scholarly journals Increasing Player Performance and Game Experience in High Latency Systems

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-20
Author(s):  
David Halbhuber ◽  
Niels Henze ◽  
Valentin Schwind

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system.

Author(s):  
Ramy Mounir ◽  
Redwan Alqasemi ◽  
Rajiv Dubey

This work focuses on the research related to enabling individuals with speech impairment to use speech-to-text software to recognize and dictate their speech. Automatic Speech Recognition (ASR) tends to be a challenging problem for researchers because of the wide range of speech variability. Some of the variabilities include different accents, pronunciations, speeds, volumes, etc. It is very difficult to train an end-to-end speech recognition model on data with speech impediment due to the lack of large enough datasets, and the difficulty of generalizing a speech disorder pattern on all users with speech impediments. This work highlights the different techniques used in deep learning to achieve ASR and how it can be modified to recognize and dictate speech from individuals with speech impediments.


2021 ◽  
pp. 1-44
Author(s):  
Tyler L. Hayes ◽  
Giri P. Krishnan ◽  
Maxim Bazhenov ◽  
Hava T. Siegelmann ◽  
Terrence J. Sejnowski ◽  
...  

Abstract Replay is the reactivation of one or more neural patterns that are similar to the activation patterns experienced during past waking experiences. Replay was first observed in biological neural networks during sleep, and it is now thought to play a critical role in memory formation, retrieval, and consolidation. Replay-like mechanisms have been incorporated in deep artificial neural networks that learn over time to avoid catastrophic forgetting of previous knowledge. Replay algorithms have been successfully used in a wide range of deep learning methods within supervised, unsupervised, and reinforcement learning paradigms. In this letter, we provide the first comprehensive comparison between replay in the mammalian brain and replay in artificial neural networks. We identify multiple aspects of biological replay that are missing in deep learning systems and hypothesize how they could be used to improve artificial neural networks.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Malte Seemann ◽  
Lennart Bargsten ◽  
Alexander Schlaefer

AbstractDeep learning methods produce promising results when applied to a wide range of medical imaging tasks, including segmentation of artery lumen in computed tomography angiography (CTA) data. However, to perform sufficiently, neural networks have to be trained on large amounts of high quality annotated data. In the realm of medical imaging, annotations are not only quite scarce but also often not entirely reliable. To tackle both challenges, we developed a two-step approach for generating realistic synthetic CTA data for the purpose of data augmentation. In the first step moderately realistic images are generated in a purely numerical fashion. In the second step these images are improved by applying neural domain adaptation. We evaluated the impact of synthetic data on lumen segmentation via convolutional neural networks (CNNs) by comparing resulting performances. Improvements of up to 5% in terms of Dice coefficient and 20% for Hausdorff distance represent a proof of concept that the proposed augmentation procedure can be used to enhance deep learning-based segmentation for artery lumen in CTA images.


Entropy ◽  
2021 ◽  
Vol 23 (7) ◽  
pp. 854
Author(s):  
Nevena Rankovic ◽  
Dragica Rankovic ◽  
Mirjana Ivanovic ◽  
Ljubomir Lazic

Software estimation involves meeting a huge number of different requirements, such as resource allocation, cost estimation, effort estimation, time estimation, and the changing demands of software product customers. Numerous estimation models try to solve these problems. In our experiment, a clustering method of input values to mitigate the heterogeneous nature of selected projects was used. Additionally, homogeneity of the data was achieved with the fuzzification method, and we proposed two different activation functions inside a hidden layer, during the construction of artificial neural networks (ANNs). In this research, we present an experiment that uses two different architectures of ANNs, based on Taguchi’s orthogonal vector plans, to satisfy the set conditions, with additional methods and criteria for validation of the proposed model, in this approach. The aim of this paper is the comparative analysis of the obtained results of mean magnitude relative error (MMRE) values. At the same time, our goal is also to find a relatively simple architecture that minimizes the error value while covering a wide range of different software projects. For this purpose, six different datasets are divided into four chosen clusters. The obtained results show that the estimation of diverse projects by dividing them into clusters can contribute to an efficient, reliable, and accurate software product assessment. The contribution of this paper is in the discovered solution that enables the execution of a small number of iterations, which reduces the execution time and achieves the minimum error.


Author(s):  
Xuyến

Deep Neural Networks là một thuật toán dạy cho máy học, là phương pháp nâng cao của mạng nơ-ron nhân tạo (Artificial Neural Networks) nhiều tầng để học biểu diễn mô hình đối tượng. Bài báo trình bày phương pháp để phát hiện spike tự động, giải quyết bài toán cho các bác sỹ khi phân tích dữ liệu khổng lồ được thu thập từ bản ghi điện não để xác định một khu vực của não gây ra chứng động kinh. Hàng triệu mẫu được phân tích thủ công đã được đào tạo lại để tìm các gai liêp tiếp phát ra từ vùng não bị ảnh hưởng. Để đánh giá phương pháp đề xuất, tác giả đã xây dựng hệ thống trong đó sử dụng một số mô hình deep learning đưa vào thử nghiệm hỗ trợ các bác sỹ khám phát hiện và chẩn đoán sớm bệnh.


2020 ◽  
Vol 9 (1) ◽  
pp. 7-10
Author(s):  
Hendry Fonda

ABSTRACT Riau batik is known since the 18th century and is used by royal kings. Riau Batik is made by using a stamp that is mixed with coloring and then printed on fabric. The fabric used is usually silk. As its development, comparing Javanese  batik with riau batik Riau is very slowly accepted by the public. Convolutional Neural Networks (CNN) is a combination of artificial neural networks and deeplearning methods. CNN consists of one or more convolutional layers, often with a subsampling layer followed by one or more fully connected layers as a standard neural network. In the process, CNN will conduct training and testing of Riau batik so that a collection of batik models that have been classified based on the characteristics that exist in Riau batik can be determined so that images are Riau batik and non-Riau batik. Classification using CNN produces Riau batik and not Riau batik with an accuracy of 65%. Accuracy of 65% is due to basically many of the same motifs between batik and other batik with the difference lies in the color of the absorption in the batik riau. Kata kunci: Batik; Batik Riau; CNN; Image; Deep Learning   ABSTRAK   Batik Riau dikenal sejak abad ke 18 dan digunakan oleh bangsawan raja. Batik Riau dibuat dengan menggunakan cap yang dicampur dengan pewarna kemudian dicetak di kain. Kain yang digunakan biasanya sutra. Seiring perkembangannya, dibandingkan batik Jawa maka batik Riau sangat lambat diterima oleh masyarakat. Convolutional Neural Networks (CNN) merupakan kombinasi dari jaringan syaraf tiruan dan metode deeplearning. CNN terdiri dari satu atau lebih lapisan konvolutional, seringnya dengan suatu lapisan subsampling yang diikuti oleh satu atau lebih lapisan yang terhubung penuh sebagai standar jaringan syaraf. Dalam prosesnya CNN akan melakukan training dan testing terhadap batik Riau sehingga didapat kumpulan model batik yang telah terklasi    fikasi berdasarkan ciri khas yang ada pada batik Riau sehingga dapat ditentukan gambar (image) yang merupakan batik Riau dan yang bukan merupakan batik Riau. Klasifikasi menggunakan CNN menghasilkan batik riau dan bukan batik riau dengan akurasi 65%. Akurasi 65% disebabkan pada dasarnya banyak motif yang sama antara batik riau dengan batik lainnya dengan perbedaan terletak pada warna cerap pada batik riau. Kata kunci: Batik; Batik Riau; CNN; Image; Deep Learning


2021 ◽  
Author(s):  
Timothy Tiggeloven ◽  
Anaïs Couasnon ◽  
Chiem van Straaten ◽  
Sanne Muis ◽  
Philip Ward

<p>In order to better understand current coastal flood risk, it is critical to be able to predict the characteristics of non-tidal residuals (from here on referred to as surges), such as their temporal variation and the influence of coastal complexities on the magnitude of storm surge levels. In this study, we use an ensemble of Deep Learning (DL) models to predict hourly surge levels using four different types of neural networks and evaluate their performance. Among deep learning models, artificial neural networks (ANN) have been popular neural network models for surge level prediction, but other DL model types have not been investigated yet. In this contribution, we use three DL approaches - CNN, LSTM, and a combined CNN-LSTM model- , to capture temporal dependencies, spatial dependencies and spatio-temporal dependencies between atmospheric conditions and surges for 736 tide gauge locations. Using the high temporal and spatial resolution atmospheric reanalysis datasets ERA5 from ECMWF as predictors, we train, validate and test surge based on observed hourly surge levels derived from the GESLA-2 dataset. We benchmark our results obtained with DL to those provided by a simple probabilistic reference model based on climatology. This study shows promising results for predicting the temporal evolution of surges with DL approaches, and gives insight into the capability to gain skill using DL approaches with different Architectures for surge prediction. We therefore foresee a wide range of advantages in using DL models for coastal applications: probabilistic coastal flood hazard assessment, rapid prediction of storm surge estimates, future predictions of surge levels.</p>


2021 ◽  
Vol 23 (6) ◽  
pp. 317-326
Author(s):  
E.A. Ryndin ◽  
◽  
N.V. Andreeva ◽  
V.V. Luchinin ◽  
K.S. Goncharov ◽  
...  

In the current era, design and development of artificial neural networks exploiting the architecture of the human brain have evolved rapidly. Artificial neural networks effectively solve a wide range of common for artificial intelligence tasks involving data classification and recognition, prediction, forecasting and adaptive control of object behavior. Biologically inspired underlying principles of ANN operation have certain advantages over the conventional von Neumann architecture including unsupervised learning, architectural flexibility and adaptability to environmental change and high performance under significantly reduced power consumption due to heavy parallel and asynchronous data processing. In this paper, we present the circuit design of main functional blocks (neurons and synapses) intended for hardware implementation of a perceptron-based feedforward spiking neural network. As the third generation of artificial neural networks, spiking neural networks perform data processing utilizing spikes, which are discrete events (or functions) that take place at points in time. Neurons in spiking neural networks initiate precisely timing spikes and communicate with each other via spikes transmitted through synaptic connections or synapses with adaptable scalable weight. One of the prospective approach to emulate the synaptic behavior in hardware implemented spiking neural networks is to use non-volatile memory devices with analog conduction modulation (or memristive structures). Here we propose a circuit design for functional analogues of memristive structure to mimic a synaptic plasticity, pre- and postsynaptic neurons which could be used for developing circuit design of spiking neural network architectures with different training algorithms including spike-timing dependent plasticity learning rule. Two different circuits of electronic synapse were developed. The first one is an analog synapse with photoresistive optocoupler used to ensure the tunable conductivity for synaptic plasticity emulation. While the second one is a digital synapse, in which the synaptic weight is stored in a digital code with its direct conversion into conductivity (without digital-to-analog converter andphotoresistive optocoupler). The results of the prototyping of developed circuits for electronic analogues of synapses, pre- and postsynaptic neurons and the study of transient processes are presented. The developed approach could provide a basis for ASIC design of spiking neural networks based on CMOS (complementary metal oxide semiconductor) design technology.


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