智能游戏平衡的高水平显著性预测

G. Koulieris, G. Drettakis, D. Cunningham, K. Mania
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引用次数: 1

摘要

预测视觉注意力可以显著提高场景设计、交互性和渲染效果。例如,通过减少对无人参与场景区域的计算,可以加速图像合成;注意力也可以用来提高LOD。大多数先前的注意力模型都是基于低层次的图像特征,因为考虑到场景背景、拓扑或任务等高层次因素,在计算和概念上都具有挑战性。结果,他们经常无法预测跳眼目标,因为场景语义强烈影响注视的计划和执行。在这次演讲中,我们提出了第一个自动化的高水平显著性预测器,它将图式[Bartlett 1932]和单例[Theeuwes and Godijn 2002]假设合并到差分加权模型(DWM) [Eckstein 1998]中。场景图式效应表明,场景是由在特定情境中可以找到的对象以及在情境之外的突出对象组成的(图1a)。单例效应指的是观察者的注意力被孤立的物体所吸引(图1b)。通过扩展DWM,我们提出了一个新的模型来解释模式和单例假设所预测的高级对象显著性。DWM利用脑神经元中的生理噪声和高斯组合规则对注意处理过程进行建模。我们模型的GPU实现可以估计单个对象被聚焦的概率,并用于创新的游戏关卡编辑器中,该编辑器可以自动建议游戏对象的位置。游戏的难度可以隐式调整,因为拓扑结构会影响目标搜索完成时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
High level saliency prediction for smart game balancing
Predicting visual attention can significantly improve scene design, interactivity and rendering. For example, image synthesis can be accelerated by reducing computation on non-attended scene regions; attention can also be used to improve LOD. Most previous attention models are based on low-level image features, as it is computationally and conceptually challenging to take into account highlevel factors such as scene context, topology or task. As a result, they often fail to predict saccadic targets because scene semantics strongly affect the planning and execution of fixations. In this talk, we present the first automated high level saliency predictor that incorporates the schema [Bartlett 1932] and singleton [Theeuwes and Godijn 2002] hypotheses into the Differential-Weighting Model (DWM) [Eckstein 1998]. The scene schema effect states that a scene is comprised of objects expected to be found in a specific context as well objects out of context which are salient (Figure 1a). The singleton effect refers to the finding that viewer’s attention is captured by isolated objects (Figure 1b). We propose a new model to account for high-level object saliency as predicted by the schema and singleton hypotheses by extending the DWM. The DWM models attentional processing using physiological noise in brain neurons and Gaussian combination rules. A GPU implementation of our model estimates the probabilities of individual objects to be foveated and is used in an innovative game level editor that automatically suggests game objects’ positioning. The difficulty of a game can then be implicitly adjusted since topology affects object search completion time.
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