniques

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    We are developing computer vision techniques to automatically monitor bat populations, and extract biometric features which will be used to gather important population data. The biometric features will include shape, speed, trajectory features, and wing beat frequency. We will then use classifiers built using Support Vector Machines (SVM) and Neural Networks, to classify bats into species type, male, female, pregnant and young by tracking individual bats in 2D and 3D in low-light using standard cameras The Department for environment, food and rural affairs (DEFRA) in association with the Bat Conservation Trust (BCT) started a national bat monitoring programme in 1996. Questions that their surveys seek to answer include: Which species are affected by habitat changes? What are bats’ hibernation habits? And how many bats at roosting site are females/males, young, pregnant etc.? Bat populations also roost in buildings, including historic buildings such as churches. This habitation often leads to damage to building fabric and sensitive artefacts. Data about these populations enables the effective management and protection of the buildings they inhabit, and we anticipate that our work will be useful not only to conservationist studying bats, but also to building managers and professional ecologists surveying these buildings

    Scene modelling using an adaptive mixture of Gaussians in colour and space

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    We present an integrated pixel segmentation and region tracking algorithm, designed for indoor environments. Visual monitoring systems often use frame differencing techniques to independently classify each image pixel as either foreground or background. Typically, this level of processing does not take account of the global image structure, resulting in frequent misclassification. We use an adaptive Gaussian mixture model in colour and space to represent background and foreground regions of the scene. This model is used to probabilistically classify observed pixel values, incorporating the global scene structure into pixel-level segmentation. We evaluate our system over 4 sequences and show that it successfully segments foreground pixels and tracks major foreground regions as they move through the scene

    Autonomous monitoring of cliff nesting seabirds using computer vision

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    In this paper we describe a proposed system for automatic visual monitoring of seabird populations. Image sequences of cliff face nesting sites are captured using time-lapse digital photography. We are developing image processing software which is designed to automatically interpret these images, determine the number of birds present, and monitor activity. We focus primarily on the the development of low-level image processing techniques to support this goal. We first describe our existing work in video processing, and show how it is suitable for this problem domain. Image samples from a particular nest site are presented, and used to describe the associated challenges. We conclude by showing how we intend to develop our work to construct a distributed system capable of simultaneously monitoring a number of sites in the same locality

    From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups

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    Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games

    A spatially distributed model for foreground segmentation

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    Foreground segmentation is a fundamental first processing stage for vision systems which monitor real-world activity. In this paper we consider the problem of achieving robust segmentation in scenes where the appearance of the background varies unpredictably over time. Variations may be caused by processes such as moving water, or foliage moved by wind, and typically degrade the performance of standard per-pixel background models. Our proposed approach addresses this problem by modeling homogeneous regions of scene pixels as an adaptive mixture of Gaussians in color and space. Model components are used to represent both the scene background and moving foreground objects. Newly observed pixel values are probabilistically classified, such that the spatial variance of the model components supports correct classification even when the background appearance is significantly distorted. We evaluate our method over several challenging video sequences, and compare our results with both per-pixel and Markov Random Field based models. Our results show the effectiveness of our approach in reducing incorrect classifications

    A framework for quantitative analysis of user-generated spatial data

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    This paper proposes a new framework for automated analysis of game-play metrics for aiding game designers in finding out the critical aspects of the game caused by factors like design modications, change in playing style, etc. The core of the algorithm measures similarity between spatial distribution of user generated in-game events and automatically ranks them in order of importance. The feasibility of the method is demonstrated on a data set collected from a modern, multiplayer First Person Shooter, together with application examples of its use. The proposed framework can be used to accompany traditional testing tools and make the game design process more efficient

    Automatic nesting seabird detection based on boosted HOG-LBP descriptors

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    Seabird populations are considered an important and accessible indicator of the health of marine environments: variations have been linked with climate change and pollution 1. However, manual monitoring of large populations is labour-intensive, and requires significant investment of time and effort. In this paper, we propose a novel detection system for monitoring a specific population of Common Guillemots on Skomer Island, West Wales (UK). We incorporate two types of features, Histograms of Oriented Gradients (HOG) and Local Binary Pattern (LBP), to capture the edge/local shape information and the texture information of nesting seabirds. Optimal features are selected from a large HOG-LBP feature pool by boosting techniques, to calculate a compact representation suitable for the SVM classifier. A comparative study of two kinds of detectors, i.e., whole-body detector, head-beak detector, and their fusion is presented. When the proposed method is applied to the seabird detection, consistent and promising results are achieved. © 2011 IEEE

    Automated visual surveillance of a population of nesting seabirds

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    Seabird populations are a valuable and accessible indicator of marine health: population changes have been linked with fish stock levels, climate change, and pollution. Understanding the development of particular colonies requires detailed data, but manual collection methods are labour intensive and error prone. Our work is concerned with development of computer vision algorithms to support autonomous visual monitoring of cliff-nesting nesting seabirds, and collection of behavioural data on a scale not feasible using manual methods. This work has been conducted at the University of Lincoln (UK), in collaboration with the Centre for Computational Ecology and Environmental Science (CEES) at Microsoft Research Cambridge. Our work has been ongoing for around 12 months, and focussed on robust image processing techniques capable of detecting and localising individual birds in image and video data. In our case, we are using data captured from a population of Common Guillemots (Uria aalge) resident on Skomer Island (UK) during the summer of 2010. This work represents a unique adaptation of computer vision technology, and we present a discussion of current and future technical challenges, processing techniques which we have developed, and some preliminary evaluation and results. In particular, we consider techniques based on feature based detection of birds and their body parts using gradient image features

    An FPGA-based infant monitoring system

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    We have designed an automated visual surveillance system for monitoring sleeping infants. The low-level image processing is implemented on an embedded Xilinx’s Virtex II XC2v6000 FPGA and quantifies the level of scene activity using a specially designed background subtraction algorithm. We present our algorithm and show how we have optimised it for this platform
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