The ability of intelligent agents to play games in human-like fashion is popularly considered a benchmark of progress in Artificial Intelligence. Similarly, performance on multi-disciplinary tasks such as Visual Question Answering (VQA) is considered a marker for gauging progress in Computer Vision. In our work, we bring games and VQA together. Specifically, we introduce the first computational model aimed at Pictionary, the popular word-guessing social game. We first introduce Sketch-QA, an elementary version of Visual Question Answering task. Styled after Pictionary, Sketch-QA uses incrementally accumulated sketch stroke sequences as visual data. Notably, Sketch-QA involves asking a fixed question ("What object is being drawn?") and gathering open-ended guess-words from human guessers. We analyze the resulting dataset and present many interesting findings therein. To mimic Pictionary-style guessing, we subsequently propose a deep neural model which generates guess-words in response to temporally evolving human-drawn sketches. Our model even makes human-like mistakes while guessing, thus amplifying the human mimicry factor. We evaluate our model on the large-scale guess-word dataset generated via Sketch-QA task and compare with various baselines. We also conduct a Visual Turing Test to obtain human impressions of the guess-words generated by humans and our model. Experimental results demonstrate the promise of our approach for Pictionary and similarly themed games.
Our dataset collection procedure is similar to the one employed by @cite_42 as part of their Pictionary-style game Stellasketch. However, we do not let the subject choose the object category. Also, our subjects only provide guesses for stroke sequences of existing sketches and not for sketches being created in real-time. Unfortunately, the Stellasketch dataset is not available publicly for further study.
@cite_42
2144028173 2171706135 2797225766 2952320381
This article describes sketching games made for the purpose of collecting data about how people make and describe hand-made drawings. The approach leverages human computation, whereby players provide information about drawings in exchange for entertainment. The games facilitate the collection of raw sketch input and associates it with human-provided text descriptions. Researchers may browse and download this data for their own purposes such as training sketch recognizers. Two systems with distinct game mechanics are described: Picture-phone and Stellasketch. The system architectures are briefly presented, followed by a discussion of our initial results using sketching games as a research platform for sketch recognition and interaction. Given a set of images containing multiple object categories, we seek to discover those categories and their image locations without supervision. We achieve this using generative models from the statistical text literature: probabilistic Latent Semantic Analysis (pLSA), and Latent Dirichlet Allocation (LDA). In text analysis these are used to discover topics in a corpus using the bag-of-words document representation. Here we discover topics as object categories, so that an image containing instances of several categories is modelled as a mixture of topics. The models are applied to images by using a visual analogue of a word, formed by vector quantizing SIFT like region descriptors. We investigate a set of increasingly demanding scenarios, starting with image sets containing only two object categories through to sets containing multiple categories (including airplanes, cars, faces, motorbikes, spotted cats) and background clutter. The object categories sample both intra-class and scale variation, and both the categories and their approximate spatial layout are found without supervision. We also demonstrate classification of unseen images and images containing multiple objects. Performance of the proposed unsupervised method is compared to the semi-supervised approach of [7].1 1This work was sponsored in part by the EU Project CogViSys, the University of Oxford, Shell Oil, and the National Geospatial-Intelligence Agency. Human free-hand sketches have been studied in various contexts including sketch recognition, synthesis and fine-grained sketch-based image retrieval (FG-SBIR). A fundamental challenge for sketch analysis is to deal with drastically different human drawing styles, particularly in terms of abstraction level. In this work, we propose the first stroke-level sketch abstraction model based on the insight of sketch abstraction as a process of trading off between the recognizability of a sketch and the number of strokes used to draw it. Concretely, we train a model for abstract sketch generation through reinforcement learning of a stroke removal policy that learns to predict which strokes can be safely removed without affecting recognizability. We show that our abstraction model can be used for various sketch analysis tasks including: (1) modeling stroke saliency and understanding the decision of sketch recognition models, (2) synthesizing sketches of variable abstraction for a given category, or reference object instance in a photo, and (3) training a FG-SBIR model with photos only, bypassing the expensive photo-sketch pair collection step. Retrieving 3D models from 2D human sketches has received considerable attention in the areas of graphics, image retrieval, and computer vision. Almost always in state of the art approaches a large amount of "best views" are computed for 3D models, with the hope that the query sketch matches one of these 2D projections of 3D models using predefined features. We argue that this two stage approach (view selection -- matching) is pragmatic but also problematic because the "best views" are subjective and ambiguous, which makes the matching inputs obscure. This imprecise nature of matching further makes it challenging to choose features manually. Instead of relying on the elusive concept of "best views" and the hand-crafted features, we propose to define our views using a minimalism approach and learn features for both sketches and views. Specifically, we drastically reduce the number of views to only two predefined directions for the whole dataset. Then, we learn two Siamese Convolutional Neural Networks (CNNs), one for the views and one for the sketches. The loss function is defined on the within-domain as well as the cross-domain similarities. Our experiments on three benchmark datasets demonstrate that our method is significantly better than state of the art approaches, and outperforms them in all conventional metrics.