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2018 Conference on Technologies and Applications of Artificial Intelligence (TAAI)最新文献

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A YOLO-Based Traffic Counting System 基于yolo的流量计数系统
Jia-Ping Lin, Min-Te Sun
Image recognition can be applied in many applications of Intelligent Transportation System. Through automated traffic flow counting, the traffic information can be presented effectively for a given area. After the existing image recognition model process the monitoring video, the coordinates of objects in each frame can be easily extracted. The extracted object coordinates are then filtered to obtain the required vehicle coordinates. To achieve the function of vehicle counting, it is necessary to identify the relationship of vehicles in different frames, i.e., whether or not they represent the same vehicle. Although the vehicle counting can be achieved by using the tracking algorithm, a short period of recognition failure may cause wrong tracking, which will lead to incorrect traffic counting. In this paper, we propose a system that utilizes the YOLO framework for traffic flow counting. The system architecture consists of three blocks, including the Detector that generates the bounding box of vehicles, the Buffer which stores coordinates of vehicles, and the Counter which is responsible for vehicle counting. The proposed system requires only to utilize simple distance calculations to achieve the purpose of vehicle counting. In addition, by adding checkpoints, the system is able to alleviate the consequence of false detection. The videos from different locations and angles are used to verify and analyze the correctness and overall efficiency of the proposed system, and the results indicate that our system achieves high counting accuracy under the environment with sufficient ambient light.
图像识别可以应用于智能交通系统的许多应用中。通过自动交通流量统计,可以有效地呈现给定区域的交通信息。现有的图像识别模型对监控视频进行处理后,可以很容易地提取出每一帧中物体的坐标。然后对提取的对象坐标进行过滤以获得所需的车辆坐标。为了实现车辆计数的功能,需要识别不同帧中的车辆之间的关系,即它们是否代表同一辆车。虽然使用跟踪算法可以实现车辆计数,但短时间的识别失败可能会导致错误的跟踪,从而导致错误的流量计数。在本文中,我们提出了一个利用YOLO框架进行交通流计数的系统。该系统架构由三个模块组成,包括生成车辆边界盒的检测器、存储车辆坐标的Buffer和负责车辆计数的Counter。所提出的系统只需要利用简单的距离计算来达到车辆计数的目的。此外,通过增加检查点,系统能够减轻错误检测的后果。利用不同位置和角度的视频对系统的正确性和整体效率进行了验证和分析,结果表明,在环境光照充足的环境下,系统实现了较高的计数精度。
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引用次数: 57
Weighted Majority Voting with a Heterogeneous System in the Game of Shogi 将棋博弈中异构系统的加权多数投票
Shogo Takeuchi
In this paper, we propose a weighted voting method for a heterogeneous game system, which assigns the strength of engines and win probabilities of their positions to the weights for voting. Assigning the strength as the weight solves the problem of weaker engines entering the majority voting. The win probabilities are transformed from the evaluation values by a sigmoid function generated for each engine. Through the sigmoid functions, we can compare the win probabilities between the different engines and resolve the problem of optimistic voting in heterogeneous systems. Optimistic voting, which simply selects the highest-scoring move, may select a suboptimal random move when random players are involved in the game. Finally, we competed the proposed system and other voting systems against a single engine in shogi tournaments and compared the strengths of the systems in shogi. The experimental results confirmed the effectiveness of the proposed method.
在本文中,我们提出了一种针对异构博弈系统的加权投票方法,该方法将引擎的强度和其位置的获胜概率分配给投票的权重。将强度指定为权重解决了较弱的引擎进入多数投票的问题。获胜概率通过为每个引擎生成的sigmoid函数从评估值转换而来。通过s型函数,我们可以比较不同引擎之间的获胜概率,从而解决异构系统中的乐观投票问题。乐观投票只是选择得分最高的走法,当随机玩家参与游戏时,可能会选择次优的随机走法。最后,我们将提出的系统和其他投票系统与单个引擎在将棋比赛中进行比较,并比较系统在将棋中的优势。实验结果证实了该方法的有效性。
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引用次数: 1
Interpreting Neural-Network Players for Game 2048 解读Game 2048中的神经网络玩家
Kiminori Matsuzaki, Madoka Teramura
Game 2048 is a stochastic single-player game and development of strong computer players for 2048 has been based on N-tuple networks trained by reinforcement learning. In our previous study, we developed computer players for game 2048 based on convolutional neural networks (CNNs), and showed by experiments that networks with three or more convolution layers performed much better than that with two convolution layers. In this study, we analyze the inner working of our CNNs (i.e. white box approach) to identify the reasons of the performance. Our analyses include visualization of filters in the first layers and backward trace of the networks for some specific game states. We report several findings about inner working of our CNNs for game 2048.
Game 2048是一个随机的单人游戏,为2048开发强大的计算机玩家是基于强化学习训练的n元网络。在我们之前的研究中,我们基于卷积神经网络(cnn)开发了游戏2048的计算机播放器,并通过实验表明,具有三个或更多卷积层的网络比具有两个卷积层的网络性能要好得多。在本研究中,我们分析了我们的cnn的内部工作(即白盒方法),以确定性能的原因。我们的分析包括对第一层过滤器的可视化和对某些特定游戏状态的网络的反向跟踪。我们报告了关于2048场比赛cnn内部工作的一些发现。
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引用次数: 4
Message from the TAAI 2018 Program Co-Chairs 2018年TAAI项目联合主席致辞
Chao-Tung Yang, Chao Chen
The TAAI conference is an annual event that brings together researchers, engineers, and practitioners to present and exchange ideas, results, and experience in AI technologies and applications. This year, the conference received paper submissions from different countries. Every submission was assigned to at least two experts from the technical program committee to review. Due to the large amount of high-quality submissions, regular paper acceptance was very competitive. In addition, these proceedings feature high-quality papers. All of these papers provide novel ideas, new results, and state-of-the-art techniques in the field. We are honored to have several of the world’s leading experts in the field join us as distinguished keynote speakers. Altogether, we are proud to be able to present you a rich program that contains a variety of excellent researches.
TAAI会议是一年一度的盛会,汇集了研究人员、工程师和从业者,展示和交流人工智能技术和应用方面的想法、结果和经验。今年,会议收到了来自不同国家的论文。每一份提交都被分配给至少两名来自技术项目委员会的专家进行审查。由于大量高质量的投稿,常规论文的接受竞争非常激烈。此外,这些会议以高质量的论文为特色。所有这些论文都提供了该领域的新思想、新结果和最先进的技术。我们很荣幸邀请到该领域的几位世界领先专家作为杰出的主题演讲者加入我们。总之,我们很自豪能够向您展示一个丰富的程序,其中包含各种优秀的研究。
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引用次数: 0
Tongue Fissure Visualization with Deep Learning 舌裂可视化与深度学习
Wen-Hsien Chang, H. Chu, Hen-Hong Chang
Tongue diagnosis is a unique practice in traditional Chinese medicine(TCM), which can be used to infer the health condition of a person. However, different TCM doctors may give different interpretations on the same tongue. If an artificial intelligence model can be developed based on a large number of doctor-interpreted tongue images, a more objective judgment will be obtained. Deep learning in artificial intelligence has excellent performance in image recognition, and feature extraction can be done automatically by deep learning without image processing experts. This study attempts to develop a deep learning model through a large number of tongue images, especially for tongue fissures. We also visualize the fissure regions with Gradient-weighted Class Activation Mapping(Grad-cam). Therefore, the model not only try to detect tongue fissures but also localize tongue fissure regions.
舌诊是中医中一项独特的实践,可以用来推断一个人的健康状况。然而,不同的中医可能对同一种舌头给出不同的解释。如果可以基于大量医生解读的舌头图像开发人工智能模型,将获得更客观的判断。人工智能中的深度学习在图像识别方面表现优异,无需图像处理专家,通过深度学习即可自动完成特征提取。本研究试图通过大量的舌头图像,特别是舌裂图像,开发一个深度学习模型。我们还使用梯度加权类激活映射(gradcam)可视化裂缝区域。因此,该模型不仅尝试检测舌裂,而且对舌裂区域进行了定位。
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引用次数: 4
[Copyright notice] (版权)
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引用次数: 0
Application of Deep Reinforcement Learning in Werewolf Game Agents 深度强化学习在狼人博弈代理中的应用
Tianhe Wang, Tomoyuki Kaneko
Werewolf, also known as Mafia, is a kind of game with imperfect information. Werewolf game agents must cope with two kinds of problems, "decision on who to trust or to kill", and "decision on information exchange". In this paper, we focus on the first problem. We apply techniques in Deep Q Network in building werewolf agents. We also improve representation of states and actions based on existing agents trained by Q learning method. Our proposed agents were compared with existing agents trained by Q learning method and with existing agents submitted to the AIWolf Contest, the most famous werewolf game agents contest in Japan. For every role, we prepared four agents with proposed method and investigated average win ratio of four agents in our experiments. Experimental results showed that when agents learned and played with the same group of players, our proposed agents have better player performances than existing agents trained by Q learning method and a part of agents submitted to the AIWolf Contest. We obtained promising results by using reinforcement learning method to solve "decision on who to trust or to kill" problem without using heuristic methods.
《狼人》又称Mafia,是一款信息不完全的游戏。狼人游戏代理必须处理两类问题:“决定信任谁或杀死谁”,以及“决定信息交换”。本文主要研究第一个问题。我们将深度Q网络中的技术应用于狼人代理的构建。我们还基于Q学习方法训练的现有智能体改进了状态和动作的表示。将我们提出的智能体与用Q学习方法训练的现有智能体以及提交给AIWolf Contest(日本最著名的狼人游戏智能体竞赛)的现有智能体进行了比较。对于每个角色,我们用提出的方法制备了4个agent,并在实验中考察了4个agent的平均胜率。实验结果表明,当智能体与同一组玩家学习和比赛时,我们提出的智能体比现有的Q学习方法训练的智能体和一部分提交给AIWolf竞赛的智能体表现更好。在不使用启发式方法的情况下,采用强化学习方法解决“信任谁,杀谁”问题,取得了令人满意的结果。
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引用次数: 6
Message from the TAAI 2018 General Co-Chairs 2018年TAAI联合主席致辞
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引用次数: 0
Learning of Evaluation Functions via Self-Play Enhanced by Checkmate Search 基于将军搜索的自我游戏评价函数学习
T. Nakayashiki, Tomoyuki Kaneko
As shown in AlphaGo, AlphaGo Zero, and AlphaZero, reinforcement learning is effective in learning of evaluation functions (or value networks) in Go, Chess and Shogi. In their training, two procedures are repeated in parallel; self-play with a current evaluation function and improvement of the evaluation function by using game records yielded by recent self-play. Although AlphaGo, AlphaGo Zero, and AlphaZero have achieved super human performance, the method requires enormous computation resources. To alleviate the problem, this paper proposes to incorporate a checkmate solver in self-play. We show that this small enhancement dramatically improves the efficiency of our experiments in Minishogi, via the quality of game records in self-play. It should be noted that our method is still free from human knowledge about a target domain, though the implementation of checkmate solvers is domain dependent.
如AlphaGo、AlphaGo Zero和AlphaZero所示,强化学习在围棋、国际象棋和棋棋的评估函数(或价值网络)的学习中是有效的。在他们的训练中,两个程序并行重复;具有当前评估功能的自我游戏,以及通过使用最近自我游戏产生的游戏记录来改进评估功能。虽然AlphaGo、AlphaGo Zero和AlphaZero已经取得了超人类的表现,但这种方法需要巨大的计算资源。为了解决这一问题,本文提出了将死求解器。我们发现,通过自我游戏记录的质量,这一小小的改进显著提高了我们在迷你hogi中的实验效率。应该注意的是,我们的方法仍然不需要人类对目标领域的知识,尽管将军求解器的实现依赖于领域。
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引用次数: 3
Rating Matrix Pre-Padding for Video Recommendation 视频推荐的评级矩阵预填充
Yang Liu, Guijuan Zhang, Xiaoning Jin, Yaozong Jia
The personalized video recommendation system provides users with great convenience while surfing in the video websites. Among many algorithms adopted by recommendation system, the collaborative filtering algorithm is the most widely used and has achieved great success in practical applications, however, the recommended performance suffers from the problem of data sparsity severely. We propose a model that adopts Doc2Vec to deal with video's text information and integrates genre information into rating matrix pre-padding to reduce the sparsity of ratings. The experimental results show that pre-padding ratings is of high quality and the algorithms based on collaborative filtering achieve better performance on the padded datasets.
个性化视频推荐系统为用户浏览视频网站提供了极大的便利。在推荐系统采用的众多算法中,协同过滤算法应用最为广泛,在实际应用中取得了巨大成功,但推荐性能受到数据稀疏性问题的严重影响。我们提出了一种采用Doc2Vec对视频文本信息进行处理的模型,并将类型信息集成到评级矩阵预填充中,以降低评级的稀疏性。实验结果表明,预填充评级具有较高的质量,基于协同过滤的算法在填充数据集上取得了更好的性能。
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引用次数: 1
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2018 Conference on Technologies and Applications of Artificial Intelligence (TAAI)
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