Piotr Migdał

2papers

2 Papers

CVJul 15, 2021
Level generation and style enhancement -- deep learning for game development overview

Piotr Migdał, Bartłomiej Olechno, Błażej Podgórski

We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of designing levels and filling them with details is challenging. It is both time-consuming and takes effort to make levels rich, complex, and with a feeling of being natural. Fortunately, recent progress in deep learning provides new tools to accompany level designers and visual artists. Moreover, they offer a way to generate infinite worlds for game replayability and adjust educational games to players' needs. We present seven approaches to create level maps, each using statistical methods, machine learning, or deep learning. In particular, we include: - Generative Adversarial Networks for creating new images from existing examples (e.g. ProGAN). - Super-resolution techniques for upscaling images while preserving crisp detail (e.g. ESRGAN). - Neural style transfer for changing visual themes. - Image translation - turning semantic maps into images (e.g. GauGAN). - Semantic segmentation for turning images into semantic masks (e.g. U-Net). - Unsupervised semantic segmentation for extracting semantic features (e.g. Tile2Vec). - Texture synthesis - creating large patterns based on a smaller sample (e.g. InGAN).

CVFeb 19, 2020
Modelling response to trypophobia trigger using intermediate layers of ImageNet networks

Piotr Woźnicki, Michał Kuźba, Piotr Migdał

In this paper, we approach the problem of detecting trypophobia triggers using Convolutional neural networks. We show that standard architectures such as VGG or ResNet are capable of recognizing trypophobia patterns. We also conduct experiments to analyze the nature of this phenomenon. To do that, we dissect the network decreasing the number of its layers and parameters. We prove, that even significantly reduced networks have accuracy above 91% and focus their attention on the trypophobia patterns as presented on the visual explanations.