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Record W2046431812 · doi:10.1167/14.10.523

Visual Attention in Dynamic Environments and its Application to Playing On-line Games

2014· article· en· W2046431812 on OpenAlexaff
Yulia Kotseruba, John K. Tsotsos

Bibliographic record

VenueJournal of Vision · 2014
Typearticle
Languageen
FieldComputer Science
TopicVisual Attention and Saliency Detection
Canadian institutionsYork University
Fundersnot available
KeywordsComputer scienceGazeContext (archaeology)Task (project management)Artificial intelligenceEye trackingHuman–computer interactionComputer visionLine (geometry)Focus (optics)Visual processingPerception

Abstract

fetched live from OpenAlex

We examine the visual processing requirements of complex visual tasks by building a system capable of playing Jump'n'Run on-line games (e.g. CANABALT - http://www.adamatomic.com/canabalt) in real time. Such games are visually complicated while gameplay remains simple - move the character as far as possible in the map and help it avoid obstacles by pressing a single button. In our setup, video is streamed from the camera pointed at the monitor and button press is controlled by computer. The current gaze position imposes a fovea and periphery in each frame. The theoretical foundation for our work is the Selective Tuning model of visual attention (Tsotsos 2011) and the accompanying Cognitive Programs framework (Tsotsos 2013). We implement relevant parts of the model and show how it enables interaction between the high-level knowledge of the game and low-level context-independent algorithms used for bottom-up image processing. Since our focus is visual attention, we did not learn gameplay logic and instead hard-coded Cognitive Programs as a hierarchy of Finite State Automata: each FSA is composed of elements that in turn are decomposed into FSA's. These include detection and tracking of characters/obstacles, edge/line detection, construction of saliency maps, selection of regions of interest, foveation, changing gaze position, decisions regarding visual contents, spatial relations, etc. We learn game physics by using regression analysis to find relationship between the duration of the button press and sampled jump trajectories. We show that this representation is sufficient for this task and that the inclusion of attentive mechanisms permits us to achieve real-time performance. In particular, several elements help optimize vision algorithms by reducing the search space and partially eliminate image artefacts introduced by the camera. Based on the current state of the game we are able to make assumptions about the next events and adjust the image processing hierarchy accordingly. Meeting abstract presented at VSS 2014

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.008
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Bench or experimental · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.013
Threshold uncertainty score0.025

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.008
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.000
Science and technology studies0.0000.001
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.011
GPT teacher head0.315
Teacher spread0.303 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designBench or experimental
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2014
Admission routes1
Has abstractyes

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