Image Processing Software for HOU HOU Conference 2007 Alan Gould © 1999 Lynnette Cook.
Chessmen Position Recognition Using Artificial Neural Networks Jun Hou Dec. 8, 2003.
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Transcript of Chessmen Position Recognition Using Artificial Neural Networks Jun Hou Dec. 8, 2003.
![Page 1: Chessmen Position Recognition Using Artificial Neural Networks Jun Hou Dec. 8, 2003.](https://reader035.fdocuments.in/reader035/viewer/2022072005/56649cdb5503460f949a6586/html5/thumbnails/1.jpg)
Chessmen Position Recognition Using Artificial Neural Networks
Jun HouDec. 8, 2003.
![Page 2: Chessmen Position Recognition Using Artificial Neural Networks Jun Hou Dec. 8, 2003.](https://reader035.fdocuments.in/reader035/viewer/2022072005/56649cdb5503460f949a6586/html5/thumbnails/2.jpg)
ScenarioHidden pieces
Fig 1. Illustration of hidden pieces
Augmented Reality chess game – detect the position of all black chess pieces Problem – moving camera, hidden pieces
Constraints: 1-2 piece moves each time;Initial position knownProblem reduced to: whether there is a piece on a given square
Task – Generate synthesized images, train ANN, test recognition rate
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Feature SelectionNormalized chessboard squares
In 2D: find region of interest – the chessboard, calculate 3D positions.In 3D: divide each chessboard square into m*m smaller squares (64*m*m)Map 3D square positions onto 2DUse average of each square as input
Camera angles and chessboard square positions
To compensate for the black ratio differencePrior probability of each square occupied by a chess piece
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Neural Network Design
m*mImage data
m*m input
Square position
2 input
Camera parameters
6 input
Prior probability of the square
1 input
Fig 2. Neural Network Design
ANN applied:
(1)Tradition GD;
(2)Gradient Descent with variable learning rate;
(3)Gradient Descent with momentum
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Experimental Results – Data generation and preprocessing
Use Blender Version 2.30 to model the pieces and use Python scripts to generate the synthesized images
Change the chessboard state – play one random move each time, and observe the chessboard from different viewpointsImage properties – clean, high contrast, little noise, no distortion, no lighting variation.Generate 1500 images with 640*480 resolution
Data filteringUse threshold to select the squares that have at least a portion of black, exclude completely blank squares for training
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Experimental Results – Data generation and preprocessing (cont.)
Fig.3 (a) Original synthesized 640 * 480 3D image and (b) converted 64*64 2D image. Only none white squares are used for training. Trying to restore the 3D image to 2D image. The 2D chessboard looks as if rotated 45.
(a) (b)
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Experimental Results – Train ANN
Fig.4 Training using GD with variable learning rate
Recognition rate: 72%, GD with variable learning rate 1.05
No significant recognition rate difference between the GD, GD-VLR, GD-M
GD-VLR and GD-M are faster than GD
Fig.5 Training using GD with momentum
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Experimental Results
Fig.6 Training set accuracy and test set accuracy. GD with variable learning rate
The more training samples, the more similar are the training and test sets
As the number of training samples increases, the training set accuracy and test set accuracy merge
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Conclusion and Future WorkConclusion
Variations of Feed Forward ANNs are used to recognize the positions of chess pieces.
Future workAdjusting ANN parameters
Size of square divisions, effect of randomizing the training data, learning rate, momentum, etc.
Use Confidence measureUse constraints to help recognition
Look at successive frames to find out the piece moved; use frames of different viewpoints for one chessboard state, etc.
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Thank you! *^_^*