- National Science Foundation of Sri Lanka Grant No. RG/2012/CSIT/01 (2012).
- National Research Council of Sri Lanka Grant No. 12-018 (2012).
- The University of Moratuwa, Senate Reaserch Commitee Grant No. SRC/LT/2016/04 (2016).
Board Games: Learning beyond Simulations
Reinforcement learning algorithms have been successfully trained for games like GO, Atari, and Chess in simulated environments. However, in cue sport-based games like Carrom, real world is unpredictable unlike in Chess and GO due to the stochastic nature of the gameplay as well as the effect of external factors such as friction combined with multiple collisions. Hence, solely training in a simulated platform for games like Billiard and Carrom, which need precise execution of a shot, would not be ideal in actual gameplay. This paper presents a real-time vision based efficient robotic system to play Carrom against a proficient human opponent. We demonstrate the challenges of adopting a reinforcement learning algorithm beyond simulations in implementing strategic gameplay for the robotic system. We currently achieve an overall shot accuracy of 70.6% by combining heuristic and reinforcement learning algorithms. Analysis of the overall results suggests the possibility of adopting a realworld training for board games which need precise mechanical actuation beyond simulations.
Context-Aware Occlusion Removal
In this work, we identify objects that do not relate to the image context as occlusions and remove them, reconstructing the space occupied coherently. We detect occlusions by considering the relation between foreground and background object classes represented by vector embeddings, and removes them through inpainting. Notice how the skier has been automatically removed.
Extensions to Capsule Networks
We extended the capsule networks taking several paths. In the TextCaps work, we adjust the instantiation parameters with random controlled noise to generate new training samples from the existing samples, with realistic augmentations which reflect actual variations that are present in human hand writing. Our results with a mere 200 training samples per class surpass existing character recognition results in MNIST and several other datasets. In DeepCaps we developed a deep capsule network architecture which uses a novel 3D convolution based dynamic routing algorithm. Further, we propose a class-independent decoder network, which strengthens the use of reconstruction loss as a regularization term. This leads to an interesting property of the decoder, which allows us to identify and control the physical attributes of the images represented by the instantiation parameters.
Deep Learning of Augmented Reality based Human Interactions for Automating a Robot Team
Getting a team of robots to achieve a relatively complex task using manual manipulation through augmented reality is interesting. However, the true potential of such an approach manifests when the system can learn from humans. We propose a system comprising a team of robots that performs a previously unseen task---a variant, to be specific---by learning from the sequences of actions taken by multiple human beings doing this task in various ways using deep learning. The training inputs can be through actual manipulation of the team of robots using an augmented-reality tablet or through a simulator. Results indicate that the system is able to fulfill the specified variant of the task more than 80% of the time, inaccuracies mainly owing to unrealistic specifications of tasks. This opens up an avenue of training a team of robots, instead of crafting a rule base.
There are several systems that use one or several Kinect sensors for human gait analysis, particularly for diagnosis of patients. However, due to the limited depth sensing range of the Kinect-a sensor manufactured for video gaming-the depth measurement accuracy reduces with distance from the Kinect. In addition, self-occlusion of the subject limits the accuracy and utility of such systems. We overcome these limitations by first by using a two-Kinect gait analysis system and second by mechanically moving the Kinects in synchronization with the test subject and each other. These methods increase the practical measurement range of the Kinectbased system whilst maintaining the measurement accuracy.
Video synopsis, summarizing a video to generate a shorter video by exploiting the spatial and temporal redundancies, is important for surveillance and archiving. Existing trajectory-based video synopsis algorithms are not able to work in real time because of the complexity due to the number of object tubes that need to be included in the complex energy minimization algorithm. We propose a real-time algorithm by using a method that incrementally stitches each frame of the synopsis by extracting object frames from the user specified number of tubes in the buffer in contrast to global energy minimization based systems. This also gives flexibility to the user to set the threshold of maximum number of objects in the synopsis video according his or her tracking ability and creates collision-free summarized videos which are visually pleasing. Experiments with six common test videos, indoors and outdoors with many moving objects, show that the proposed video synopsis algorithm produces better frame reduction rates than existing approaches in real-time.