Automatic data abstraction is an important capability for both benchmarking machine intelligence and supporting summarization applications. In the former one asks whether a machine can ‘understand’ enough about the meaning of input data to produce a meaningful but more compact abstraction. In the latter this capability is exploited for saving space or human time by summarizing the essence of input data. In this paper we study a general reinforcement learning based framework for learning to abstract sequential data in a goal-driven way. The ability to define different abstraction goals uniquely allows different aspects of the input data to be preserved according to the ultimate purpose of the abstraction. Our reinforcement learning objective does not require human-defined examples of ideal abstraction. Importantly our model processes the input sequence holistically without being constrained by the original input order. Our framework is also domain agnostic – we demonstrate applications to sketch, video and text data and achieve promising results in all domains.
Sketch recognition Early sketch recognition methods were developed to deal with professionally drawn sketches as in CAD or artistic drawings @cite_43 @cite_45 @cite_44 . The more challenging task of free-hand sketch recognition was first tackled in @cite_36 along with the release of the first large-scale dataset of amateur sketches. Since then the task has been well-studied using both classic vision @cite_3 @cite_24 as well as deep learning approaches @cite_53 . Recent successful deep learning approaches have spanned both primarily non-sequential CNN @cite_53 @cite_30 and sequential RNN @cite_39 @cite_10 recognizers. We use both CNN and RNN-based multi-class classifiers to provide rewards for our RL based sketch abstraction framework.
@cite_30 @cite_36 @cite_53 @cite_3 @cite_39 @cite_44 @cite_43 @cite_24 @cite_45 @cite_10
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We propose a deep learning approach to free-hand sketch recognition that achieves state-of-the-art performance, significantly surpassing that of humans. Our superior performance is a result of modelling and exploiting the unique characteristics of free-hand sketches, i.e., consisting of an ordered set of strokes but lacking visual cues such as colour and texture, being highly iconic and abstract, and exhibiting extremely large appearance variations due to different levels of abstraction and deformation. Specifically, our deep neural network, termed Sketch-a-Net has the following novel components: (i) we propose a network architecture designed for sketch rather than natural photo statistics. (ii) Two novel data augmentation strategies are developed which exploit the unique sketch-domain properties to modify and synthesise sketch training data at multiple abstraction levels. Based on this idea we are able to both significantly increase the volume and diversity of sketches for training, and address the challenge of varying levels of sketching detail commonplace in free-hand sketches. (iii) We explore different network ensemble fusion strategies, including a re-purposed joint Bayesian scheme, to further improve recognition performance. We show that state-of-the-art deep networks specifically engineered for photos of natural objects fail to perform well on sketch recognition, regardless whether they are trained using photos or sketches. Furthermore, through visualising the learned filters, we offer useful insights in to where the superior performance of our network comes from. Humans have used sketching to depict our visual world since prehistoric times. Even today, sketching is possibly the only rendering technique readily available to all humans. This paper is the first large scale exploration of human sketches. We analyze the distribution of non-expert sketches of everyday objects such as 'teapot' or 'car'. We ask humans to sketch objects of a given category and gather 20,000 unique sketches evenly distributed over 250 object categories. With this dataset we perform a perceptual study and find that humans can correctly identify the object category of a sketch 73 of the time. We compare human performance against computational recognition methods. We develop a bag-of-features sketch representation and use multi-class support vector machines, trained on our sketch dataset, to classify sketches. The resulting recognition method is able to identify unknown sketches with 56 accuracy (chance is 0.4 ). Based on the computational model, we demonstrate an interactive sketch recognition system. We release the complete crowd-sourced dataset of sketches to the community. We propose a multi-scale multi-channel deep neural network framework that, for the first time, yields sketch recognition performance surpassing that of humans. Our superior performance is a result of explicitly embedding the unique characteristics of sketches in our model: (i) a network architecture designed for sketch rather than natural photo statistics, (ii) a multi-channel generalisation that encodes sequential ordering in the sketching process, and (iii) a multi-scale network ensemble with joint Bayesian fusion that accounts for the different levels of abstraction exhibited in free-hand sketches. We show that state-of-the-art deep networks specifically engineered for photos of natural objects fail to perform well on sketch recognition, regardless whether they are trained using photo or sketch. Our network on the other hand not only delivers the best performance on the largest human sketch dataset to date, but also is small in size making efficient training possible using just CPUs. We introduce an approach for sketch classification based on Fisher vectors that significantly outperforms existing techniques. For the TU-Berlin sketch benchmark [ 2012a], our recognition rate is close to human performance on the same task. Motivated by these results, we propose a different benchmark for the evaluation of sketch classification algorithms. Our key idea is that the relevant aspect when recognizing a sketch is not the intention of the person who made the drawing, but the information that was effectively expressed. We modify the original benchmark to capture this concept more precisely and, as such, to provide a more adequate tool for the evaluation of sketch classification techniques. Finally, we perform a classification-driven analysis which is able to recover semantic aspects of the individual sketches, such as the quality of the drawing and the importance of each part of the sketch for the recognition. Recognizing freehand sketches with high arbitrariness is greatly challenging. Most existing methods either ignore the geometric characteristics or treat sketches as handwritten characters with fixed structural ordering. Consequently, they can hardly yield high recognition performance even though sophisticated learning techniques are employed. In this paper, we propose a sequential deep learning strategy that combines both shape and texture features. A coded shape descriptor is exploited to characterize the geometry of sketch strokes with high flexibility, while the outputs of constitutional neural networks (CNN) are taken as the abstract texture feature. We develop dual deep networks with memorable gated recurrent units (GRUs), and sequentially feed these two types of features into the dual networks, respectively. These dual networks enable the feature fusion by another gated recurrent unit (GRU), and thus accurately recognize sketches invariant to stroke ordering. The experiments on the TU-Berlin data set show that our method outperforms the average of human and state-of-the-art algorithms even when significant shape and appearance variations occur. In recent years, various researchers have put in great effort to produce an efficient method of drawing extraction. This paper will focus on CAD data extraction from CAD drawing and study the method that has been proposed by previous researchers. CAD data extraction became a popular research since the early 80’s. Nowadays, most applications in engineering field are already computerized. This includes the CAD application system, the systems used by engineers to design their products. As the use of computerized application became important tool in engineering field, the production field is also affected. This raises the issue of integrating CAD with manufacture systems. For that reason, most researchers try to create a system that can extract meaningful information from the CAD drawing and create a connection between CAD and manufacture system. For example in manufacturing field, manufacture system is a machine system where it is also known as CAM systems. However, there is no direct connection from CAD system to CAM system. Therefore, many approaches have been proposed by the previous researchers to solve the issues. Focus on this paper is to study the approaches and make comparison among it. Finding from this paper is suitable approach can be used for next stage in this research. 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.