CVAIJan 29, 2018

Game of Sketches: Deep Recurrent Models of Pictionary-style Word Guessing

arXiv:1801.09356v12 citations
Originality Incremental advance
AI Analysis

This work addresses the challenge of mimicking human gameplay in social games like Pictionary, which is incremental as it combines existing concepts from games and VQA into a new domain.

The authors tackled the problem of creating a computational model for Pictionary-style word guessing by introducing Sketch-QA, a dataset based on incremental sketch sequences, and a deep neural model that generates guess-words in response to evolving sketches. Their model achieved promising results, including human-like mistakes and competitive performance in a Visual Turing Test.

The ability of intelligent agents to play games in human-like fashion is popularly considered a benchmark of progress in Artificial Intelligence. Similarly, performance on multi-disciplinary tasks such as Visual Question Answering (VQA) is considered a marker for gauging progress in Computer Vision. In our work, we bring games and VQA together. Specifically, we introduce the first computational model aimed at Pictionary, the popular word-guessing social game. We first introduce Sketch-QA, an elementary version of Visual Question Answering task. Styled after Pictionary, Sketch-QA uses incrementally accumulated sketch stroke sequences as visual data. Notably, Sketch-QA involves asking a fixed question ("What object is being drawn?") and gathering open-ended guess-words from human guessers. We analyze the resulting dataset and present many interesting findings therein. To mimic Pictionary-style guessing, we subsequently propose a deep neural model which generates guess-words in response to temporally evolving human-drawn sketches. Our model even makes human-like mistakes while guessing, thus amplifying the human mimicry factor. We evaluate our model on the large-scale guess-word dataset generated via Sketch-QA task and compare with various baselines. We also conduct a Visual Turing Test to obtain human impressions of the guess-words generated by humans and our model. Experimental results demonstrate the promise of our approach for Pictionary and similarly themed games.

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