Reza Pourabolghasem

h-index10
2papers
366citations

2 Papers

3.0IVAug 1, 2023Code
Synthetic Skull CT Generation with Generative Adversarial Networks to Train Deep Learning Models for Clinical Transcranial Ultrasound

Kasra Naftchi-Ardebili, Karanpartap Singh, Reza Pourabolghasem et al.

Deep learning offers potential for various healthcare applications, yet requires extensive datasets of curated medical images where data privacy, cost, and distribution mismatch across various acquisition centers could become major problems. To overcome these challenges, we propose a generative adversarial network (SkullGAN) to create large datasets of synthetic skull CT slices, geared towards training models for transcranial ultrasound. With wide ranging applications in treatment of essential tremor, Parkinson's, and Alzheimer's disease, transcranial ultrasound clinical pipelines can be significantly optimized via integration of deep learning. The main roadblock is the lack of sufficient skull CT slices for the purposes of training, which SkullGAN aims to address. Actual CT slices of 38 healthy subjects were used for training. The generated synthetic skull images were then evaluated based on skull density ratio, mean thickness, and mean intensity. Their fidelity was further analyzed using t-distributed stochastic neighbor embedding (t-SNE), Fréchet inception distance (FID) score, and visual Turing test (VTT) taken by four staff clinical radiologists. SkullGAN-generated images demonstrated similar quantitative radiological features to real skulls. t-SNE failed to separate real and synthetic samples from one another, and the FID score was 49. Expert radiologists achieved a 60\% mean accuracy on the VTT. SkullGAN makes it possible for researchers to generate large numbers of synthetic skull CT segments, necessary for training neural networks for medical applications involving the human skull, such as transcranial focused ultrasound, mitigating challenges with access, privacy, capital, time, and the need for domain expertise.

19.6AIMar 25, 2019
Winning Isn't Everything: Enhancing Game Development with Intelligent Agents

Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva et al.

Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents built to "beat the game", our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multi-faceted concepts with practical implications outlined in this paper. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning. We, further, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts and computational cost with the number of target domains.