scholarly journals Determining Chess Game State from an Image

2021 ◽  
Vol 7 (6) ◽  
pp. 94
Author(s):  
Georg Wölflein ◽  
Ognjen Arandjelović

Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by facilitating automatic computer analysis without the overhead of manually entering the pieces. Current approaches are limited by the lack of large datasets and are not designed to adapt to unseen chess sets. This paper puts forth a new dataset synthesised from a 3D model that is an order of magnitude larger than existing ones. Trained on this dataset, a novel end-to-end chess recognition system is presented that combines traditional computer vision techniques with deep learning. It localises the chessboard using a RANSAC-based algorithm that computes a projective transformation of the board onto a regular grid. Using two convolutional neural networks, it then predicts an occupancy mask for the squares in the warped image and finally classifies the pieces. The described system achieves an error rate of 0.23% per square on the test set, 28 times better than the current state of the art. Further, a few-shot transfer learning approach is developed that is able to adapt the inference system to a previously unseen chess set using just two photos of the starting position, obtaining a per-square accuracy of 99.83% on images of that new chess set. The code, dataset, and trained models are made available online.

2020 ◽  
Vol 45 (4) ◽  
pp. 257-280
Author(s):  
Maciej A. Czyzewski ◽  
Artur Laskowski ◽  
Szymon Wasik

AbstractChessboard and chess piece recognition is a computer vision problem that has not yet been efficiently solved. Digitization of a chess game state from a picture of a chessboard is a task typically performed by humans or with the aid of specialized chessboards and pieces. However, those solutions are neither easy nor convenient. To solve this problem, we propose a novel algorithm for digitizing chessboard configurations.We designed a method of chessboard recognition and pieces detection that is resistant to lighting conditions and the angle at which images are captured, and works correctly with numerous chessboard styles. Detecting the board and recognizing chess pieces are crucial steps of board state digitization.The algorithm achieves 95% accuracy (compared to 60% for the best alternative) for positioning the chessboard in an image, and almost 95% for chess pieces recognition. Furthermore, the sub-process of detecting straight lines and finding lattice points performs extraordinarily well, achieving over 99.5% accuracy (compared to the 74% for the best alternative).


2020 ◽  
Vol 67 (1) ◽  
pp. 133-141
Author(s):  
Dmitriy O. Khort ◽  
Aleksei I. Kutyrev ◽  
Igor G. Smirnov ◽  
Rostislav A. Filippov ◽  
Roman V. Vershinin

Technological capabilities of agricultural units cannot be optimally used without extensive automation of production processes and the use of advanced computer control systems. (Research purpose) To develop an algorithm for recognizing the coordinates of the location and ripeness of garden strawberries in different lighting conditions and describe the technological process of its harvesting in field conditions using a robotic actuator mounted on a self-propelled platform. (Materials and methods) The authors have developed a self-propelled platform with an automatic actuator for harvesting garden strawberry, which includes an actuator with six degrees of freedom, a co-axial gripper, mg966r servos, a PCA9685 controller, a Logitech HD C270 computer vision camera, a single-board Raspberry Pi 3 Model B+ computer, VL53L0X laser sensors, a SZBK07 300W voltage regulator, a Hubsan X4 Pro H109S Li-polymer battery. (Results and discussion) Using the Python programming language 3.7.2, the authors have developed a control algorithm for the automatic actuator, including operations to determine the X and Y coordinates of berries, their degree of maturity, as well as to calculate the distance to berries. It has been found that the effectiveness of detecting berries, their area and boundaries with a camera and the OpenCV library at the illumination of 300 Lux reaches 94.6 percent’s. With an increase in the robotic platform speed to 1.5 kilometre per hour and at the illumination of 300 Lux, the average area of the recognized berries decreased by 9 percent’s to 95.1 square centimeter, at the illumination of 200 Lux, the area of recognized berries decreased by 17.8 percent’s to 88 square centimeter, and at the illumination of 100 Lux, the area of recognized berries decreased by 36.4 percent’s to 76 square centimeter as compared to the real area of berries. (Conclusions) The authors have provided rationale for the technological process and developed an algorithm for harvesting garden strawberry using a robotic actuator mounted on a self-propelled platform. It has been proved that lighting conditions have a significant impact on the determination of the area, boundaries and ripeness of berries using a computer vision camera.


Data ◽  
2021 ◽  
Vol 6 (2) ◽  
pp. 12
Author(s):  
Helder F. Castro ◽  
Jaime S. Cardoso ◽  
Maria T. Andrade

The ever-growing capabilities of computers have enabled pursuing Computer Vision through Machine Learning (i.e., MLCV). ML tools require large amounts of information to learn from (ML datasets). These are costly to produce but have received reduced attention regarding standardization. This prevents the cooperative production and exploitation of these resources, impedes countless synergies, and hinders ML research. No global view exists of the MLCV dataset tissue. Acquiring it is fundamental to enable standardization. We provide an extensive survey of the evolution and current state of MLCV datasets (1994 to 2019) for a set of specific CV areas as well as a quantitative and qualitative analysis of the results. Data were gathered from online scientific databases (e.g., Google Scholar, CiteSeerX). We reveal the heterogeneous plethora that comprises the MLCV dataset tissue; their continuous growth in volume and complexity; the specificities of the evolution of their media and metadata components regarding a range of aspects; and that MLCV progress requires the construction of a global standardized (structuring, manipulating, and sharing) MLCV “library”. Accordingly, we formulate a novel interpretation of this dataset collective as a global tissue of synthetic cognitive visual memories and define the immediately necessary steps to advance its standardization and integration.


Author(s):  
Xinyi Li ◽  
Liqiong Chang ◽  
Fangfang Song ◽  
Ju Wang ◽  
Xiaojiang Chen ◽  
...  

This paper focuses on a fundamental question in Wi-Fi-based gesture recognition: "Can we use the knowledge learned from some users to perform gesture recognition for others?". This problem is also known as cross-target recognition. It arises in many practical deployments of Wi-Fi-based gesture recognition where it is prohibitively expensive to collect training data from every single user. We present CrossGR, a low-cost cross-target gesture recognition system. As a departure from existing approaches, CrossGR does not require prior knowledge (such as who is currently performing a gesture) of the target user. Instead, CrossGR employs a deep neural network to extract user-agnostic but gesture-related Wi-Fi signal characteristics to perform gesture recognition. To provide sufficient training data to build an effective deep learning model, CrossGR employs a generative adversarial network to automatically generate many synthetic training data from a small set of real-world examples collected from a small number of users. Such a strategy allows CrossGR to minimize the user involvement and the associated cost in collecting training examples for building an accurate gesture recognition system. We evaluate CrossGR by applying it to perform gesture recognition across 10 users and 15 gestures. Experimental results show that CrossGR achieves an accuracy of over 82.6% (up to 99.75%). We demonstrate that CrossGR delivers comparable recognition accuracy, but uses an order of magnitude less training samples collected from the end-users when compared to state-of-the-art recognition systems.


2021 ◽  
Vol 2113 (1) ◽  
pp. 012033
Author(s):  
Haocheng He

Abstract In this study, based on the computer vision technology, we developed a recognition system for nuts positioning to complete the automatic bolt assembly part of the automatic production line. The actual image of the nut was captured by an industrial camera, which would be processed by the following edge detection and Hough circle transformation. After that, the coordinates of the nuts were obtained in the pixel scale. Finally, the real position of nuts would be fed back to the robot arm, according to which the automatic assembly of the bolt would be completed. This computer vision based recognition system is an indispensable part for the efficiency and accuracy improvement of automatic production line.


Author(s):  
Kamal Naina Soni

Abstract: Human expressions play an important role in the extraction of an individual's emotional state. It helps in determining the current state and mood of an individual, extracting and understanding the emotion that an individual has based on various features of the face such as eyes, cheeks, forehead, or even through the curve of the smile. A survey confirmed that people use Music as a form of expression. They often relate to a particular piece of music according to their emotions. Considering these aspects of how music impacts a part of the human brain and body, our project will deal with extracting the user’s facial expressions and features to determine the current mood of the user. Once the emotion is detected, a playlist of songs suitable to the mood of the user will be presented to the user. This can be a big help to alleviate the mood or simply calm the individual and can also get quicker song according to the mood, saving time from looking up different songs and parallel developing a software that can be used anywhere with the help of providing the functionality of playing music according to the emotion detected. Keywords: Music, Emotion recognition, Categorization, Recommendations, Computer vision, Camera


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