Video game genre classification based on its cover and textual description would be utterly beneficial to many modern identification, collocation, and retrieval systems. At the same time, it is also an extremely challenging task due to the following reasons: First, there exists a wide variety of video game genres, many of which are not concretely defined. Second, video game covers vary in many different ways such as colors, styles, textual information, etc, even for games of the same genre. Third, cover designs and textual descriptions may vary due to many external factors such as country, culture, target reader populations, etc. With the growing competitiveness in the video game industry, the cover designers and typographers push the cover designs to its limit in the hope of attracting sales. The computer-based automatic video game genre classification systems become a particularly exciting research topic in recent years. In this paper, we propose a multi-modal deep learning framework to solve this problem. The contribution of this paper is four-fold. First, we compiles a large dataset consisting of 50,000 video games from 21 genres made of cover images, description text, and title text and the genre information. Second, image-based and text-based, state-of-the-art models are evaluated thoroughly for the task of genre classification for video games. Third, we developed an efficient and salable multi-modal framework based on both images and texts. Fourth, a thorough analysis of the experimental results is given and future works to improve the performance is suggested. The results show that the multi-modal framework outperforms the current state-of-the-art image-based or text-based models. Several challenges are outlined for this task. More efforts and resources are needed for this classification task in order to reach a satisfactory level.
Institute of Digital Games University of Malta Msida, Malta
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the visual style of the image rather than the content of the game. As a result, such models cannot generalize well even within similar games of the same genre. In this paper we build on recent advances in contrastive learning and showcase its benefits for representation learning in games. Learning to contrast images of games not only classifies games in a more effi…
IT University of Copenhagen(哥本哈根信息技术大学);New York University(纽约大学)
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards.
Often, videos are composed of multiple concepts or even genres. For instance, news videos may contain sports, action, nature, etc. Therefore, encoding the distribution of such concepts/genres in a compact and effective representation is a challenging task. In this sense, we propose the Bag of Genres representation, which is based on a visual dictionary defined by a genre classifier. Each visual word corresponds to a region in the classification space. The Bag of Genres video vector contains a summary of the activations of each genre in the video content. We evaluate the proposed method for vid…
Instituto de Investigaciones en Matemáticas Aplicadas y en Sistemas, Universidad Nacional Autónoma de México(墨西哥国立自治大学应用数学与系统研究所)
In this paper, we study the transferability of ImageNet spatial and Kinetics spatio-temporal representations to multi-label Movie Trailer Genre Classification (MTGC). In particular, we present an extensive evaluation of the transferability of ConvNet and Transformer models pretrained on ImageNet and Kinetics to Trailers12k, a new manually-curated movie trailer dataset composed of 12,000 videos labeled with 10 different genres and associated metadata. We analyze different aspects that can influence transferability, such as frame rate, input video extension, and spatio-temporal modeling. In orde…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校)
Dance experts often view dance as a hierarchy of information, spanning low-level (raw images, image sequences), mid-levels (human poses and bodypart movements), and high-level (dance genre). We propose a Hierarchical Dance Video Recognition framework (HDVR). HDVR estimates 2D pose sequences, tracks dancers, and then simultaneously estimates corresponding 3D poses and 3D-to-2D imaging parameters, without requiring ground truth for 3D poses. Unlike most methods that work on a single person, our tracking works on multiple dancers, under occlusions. From the estimated 3D pose sequence, HDVR extrac…
This thesis combines audio-analysis with computer vision to approach Music Information Retrieval (MIR) tasks from a multi-modal perspective. This thesis focuses on the information provided by the visual layer of music videos and how it can be harnessed to augment and improve tasks of the MIR research domain. The main hypothesis of this work is based on the observation that certain expressive categories such as genre or theme can be recognized on the basis of the visual content alone, without the sound being heard. This leads to the hypothesis that there exists a visual language that is used to…
School of Interactive Computing(交互计算学院);Georgia Institute of Technology(佐治亚理工学院)
The ability to extract the sequence of game events for a given player's play-through has traditionally required access to the game's engine or source code. This serves as a barrier to researchers, developers, and hobbyists who might otherwise benefit from these game logs. In this paper we present two approaches to derive game logs from game video via convolutional neural networks and transfer learning. We evaluate the approaches in a Super Mario Bros. clone, Mega Man and Skyrim. Our results demonstrate our approach outperforms random forest and other transfer baselines.
StoryVideoQA: Scaling Deep Video Understanding with a Large-Scale, Multi-Genre and Auto-Generated Dataset
School of Computer Science, Wuhan University(武汉大学计算机学院);National Engineering Research Center for Multimedia Software(多媒体软件国家工程研究中心);Hubei Key Laboratory of Multimedia and Network Communication Engineering(湖北省多媒体与网络通信工程重点实验室)
GameGen-X: Interactive Open-world Game Video Generation
University of Science and Technology of China(中国科学技术大学);The Hong Kong University of Science and Technology(香港科技大学);Hefei Institute of Physical Science, Chinese Academy of Sciences(中国科学院合肥物质科学研究院);The Chinese University of Hong Kong(香港中文大学)
Automated Bug Detection (ABD) in video games is composed of two distinct but complementary problems: automated game exploration and bug identification. Automated game exploration has received much recent attention, spurred on by developments in fields such as reinforcement learning. The complementary problem of identifying the bugs present in a player's experience has for the most part relied on the manual specification of rules. Although it is widely recognised that many bugs of interest cannot be identified with such methods, little progress has been made in this direction. In this work we s…
State University of Maringá(马林加州立大学);Federal Institute of Paraná(巴拉那联邦学院)
Movie genre classification is a challenging task that has increasingly attracted the attention of researchers. In this paper, we addressed the multi-label classification of the movie genres in a multimodal way. For this purpose, we created a dataset composed of trailer video clips, subtitles, synopses, and movie posters taken from 152,622 movie titles from The Movie Database. The dataset was carefully curated and organized, and it was also made available as a contribution of this work. Each movie of the dataset was labeled according to a set of eighteen genre labels. We extracted features from…
International Institute of Information Technology Hyderabad(海得拉巴国际信息技术学院)
Video games have become an integral part of most people's lives in recent times. This led to an abundance of data related to video games being shared online. However, this comes with issues such as incorrect ratings, reviews or anything that is being shared. Recommendation systems are powerful tools that help users by providing them with meaningful recommendations. A straightforward approach would be to predict the scores of video games based on other information related to the game. It could be used as a means to validate user-submitted ratings as well as provide recommendations. This work pr…
Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose …
In order to understand content and automatically extract labels for videos of the game "Honor of Kings", it is necessary to detect and recognize characters (called "hero") together with their camps in the game video. In this paper, we propose an efficient two-stage algorithm to detect and recognize heros in game videos. First, we detect all heros in a video frame based on blood bar template-matching method, and classify them according to their camps (self/ friend/ enemy). Then we recognize the name of each hero using one or more deep convolution neural networks. Our method needs almost no work…
Bournemouth University(伯恩茅斯大学);Department of Computing and Informatics(计算与信息学院)
The computational cost of video game graphics is increasing and hardware for processing graphics is struggling to keep up. This means that computer scientists need to develop creative new ways to improve the performance of graphical processing hardware. Deep learning techniques for video super-resolution can enable video games to have high quality graphics whilst offsetting much of the computational cost. These emerging technologies allow consumers to have improved performance and enjoyment from video games and have the potential to become standard within the game development industry.
We consider the problem of automatic highlight-detection in video game streams. Currently, the vast majority of highlight-detection systems for games are triggered by the occurrence of hard-coded game events (e.g., score change, end-game), while most advanced tools and techniques are based on detection of highlights via visual analysis of game footage. We argue that in the context of game streaming, events that may constitute highlights are not only dependent on game footage, but also on social signals that are conveyed by the streamer during the play session (e.g., when interacting with viewe…
With the increasing popularity of E-sport live, Highlight Flashback has been a critical functionality of live platforms, which aggregates the overall exciting fighting scenes in a few seconds. In this paper, we introduce a novel training strategy without any additional annotation to automatically generate highlights for game video live. Considering that the existing manual edited clips contain more highlights than long game live videos, we perform pair-wise ranking constraints across clips from edited and long live videos. A multi-stream framework is also proposed to fuse spatial, temporal as …
We present a vision-only model for gaming AI which uses a late integration deep convolutional network architecture trained in a purely supervised imitation learning context. Although state-of-the-art deep learning models for video game tasks generally rely on more complex methods such as deep-Q learning, we show that a supervised model which requires substantially fewer resources and training time can already perform well at human reaction speeds on the N64 classic game Super Smash Bros. We frame our learning task as a 30-class classification problem, and our CNN model achieves 80% top-1 and 9…
Peking University(北京大学);Peking University Shenzhen Graduate School(北京大学深圳研究生院);Shopee(虾皮);Tsinghua University(清华大学);Peng Cheng Laboratory(鹏城实验室)
Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, a…