4.3GR-QCMar 24, 2023
Convolutional Neural Networks for the classification of glitches in gravitational-wave data streamsTiago S. Fernandes, Samuel J. Vieira, Antonio Onofre et al.
We investigate the use of Convolutional Neural Networks (including the modern ConvNeXt network family) to classify transient noise signals (i.e.~glitches) and gravitational waves in data from the Advanced LIGO detectors. First, we use models with a supervised learning approach, both trained from scratch using the Gravity Spy dataset and employing transfer learning by fine-tuning pre-trained models in this dataset. Second, we also explore a self-supervised approach, pre-training models with automatically generated pseudo-labels. Our findings are very close to existing results for the same dataset, reaching values for the F1 score of 97.18% (94.15%) for the best supervised (self-supervised) model. We further test the models using actual gravitational-wave signals from LIGO-Virgo's O3 run. Although trained using data from previous runs (O1 and O2), the models show good performance, in particular when using transfer learning. We find that transfer learning improves the scores without the need for any training on real signals apart from the less than 50 chirp examples from hardware injections present in the Gravity Spy dataset. This motivates the use of transfer learning not only for glitch classification but also for signal classification.
10.0HCOct 11, 2022
Story Designer: Towards a Mixed-Initiative Tool to Create Narrative StructuresAlberto Alvarez, Jose Font, Julian Togelius
Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system's adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.
1.2IMOct 15, 2022
Machine-Learning Love: classifying the equation of state of neutron stars with TransformersGonçalo Gonçalves, Márcio Ferreira, João Aveiro et al.
The use of the Audio Spectrogram Transformer (AST) model for gravitational-wave data analysis is investigated. The AST machine-learning model is a convolution-free classifier that captures long-range global dependencies through a purely attention-based mechanism. In this paper a model is applied to a simulated dataset of inspiral gravitational wave signals from binary neutron star coalescences, built from five distinct, cold equations of state (EOS) of nuclear matter. From the analysis of the mass dependence of the tidal deformability parameter for each EOS class it is shown that the AST model achieves a promising performance in correctly classifying the EOS purely from the gravitational wave signals, especially when the component masses of the binary system are in the range $[1,1.5]M_{\odot}$. Furthermore, the generalization ability of the model is investigated by using gravitational-wave signals from a new EOS not used during the training of the model, achieving fairly satisfactory results. Overall, the results, obtained using the simplified setup of noise-free waveforms, show that the AST model, once trained, might allow for the instantaneous inference of the cold nuclear matter EOS directly from the inspiral gravitational-wave signals produced in binary neutron star coalescences.
2.3IMJul 1, 2022
Identification of Binary Neutron Star Mergers in Gravitational-Wave Data Using YOLO One-Shot Object DetectionJoão Aveiro, Felipe F. Freitas, Márcio Ferreira et al.
We demonstrate the application of the YOLOv5 model, a general purpose convolution-based single-shot object detection model, in the task of detecting binary neutron star (BNS) coalescence events from gravitational-wave data of current generation interferometer detectors. We also present a thorough explanation of the synthetic data generation and preparation tasks based on approximant waveform models used for the model training, validation and testing steps. Using this approach, we achieve mean average precision ($\text{mAP}_{[0.50]}$) values of 0.945 for a single class validation dataset and as high as 0.978 for test datasets. Moreover, the trained model is successful in identifying the GW170817 event in the LIGO H1 detector data. The identification of this event is also possible for the LIGO L1 detector data with an additional pre-processing step, without the need of removing the large glitch in the final stages of the inspiral. The detection of the GW190425 event is less successful, which attests to performance degradation with the signal-to-noise ratio. Our study indicates that the YOLOv5 model is an interesting approach for first-stage detection alarm pipelines and, when integrated in more complex pipelines, for real-time inference of physical source parameters.
2.9HCAug 18, 2022
Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and CarcassonneDavid Kadish, Arezoo Sarkheyli-Hägele, Jose Font et al.
Augmented reality (AR) games are a rich environment for researching and testing computational systems that provide subtle user guidance and training. In particular computer systems that aim to augment a user's situation awareness benefit from the range of sensors and computing power available in AR headsets. In this work-in-progress paper, we present a new environment for research into situation awareness and attention guidance (SAAG): an augmented reality version of the board game Carcassonne. We also present our initial work in producing a SAAG pipeline, including the creation of game state encodings, the development and training of a gameplay AI, and the design of situation modelling and gaze tracking systems.
1.2GR-QCDec 9, 2024
A Deep Learning Powered Numerical Relativity Surrogate for Binary Black Hole WaveformsOsvaldo Gramaxo Freitas, Anastasios Theodoropoulos, Nino Villanueva et al.
Gravitational-wave approximants are essential for gravitational-wave astronomy, allowing the coverage binary black hole parameter space for inference or match filtering without costly numerical relativity (NR) simulations, but generally trading some accuracy for computational efficiency. To reduce this trade-off, NR surrogate models can be constructed using interpolation within NR waveform space. We present a 2-stage training approach for neural network-based NR surrogate models. Initially trained on approximant-generated waveforms and then fine-tuned with NR data, these dual-stage artificial neural surrogate (\texttt{DANSur}) models offer rapid and competitively accurate waveform generation, generating millions in under 20ms on a GPU while keeping mean mismatches with NR around $10^{-4}$. Implemented in the \textsc{bilby} framework, we show they can be used for parameter estimation tasks.
12.2AIMar 31, 2022
TropeTwist: Trope-based Narrative Structure GenerationAlberto Alvarez, Jose Font
Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.