AIFeb 21, 2023
Playing the Werewolf game with artificial intelligence for language understandingHisaichi Shibata, Soichiro Miki, Yuta Nakamura
The Werewolf game is a social deduction game based on free natural language communication, in which players try to deceive others in order to survive. An important feature of this game is that a large portion of the conversations are false information, and the behavior of artificial intelligence (AI) in such a situation has not been widely investigated. The purpose of this study is to develop an AI agent that can play Werewolf through natural language conversations. First, we collected game logs from 15 human players. Next, we fine-tuned a Transformer-based pretrained language model to construct a value network that can predict a posterior probability of winning a game at any given phase of the game and given a candidate for the next action. We then developed an AI agent that can interact with humans and choose the best voting target on the basis of its probability from the value network. Lastly, we evaluated the performance of the agent by having it actually play the game with human players. We found that our AI agent, Deep Wolf, could play Werewolf as competitively as average human players in a villager or a betrayer role, whereas Deep Wolf was inferior to human players in a werewolf or a seer role. These results suggest that current language models have the capability to suspect what others are saying, tell a lie, or detect lies in conversations.
IVAug 12, 2024
Zero-shot 3D Segmentation of Abdominal Organs in CT Scans Using Segment Anything Model 2: Adapting Video Tracking Capabilities for 3D Medical ImagingYosuke Yamagishi, Shouhei Hanaoka, Tomohiro Kikuchi et al.
Objectives: To evaluate the zero-shot performance of Segment Anything Model 2 (SAM 2) in 3D segmentation of abdominal organs in CT scans, and to investigate the effects of prompt settings on segmentation results. Materials and Methods: In this retrospective study, we used a subset of the TotalSegmentator CT dataset from eight institutions to assess SAM 2's ability to segment eight abdominal organs. Segmentation was initiated from three different z-coordinate levels (caudal, mid, and cranial levels) of each organ. Performance was measured using the Dice similarity coefficient (DSC). We also analyzed the impact of "negative prompts," which explicitly exclude certain regions from the segmentation process, on accuracy. Results: 123 patients (mean age, 60.7 \pm 15.5 years; 63 men, 60 women) were evaluated. As a zero-shot approach, larger organs with clear boundaries demonstrated high segmentation performance, with mean DSCs as follows: liver 0.821 \pm 0.192, right kidney 0.862 \pm 0.212, left kidney 0.870 \pm 0.154, and spleen 0.891 \pm 0.131. Smaller organs showed lower performance: gallbladder 0.531 \pm 0.291, pancreas 0.361 \pm 0.197, and adrenal glands, right 0.203 \pm 0.222, left 0.308 \pm 0.234. The initial slice for segmentation and the use of negative prompts significantly influenced the results. By removing negative prompts from the input, the DSCs significantly decreased for six organs. Conclusion: SAM 2 demonstrated promising zero-shot performance in segmenting certain abdominal organs in CT scans, particularly larger organs. Performance was significantly influenced by input negative prompts and initial slice selection, highlighting the importance of optimizing these factors.