Title: Chessmen Position Recognition Using Artificial Neural Networks
1Chessmen Position Recognition Using Artificial
Neural Networks
2Scenario
- 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 known
- Problem reduced to whether there is a piece on a
given square
Fig 1. Illustration of hidden pieces
- Task Generate synthesized images, train ANN,
test recognition rate
3Feature Selection
- Normalized chessboard squares
- In 2D find region of interest the chessboard,
calculate 3D positions. - In 3D divide each chessboard square into mm
smaller squares (64mm) - Map 3D square positions onto 2D
- Use average of each square as input
- Camera angles and chessboard square positions
- To compensate for the black ratio difference
- Prior probability of each square occupied by a
chess piece
4Neural Network Design
- ANN applied
- Tradition GD
- Gradient Descent with variable learning rate
- Gradient Descent with momentum
Fig 2. Neural Network Design
5Experimental 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 viewpoints - Image properties clean, high contrast, little
noise, no distortion, no lighting variation. - Generate 1500 images with 640480 resolution
- Data filtering
- Use threshold to select the squares that have at
least a portion of black, exclude completely
blank squares for training
6Experimental Results Data generation and
preprocessing (cont.)
(a)
(b)
Fig.3 (a) Original synthesized 640 480 3D image
and (b) converted 6464 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?.
7Experimental Results Train ANN
Fig.4 Training using GD with variable learning
rate
Fig.5 Training using GD with momentum
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
8Experimental Results
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
Fig.6 Training set accuracy and test set
accuracy. GD with variable learning rate
9Conclusion and Future Work
- Conclusion
- Variations of Feed Forward ANNs are used to
recognize the positions of chess pieces.
- Future work
- Adjusting ANN parameters
- Size of square divisions, effect of randomizing
the training data, learning rate, momentum, etc. - Use Confidence measure
- Use 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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