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Konstantinos Makantasis

Publications and source records attributed to Konstantinos Makantasis.

33 records · Page 2Linked to original sources

Learning Task-Independent Game State Representations from Unlabeled Images

Self-supervised learning (SSL) techniques have been widely used to learn compact and informative representations from high-dimensional complex data. In many computer vision tasks, such as image classification, such methods achieve state-of-the-art results that surpass supervised learning approaches. In this paper, we investigate whether SSL methods can be leveraged for the task of learning accurate state representations of games, and if so, to what extent. For this purpose, we collect game footage frames and corresponding sequences of games' internal state from three different 3D games: VizDoom, the CARLA racing simulator and the Google Research Football Environment. We train an image encoder with three widely used SSL algorithms using solely the raw frames, and then attempt to recover the internal state variables from the learned representations. Our results across all three games showcase significantly higher correlation between SSL representations and the game's internal state compared to pre-trained baseline models such as ImageNet. Such findings suggest that SSL-based visual encoders can yield general -- not tailored to a specific task -- yet informative game representations solely from game pixel information. Such representations can, in turn, form the basis for boosting the performance of downstream learning tasks in games, including gameplaying, content generation and player modeling.

cs.CV↗

RankNEAT: Outperforming Stochastic Gradient Search in Preference Learning Tasks

Stochastic gradient descent (SGD) is a premium optimization method for training neural networks, especially for learning objectively defined labels such as image objects and events. When a neural network is instead faced with subjectively defined labels--such as human demonstrations or annotations--SGD may struggle to explore the deceptive and noisy loss landscapes caused by the inherent bias and subjectivity of humans. While neural networks are often trained via preference learning algorithms in an effort to eliminate such data noise, the de facto training methods rely on gradient descent. Motivated by the lack of empirical studies on the impact of evolutionary search to the training of preference learners, we introduce the RankNEAT algorithm which learns to rank through neuroevolution of augmenting topologies. We test the hypothesis that RankNEAT outperforms traditional gradient-based preference learning within the affective computing domain, in particular predicting annotated player arousal from the game footage of three dissimilar games. RankNEAT yields superior performances compared to the gradient-based preference learner (RankNet) in the majority of experiments since its architecture optimization capacity acts as an efficient feature selection mechanism, thereby, eliminating overfitting. Results suggest that RankNEAT is a viable and highly efficient evolutionary alternative to preference learning.

cs.NE↗

AffRankNet+: Ranking Affect Using Privileged Information

Many of the affect modelling tasks present an asymmetric distribution of information between training and test time; additional information is given about the training data, which is not available at test time. Learning under this setting is called Learning Under Privileged Information (LUPI). At the same time, due to the ordinal nature of affect annotations, formulating affect modelling tasks as supervised learning ranking problems is gaining ground within the Affective Computing research community. Motivated by the two facts above, in this study, we introduce a ranking model that treats additional information about the training data as privileged information to accurately rank affect states. Our ranking model extends the well-known RankNet model to the LUPI paradigm, hence its name AffRankNet+. To the best of our knowledge, it is the first time that a ranking model based on neural networks exploits privileged information. We evaluate the performance of the proposed model on the public available Afew-VA dataset and compare it against the RankNet model, which does not use privileged information. Experimental evaluation indicates that the AffRankNet+ model can yield significantly better performance.

cs.LG↗

Privileged Information for Modeling Affect In The Wild

A key challenge of affective computing research is discovering ways to reliably transfer affect models that are built in the laboratory to real world settings, namely in the wild. The existing gap between in vitro and in vivo affect applications is mainly caused by limitations related to affect sensing including intrusiveness, hardware malfunctions, availability of sensors, but also privacy and security. As a response to these limitations in this paper we are inspired by recent advances in machine learning and introduce the concept of privileged information for operating affect models in the wild. The presence of privileged information enables affect models to be trained across multiple modalities available in a lab setting and ignore modalities that are not available in the wild with no significant drop in their modeling performance. The proposed privileged information framework is tested in a game arousal corpus that contains physiological signals in the form of heart rate and electrodermal activity, game telemetry, and pixels of footage from two dissimilar games that are annotated with arousal traces. By training our arousal models using all modalities (in vitro) and using solely pixels for testing the models (in vivo), we reach levels of accuracy obtained from models that fuse all modalities both for training and testing. The findings of this paper make a decisive step towards realizing affect interaction in the wild.

cs.HC↗

Rank-R FNN: A Tensor-Based Learning Model for High-Order Data Classification

An increasing number of emerging applications in data science and engineering are based on multidimensional and structurally rich data. The irregularities, however, of high-dimensional data often compromise the effectiveness of standard machine learning algorithms. We hereby propose the Rank-R Feedforward Neural Network (FNN), a tensor-based nonlinear learning model that imposes Canonical/Polyadic decomposition on its parameters, thereby offering two core advantages compared to typical machine learning methods. First, it handles inputs as multilinear arrays, bypassing the need for vectorization, and can thus fully exploit the structural information along every data dimension. Moreover, the number of the model's trainable parameters is substantially reduced, making it very efficient for small sample setting problems. We establish the universal approximation and learnability properties of Rank-R FNN, and we validate its performance on real-world hyperspectral datasets. Experimental evaluations show that Rank-R FNN is a computationally inexpensive alternative of ordinary FNN that achieves state-of-the-art performance on higher-order tensor data.

cs.LG↗

The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games

What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video? In this paper we address the above questions by evaluating the capacity of deep learned representations to predict affect by relying only on audiovisual information of videos. We assume that the pixels and audio of an interactive session embed the necessary information required to detect affect. We test our hypothesis in the domain of digital games and evaluate the degree to which deep classifiers and deep preference learning algorithms can learn to predict the arousal of players based only on the video footage of their gameplay. Our results from four dissimilar games suggest that general-purpose representations can be built across games as the arousal models obtain average accuracies as high as 85% using the challenging leave-one-video-out cross-validation scheme. The dissimilar audiovisual characteristics of the tested games showcase the strengths and limitations of the proposed method.

cs.HC↗

Space-Time Domain Tensor Neural Networks: An Application on Human Pose Classification

Recent advances in sensing technologies require the design and development of pattern recognition models capable of processing spatiotemporal data efficiently. In this study, we propose a spatially and temporally aware tensor-based neural network for human pose classification using three-dimensional skeleton data. Our model employs three novel components. First, an input layer capable of constructing highly discriminative spatiotemporal features. Second, a tensor fusion operation that produces compact yet rich representations of the data, and third, a tensor-based neural network that processes data representations in their original tensor form. Our model is end-to-end trainable and characterized by a small number of trainable parameters making it suitable for problems where the annotated data is limited. Experimental evaluation of the proposed model indicates that it can achieve state-of-the-art performance.

cs.LG↗

Deep Reinforcement-Learning-based Driving Policy for Autonomous Road Vehicles

In this work the problem of path planning for an autonomous vehicle that moves on a freeway is considered. The most common approaches that are used to address this problem are based on optimal control methods, which make assumptions about the model of the environment and the system dynamics. On the contrary, this work proposes the development of a driving policy based on reinforcement learning. In this way, the proposed driving policy makes minimal or no assumptions about the environment, since a priori knowledge about the system dynamics is not required. Driving scenarios where the road is occupied both by autonomous and manual driving vehicles are considered. To the best of our knowledge, this is one of the first approaches that propose a reinforcement learning driving policy for mixed driving environments. The derived reinforcement learning policy, firstly, is compared against an optimal policy derived via dynamic programming, and, secondly, its efficiency is evaluated under realistic scenarios generated by the established SUMO microscopic traffic flow simulator. Finally, some initial results regarding the effect of autonomous vehicles' behavior on the overall traffic flow are presented.

cs.RO↗

From Pixels to Affect: A Study on Games and Player Experience

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address these questions by employing three dissimilar deep convolutional neural network architectures in our attempt to learn the underlying mapping between video streams of gameplay and the player's arousal. We test the algorithms in an annotated dataset of 50 gameplay videos of a survival shooter game and evaluate the deep learned models' capacity to classify high vs low arousal levels. Our key findings with the demanding leave-one-video-out validation method reveal accuracies of over 78% on average and 98% at best. While this study focuses on games and player experience as a test domain, the findings and methodology are directly relevant to any affective computing area, introducing a general and user-agnostic approach for modeling affect.

cs.HC↗

A Deep Reinforcement Learning Driving Policy for Autonomous Road Vehicles

This work regards our preliminary investigation on the problem of path planning for autonomous vehicles that move on a freeway. We approach this problem by proposing a driving policy based on Reinforcement Learning. The proposed policy makes minimal or no assumptions about the environment, since no a priori knowledge about the system dynamics is required. We compare the performance of the proposed policy against an optimal policy derived via Dynamic Programming and against manual driving simulated by SUMO traffic simulator.

cs.RO↗

Common Mode Patterns for Supervised Tensor Subspace Learning

In this work we propose a method for reducing the dimensionality of tensor objects in a binary classification framework. The proposed Common Mode Patterns method takes into consideration the labels' information, and ensures that tensor objects that belong to different classes do not share common features after the reduction of their dimensionality. We experimentally validate the proposed supervised subspace learning technique and compared it against Multilinear Principal Component Analysis using a publicly available hyperspectral imaging dataset. Experimental results indicate that the proposed CMP method can efficiently reduce the dimensionality of tensor objects, while, at the same time, increasing the inter-class separability.

cs.LG↗

Tensor-Based Classifiers for Hyperspectral Data Analysis

In this work, we present tensor-based linear and nonlinear models for hyperspectral data classification and analysis. By exploiting principles of tensor algebra, we introduce new classification architectures, the weight parameters of which satisfies the {\it rank}-1 canonical decomposition property. Then, we introduce learning algorithms to train both the linear and the non-linear classifier in a way to i) to minimize the error over the training samples and ii) the weight coefficients satisfies the {\it rank}-1 canonical decomposition property. The advantages of the proposed classification model is that i) it reduces the number of parameters required and thus reduces the respective number of training samples required to properly train the model, ii) it provides a physical interpretation regarding the model coefficients on the classification output and iii) it retains the spatial and spectral coherency of the input samples. To address issues related with linear classification, characterizing by low capacity, since it can produce rules that are linear in the input space, we introduce non-linear classification models based on a modification of a feedforward neural network. We call the proposed architecture {\it rank}-1 Feedfoward Neural Network (FNN), since their weights satisfy the {\it rank}-1 caconical decomposition property. Appropriate learning algorithms are also proposed to train the network. Experimental results and comparisons with state of the art classification methods, either linear (e.g., SVM) and non-linear (e.g., deep learning) indicates the outperformance of the proposed scheme, especially in cases where a small number of training samples are available. Furthermore, the proposed tensor-based classfiers are evaluated against their capabilities in dimensionality reduction.

cs.CV↗

Tensor-based Nonlinear Classifier for High-Order Data Analysis

In this paper we propose a tensor-based nonlinear model for high-order data classification. The advantages of the proposed scheme are that (i) it significantly reduces the number of weight parameters, and hence of required training samples, and (ii) it retains the spatial structure of the input samples. The proposed model, called \textit{Rank}-1 FNN, is based on a modification of a feedforward neural network (FNN), such that its weights satisfy the {\it rank}-1 canonical decomposition. We also introduce a new learning algorithm to train the model, and we evaluate the \textit{Rank}-1 FNN on third-order hyperspectral data. Experimental results and comparisons indicate that the proposed model outperforms state of the art classification methods, including deep learning based ones, especially in cases with small numbers of available training samples.

cs.LG↗

Data-Driven Background Subtraction Algorithm for in-Camera Acceleration in Thermal Imagery

Detection of moving objects in videos is a crucial step towards successful surveillance and monitoring applications. A key component for such tasks is called background subtraction and tries to extract regions of interest from the image background for further processing or action. For this reason, its accuracy and real-time performance is of great significance. Although, effective background subtraction methods have been proposed, only a few of them take into consideration the special characteristics of thermal imagery. In this work, we propose a background subtraction scheme, which models the thermal responses of each pixel as a mixture of Gaussians with unknown number of components. Following a Bayesian approach, our method automatically estimates the mixture structure, while simultaneously it avoids over/under fitting. The pixel density estimate is followed by an efficient and highly accurate updating mechanism, which permits our system to be automatically adapted to dynamically changing operation conditions. We propose a reference implementation of our method in reconfigurable hardware achieving both adequate performance and low power consumption. Adopting a High Level Synthesis design, demanding floating point arithmetic operations are mapped in reconfigurable hardware; demonstrating fast-prototyping and on-field customization at the same time.

cs.CV↗

Variational Inference for Background Subtraction in Infrared Imagery

We propose a Gaussian mixture model for background subtraction in infrared imagery. Following a Bayesian approach, our method automatically estimates the number of Gaussian components as well as their parameters, while simultaneously it avoids over/under fitting. The equations for estimating model parameters are analytically derived and thus our method does not require any sampling algorithm that is computationally and memory inefficient. The pixel density estimate is followed by an efficient and highly accurate updating mechanism, which permits our system to be automatically adapted to dynamically changing operation conditions. Experimental results and comparisons with other methods show that our method outperforms, in terms of precision and recall, while at the same time it keeps computational cost suitable for real-time applications.

cs.CV↗