CN107019901B - A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control - Google Patents
A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control Download PDFInfo
- Publication number
- CN107019901B CN107019901B CN201710208525.8A CN201710208525A CN107019901B CN 107019901 B CN107019901 B CN 107019901B CN 201710208525 A CN201710208525 A CN 201710208525A CN 107019901 B CN107019901 B CN 107019901B
- Authority
- CN
- China
- Prior art keywords
- game
- card
- image recognition
- artificial intelligence
- automatic
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired - Fee Related
Links
- 238000000034 method Methods 0.000 title claims abstract description 71
- 238000013473 artificial intelligence Methods 0.000 claims abstract description 29
- 230000009471 action Effects 0.000 claims abstract description 10
- 230000010485 coping Effects 0.000 claims abstract description 8
- 238000000605 extraction Methods 0.000 claims description 24
- 230000008569 process Effects 0.000 claims description 16
- 238000003708 edge detection Methods 0.000 claims description 5
- 238000002790 cross-validation Methods 0.000 claims description 3
- 239000013589 supplement Substances 0.000 claims description 2
- 238000012360 testing method Methods 0.000 abstract description 16
- 238000011160 research Methods 0.000 abstract description 8
- 238000009825 accumulation Methods 0.000 abstract description 2
- 238000011173 large scale experimental method Methods 0.000 abstract description 2
- 238000012549 training Methods 0.000 description 10
- 230000006870 function Effects 0.000 description 6
- 239000013598 vector Substances 0.000 description 6
- 238000004364 calculation method Methods 0.000 description 3
- 238000013461 design Methods 0.000 description 3
- 238000011161 development Methods 0.000 description 3
- 241000234671 Ananas Species 0.000 description 2
- 235000007119 Ananas comosus Nutrition 0.000 description 2
- 230000003213 activating effect Effects 0.000 description 2
- 230000004044 response Effects 0.000 description 2
- 241000345152 Cepheus Species 0.000 description 1
- 241000694589 Gesneria viridiflora Species 0.000 description 1
- 230000002411 adverse Effects 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 230000009286 beneficial effect Effects 0.000 description 1
- 210000004556 brain Anatomy 0.000 description 1
- 239000012141 concentrate Substances 0.000 description 1
- 238000012937 correction Methods 0.000 description 1
- 238000013135 deep learning Methods 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 238000011835 investigation Methods 0.000 description 1
- 238000012545 processing Methods 0.000 description 1
- 238000012795 verification Methods 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/18—Score computers; Miscellaneous indicators
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V20/00—Scenes; Scene-specific elements
- G06V20/20—Scenes; Scene-specific elements in augmented reality scenes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F2001/008—Card games adapted for being playable on a screen
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Image Analysis (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
本发明公开了一种基于图像识别及自动化控制的棋牌类游戏自动博弈机器人的建立方法。该方法包括:基于图像识别技术自动识别游戏场景;对每一个游戏场景执行相应操作,进入游戏对战博弈场景;识别当前游戏参与人的行动序列和当前游戏信息;将识别的信息传入人工智能计算系统,由人工智能计算系统给出应对策略;采用自动化操作技术根据人工智能计算系统给出的应对策略进行自动化操作。本发明使得机器博弈系统与人类玩家的大规模测试成为可能,为人工智能领域开展与人类玩家的博弈问题研究提供了新的对战测试方法、大规模实验方法及数据库数据积累方法。
The invention discloses a method for establishing an automatic gaming robot for chess and card games based on image recognition and automatic control. The method includes: automatically recognizing game scenes based on image recognition technology; performing corresponding operations on each game scene to enter the game versus game scene; recognizing the action sequence and current game information of current game participants; and transmitting the recognized information to artificial intelligence computing system, the coping strategy is given by the artificial intelligence computing system; the automatic operation technology is used to automate the operation according to the coping strategy given by the artificial intelligence computing system. The invention makes it possible to test the machine game system on a large scale with human players, and provides a new battle testing method, large-scale experimental method and database data accumulation method for the research on game problems with human players in the field of artificial intelligence.
Description
技术领域technical field
本发明属于人工智能与机器博弈技术领域,具体涉及一种基于图像识别技术及自动化控制技术,结合机器博弈技术的棋牌类游戏自动博弈机器人的建立方法。本发明可为研究机器博弈技术的研究者及科研机构,提供一种大规模在线与人类玩家进行测试的试验平台;该平台通过建立自动化博弈机器人,与人类玩家进行大规模测试,可以为机器博弈领域研究提供更具说服力的智能水平验证。同时本发明提供了建立大规模人机博弈信息数据库的方法,为当前人工智能领域以深度学习方法为代表的研究提供数据基础。本发明通过游戏场景识别方法、游戏信息识别方法和自动化鼠标操作方法的设计实现。The invention belongs to the technical field of artificial intelligence and machine gaming, in particular to a method for establishing an automatic gaming robot for chess and card games based on image recognition technology and automatic control technology combined with machine gaming technology. The present invention can provide a large-scale online test platform for testing with human players for researchers and scientific research institutions studying machine gaming technology; the platform can be used for machine gaming by establishing automated gaming robots to conduct large-scale tests with human players. Domain research provides more convincing verification of intelligence levels. At the same time, the present invention provides a method for establishing a large-scale human-machine game information database, which provides a data basis for the research represented by the deep learning method in the current artificial intelligence field. The invention is realized through the design of a game scene recognition method, a game information recognition method and an automatic mouse operation method.
背景技术Background technique
人工智能是计算机领域的一个重要分支,它的中心任务是研究如何使计算机去做原本只能靠人的智力才能完成的工作。机器博弈作为人工智能的一个研究领域,是检验人工智能发展水平的手段之一。半个多世纪以来,机器博弈一直是人工智能发展创新的温床,由此产生的成功更是人工智能发展史上的重要里程碑。从深蓝(国际象棋)到仙王座(德州扑克)再到AlphaGo(围棋),机器博弈系统在一个又一个领域向人类的最高智能发出了挑战。也就是说机器博弈系统已经可以与人类玩家同台竞技。但是目前的机器博弈系统并不具备在常见的棋牌类游戏互联网平台上进行操作的能力。为了让机器博弈系统与人类玩家同台竞技,本发明采用基于图像识别的方法让计算机可以理解游戏平台中各个场景并从中获得相关信息。Artificial intelligence is an important branch of the computer field. Its central task is to study how to make computers do the work that can only be done by human intelligence. As a research field of artificial intelligence, machine game is one of the means to test the development level of artificial intelligence. For more than half a century, machine games have been a hotbed of AI development and innovation, and the resulting success is an important milestone in the history of AI development. From Deep Blue (chess) to Cepheus (Texas Hold'em) to AlphaGo (Go), machine gaming systems have challenged the highest human intelligence in one area after another. That is to say, the machine gaming system can already compete with human players on the same stage. However, the current machine game system does not have the ability to operate on the common Internet platform of chess and card games. In order to let the machine game system compete with human players on the same stage, the present invention adopts the method based on image recognition, so that the computer can understand each scene in the game platform and obtain relevant information therefrom.
图像识别,是指利用计算机对图像进行处理、分析和理解,以识别各种不同模式的目标和对象的技术。目前,图像识别技术日趋完善,在各项图像识别的比赛中,新记录不断地在被创建。虽然在一些比较复杂的识别任务中,当前技术还不能做到百分百的正确率,但在本发明的任务中,图像识别相对简单。主要的原因有:(1)在游戏平台上获得的原图片相对比较稳定,噪声比较少;(2)需要识别的类别的特征比较简单,游戏场景以及游戏信息之间具有很大的区别。Image recognition refers to the technology that uses computers to process, analyze and understand images to identify targets and objects in various patterns. At present, image recognition technology is improving day by day, and new records are constantly being created in various image recognition competitions. Although the current technology cannot achieve 100% accuracy in some relatively complex recognition tasks, in the task of the present invention, image recognition is relatively simple. The main reasons are: (1) the original pictures obtained on the game platform are relatively stable and have less noise; (2) the characteristics of the categories to be identified are relatively simple, and there is a big difference between the game scene and the game information.
发明内容SUMMARY OF THE INVENTION
针对现有技术存在的技术问题,本发明提出一种基于图像识别技术及自动化控制技术的棋牌类游戏自动博弈机器人的建立方法。本发明的系统实际上是一个基于人类玩家互联网博弈平台的自动化博弈机器人,包括了机器人的“眼”:基于图像识别技术的博弈信息识别系统;“手”:自动化操作系统;以及“大脑”:人工智能机器博弈系统。通过识别系统将人类可识别的视觉信息转化为计算机可识别的数据结构,通过机器博弈系统进行策略计算,并最终通过自动化操作系统实现和互联网游戏平台的操作交互。In view of the technical problems existing in the prior art, the present invention proposes a method for establishing an automatic gaming robot for chess and card games based on image recognition technology and automatic control technology. The system of the present invention is actually an automated gaming robot based on an Internet gaming platform for human players, including the robot's "eye": a game information recognition system based on image recognition technology; "hand": an automated operating system; and "brain": Artificial intelligence machine game system. Through the recognition system, the human-recognizable visual information is transformed into the computer-recognizable data structure, the strategy calculation is performed through the machine game system, and the operation interaction with the Internet game platform is finally realized through the automated operating system.
本发明的基于图像识别及自动化控制的棋牌类游戏自动博弈机器人的建立方法,其步骤包括:The method for establishing an automatic game robot for chess and card games based on image recognition and automatic control of the present invention, the steps of which include:
一种基于图像识别及自动化控制的棋牌类游戏自动博弈机器人的建立方法,其步骤包括:A method for establishing an automatic game robot for chess and card games based on image recognition and automatic control, the steps of which include:
1)基于图像识别技术自动识别游戏场景;1) Automatically identify game scenes based on image recognition technology;
2)对每一个游戏场景执行相应操作,进入游戏对战博弈场景;2) Perform corresponding operations on each game scene and enter the game versus game scene;
3)识别当前游戏参与人的行动序列和当前游戏信息;3) Identify the current game participant's action sequence and current game information;
4)将步骤3)识别的信息传入人工智能计算系统,由人工智能计算系统给出应对策略;4) Introduce the information identified in step 3) into the artificial intelligence computing system, and the artificial intelligence computing system provides a coping strategy;
5)采用自动化操作技术根据人工智能计算系统给出的应对策略进行自动化操作。5) Using automated operation technology to perform automated operations according to the coping strategies given by the artificial intelligence computing system.
进一步地,在当局游戏分出胜负后记录该局游戏的结果,然后自动识别游戏场景,进入下一局游戏。Further, after the game is decided by the authorities, the result of the game is recorded, and then the game scene is automatically recognized, and the next game is entered.
进一步地,步骤1)利用游戏平台各个场景的特点来区分不同的游戏场景;所述特点包括多个参照位置的RGB特征。Further, step 1) utilizes the characteristics of each scene of the game platform to distinguish different game scenes; the characteristics include RGB characteristics of multiple reference positions.
进一步地,步骤3)所述游戏参与人的行动序列包括是否轮到自己出牌,所述当前游戏信息包括手牌、各玩家亮出的牌。Further, in step 3) the action sequence of the game participant includes whether it is his turn to play the card, and the current game information includes the hand card and the cards revealed by each player.
进一步地,步骤3)在进行所述识别时,首先利用windows系统屏幕截图的方法将游戏进程转化为图片帧,并对该图片帧进行特征提取,然后采用基于k近邻的分类器对图片进行分类。Further, step 3) when carrying out the described identification, first utilize the method of windows system screen shot to transform the game process into a picture frame, and carry out feature extraction to this picture frame, and then adopt the classifier based on k nearest neighbors to classify the picture. .
进一步地,步骤3)采用的图片特征提取方法包括二值化、边缘检测及水平穿线特征提取,然后按照图片的大小选取一个合适的窗口,统计该窗口内的信息作为特征。Further, the image feature extraction method adopted in step 3) includes binarization, edge detection and horizontal threading feature extraction, and then an appropriate window is selected according to the size of the image, and the information in the window is counted as a feature.
进一步地,步骤3)基于k近邻法对图片进行分类时,采取交叉验证的方法来选取最优的k值;图片分类特征采用欧几里德距离作为度量距离。Further, in step 3) when classifying pictures based on the k-nearest neighbor method, a cross-validation method is adopted to select the optimal k value; the picture classification feature adopts the Euclidean distance as the metric distance.
进一步地,步骤4)中对应策略的给出方法依赖于现有技术实现的特定人工智能计算系统,例如:象棋人工智能系统等等;对应策略应符合当前应用的具体棋牌游戏规则,但策略本身好坏并不影响本发明声明的系统运行。Further, the given method of the corresponding strategy in step 4) depends on the specific artificial intelligence computing system realized by the prior art, such as: chess artificial intelligence system etc.; the corresponding strategy should meet the specific chess and card game rules of the current application, but the strategy itself Good or bad does not affect the operation of the system claimed in the present invention.
进一步地,,步骤5)利用C++调用windows系统的自动化控制功能在游戏平台上操作,实现完全的计算机自动博弈。Further, step 5) utilizes C++ to call the automatic control function of the windows system to operate on the game platform, so as to realize a complete computer automatic game.
一种基于图像识别及自动化控制的棋牌类游戏自动博弈机器人,包括图像识别系统、自动化操作系统和人工智能计算系统,所述图像识别系统采用图像识别技术自动识别游戏场景,并在进入游戏对战博弈场景后识别当前游戏参与人的行动序列和当前游戏信息;所述人工智能计算系统对所述图像识别系统识别出的信息给出应对策略;所述自动化操作系统采用自动化操作技术并根据人工智能计算系统给出的应对策略进行自动化操作。An automatic game robot for chess and card games based on image recognition and automatic control, comprising an image recognition system, an automated operating system and an artificial intelligence computing system, the image recognition system uses image recognition technology to automatically recognize game scenes, and when entering a game versus game After the scene, the action sequence and current game information of the current game participants are identified; the artificial intelligence computing system provides a response strategy to the information identified by the image recognition system; the automatic operating system adopts automatic operation technology and calculates according to artificial intelligence The response strategy given by the system is automatically operated.
本发明的主要意义和有益效果在于:The main significance and beneficial effect of the present invention are:
现有技术中尚未有一种自动化的人机对弈的自动博弈机器人。即使是AlphaGo挑战人类李世石的比赛中,AlphaGo系统仍然需要一个人帮助其进行场景识别及实现操作。该情况导致以往机器博弈系统研究中的训练和测试,主要来自于自身及其他机器博弈系统之间的对战,因为只有这样才能实现大规模的对战测试。偶尔会有研究机构邀请职业的人类玩家进行小规模对战测试。因此,本发明使得机器博弈系统与人类玩家的大规模测试成为可能,为人工智能领域开展与人类玩家的博弈问题研究提供了新的对战测试方法、大规模实验方法及数据库数据积累方法。本发明同时具备自动纠错功能,对游戏平台各项有效信息的识别的准确率达到了99.9%。In the prior art, there is no automatic game robot for automatic human-machine game. Even in AlphaGo's competition against human Lee Sedol, the AlphaGo system still needs a person to help it recognize scenes and implement operations. This situation has led to the training and testing of previous machine game system research, mainly from the battle between itself and other machine game systems, because only in this way can large-scale battle testing be achieved. Occasionally, research institutions invite professional human players to conduct small-scale battle tests. Therefore, the present invention enables the large-scale testing of the machine game system and human players, and provides a new battle testing method, a large-scale experimental method and a database data accumulation method for the research on game problems with human players in the field of artificial intelligence. At the same time, the invention has the function of automatic error correction, and the accuracy rate of identifying various valid information of the game platform reaches 99.9%.
附图说明Description of drawings
图1.本发明方法的总体框架图。Figure 1. General framework diagram of the method of the present invention.
图2.确定摆牌流程图。Figure 2. Determine the swing flow chart.
图3.图像识别中的特征提取流程。Figure 3. Feature extraction flow in image recognition.
图4.特征提取中的二值化示例。Figure 4. Example of binarization in feature extraction.
图5.数字5的水平穿线特征提取过程。Figure 5. Horizontal threading feature extraction process for figure 5.
图6.扑克牌牌面的水平穿线特征提取结果。Figure 6. The horizontal threading feature extraction results of playing cards.
图7.统计特征提取结果示例。Figure 7. Example of statistical feature extraction results.
图8.图像识别流程。Figure 8. Image recognition flow.
具体实施方式Detailed ways
下面通过实例图和附图,对本发明做进一步说明。The present invention will be further described below through example figures and accompanying drawings.
图1为本发明方法的总体框架,具体步骤包括:基于图像识别技术自动识别游戏场景;对每一个场景执行相应操作,进入游戏对战场景;识别是否轮到自己出牌以及当前牌桌信息(包括手牌,各玩家亮出的牌),采用基于k近邻的分类器进行分类;将当前牌桌信息传入AI函数,由AI给出应对策略;采用自动化操作技术根据AI给出的策略进行相应摆牌;在游戏分出胜负后记录该局游戏的得分。下面做具体说明。Fig. 1 is the overall framework of the method of the present invention, and the specific steps include: automatically identify game scenes based on image recognition technology; perform corresponding operations on each scene to enter the game battle scene; identify whether it is your turn to play cards and current card table information (including The hand cards, the cards shown by each player) are classified by the classifier based on k nearest neighbors; the current table information is passed into the AI function, and the AI will give the countermeasures; the automatic operation technology is used to respond according to the strategies given by the AI Lay the cards; record the score of the game after the game is won or lost. A specific description is given below.
1、识别游戏场景1. Identify the game scene
本发明的应用场景是在计算机中运用手机虚拟机来运行游戏平台,游戏为棋牌类游戏。为了减少操作流程,我们把主要的功能集中在跟对战相关较大的操作中,所以假定已经打开游戏平台并登录了,并把登录后的页面称为主页面。在场景识别中,一共有三个场景:未识别场景,普通对战,特殊对战。在每个场景中都有其对应的操作,在这里,操作的具体实施依靠基于windows系统的API(应用程序编程接口)来实现,后续进行详细介绍。The application scenario of the present invention is to use a mobile phone virtual machine in a computer to run a game platform, and the game is a chess and card game. In order to reduce the operation process, we concentrate the main functions in the operations related to the battle, so it is assumed that the game platform has been opened and logged in, and the logged-in page is called the main page. In scene recognition, there are three scenes: unrecognized scene, normal battle, and special battle. Each scenario has its corresponding operation. Here, the specific implementation of the operation is realized by relying on the API (application programming interface) based on the windows system, which will be described in detail later.
1)未识别场景:指的是对战场景之外的其他场景,如主页面或者弹出的窗口没关闭等。统称为异常。这时会让计算机判断属于哪种异常,并针对异常选择相应操作。若停在主页面则点击进行匹配玩家并进入游戏对战页面;若存在未关闭的小窗口,则点击关闭按钮。1) Unrecognized scene: refers to other scenes other than the battle scene, such as the main page or the pop-up window is not closed, etc. Collectively referred to as exceptions. At this time, the computer will determine what kind of anomaly it belongs to, and select the appropriate action for the anomaly. If it stops on the main page, click to match players and enter the game battle page; if there is an unclosed small window, click the close button.
2)普通对战:在普通对战页面的操作也是本发明的主要内容所在。在这里需要先让计算机了解这时候牌桌情况并做出相应的操作。把普通对战分为三种情况:(1)第一轮,这时我们会先识别第一轮发下来的五张牌以及其他两家的摆牌情况,并将这些信息传入人工智能计算系统(即图1中的AI,也可称为机器博弈系统),然后按照得到的这五张牌的摆法进行摆牌,并确定摆牌是否正确。接着查看上一局的游戏记录,把上一局游戏的结果记录下来以统计机器博弈系统的表现。(2)等待其他玩家,这个不需要做任何操作,简单的让进程休眠一段时间以减少计算机开销。(3)其他轮次,这时会识别发下来的三张手牌,其他两家的摆牌情况以及剩余的牌,并将这些信息传入人工智能计算系统,然后按照得到的摆法进行摆牌,并确定摆牌是否正确。2) Common battle: the operation on the common battle page is also the main content of the present invention. Here, it is necessary to let the computer understand the situation of the card table at this time and make corresponding operations. Divide the ordinary battle into three situations: (1) In the first round, at this time, we will first identify the five cards dealt in the first round and the placement of the other two cards, and pass this information into the artificial intelligence computing system. (that is, the AI in Figure 1, which can also be called a machine game system), and then place the cards according to the obtained five-card placement method, and determine whether the placement of the cards is correct. Then check the game record of the previous game, and record the result of the previous game to count the performance of the machine game system. (2) Waiting for other players, this does not need to do anything, simply let the process sleep for a period of time to reduce computer overhead. (3) For other rounds, at this time, the three hand cards issued, the placement of the other two cards and the remaining cards will be identified, and these information will be transmitted to the artificial intelligence computing system, and then placed according to the obtained swing method. cards, and determine whether the cards are placed correctly.
3)特殊对战:在大菠萝游戏中会在某些情况进入特殊的对战,有的平台称之为梦幻大陆。这时候的场景会与普通对战的布局有些不同,不过相应的操作也由一些不同。首先识别发下来的所有手牌以及其他两家的摆牌情况,并将这些信息传入人工智能计算系统,然后按照得到的摆法进行摆牌,并确定摆牌是否正确。接着查看上一局的游戏记录,把上一局游戏的结果记录下来以统计机器博弈系统的表现。3) Special battles: In the Big Pineapple game, there will be special battles in some cases, and some platforms call it Dreamland. The scene at this time will be somewhat different from the layout of the normal battle, but the corresponding operations are also somewhat different. First, identify all the hand cards dealt and the placement of the other two cards, and transmit this information to the artificial intelligence computing system, and then place the cards according to the obtained placement method, and determine whether the placement of the cards is correct. Then check the game record of the previous game, and record the result of the previous game to count the performance of the machine game system.
在摆牌中需要确定摆牌是否正确。在实际的运行过程中,会遇到一些游戏平台自己会处理的异常,比如在网络连接不稳定的时候,摆牌会出现这样的情况:在操作鼠标的过程中,网络连接断开了。这时候其实任何的摆牌操作都不能成功,也就是说鼠标在那里空操作却起不到任何效果。为了解决这种情况,我们制定了确定摆牌的方案,具体流程如图2所示,具体的做法是:在程序操作摆完一张牌后,识别目的位置是否有牌,若没有牌,则重新进行摆牌;若有牌,则识别该牌是否为此次操作中应该摆上的牌,若不是,则撤下该牌,并重新摆牌。In laying the cards, it is necessary to determine whether the laying cards are correct. In the actual operation process, there will be some exceptions that the game platform will handle by itself. For example, when the network connection is unstable, the situation will occur when the card is placed: During the operation of the mouse, the network connection is disconnected. At this time, in fact, any card placement operation cannot be successful, that is to say, the mouse operation does not have any effect there. In order to solve this situation, we have formulated a plan to determine the placement of cards. The specific process is shown in Figure 2. The specific method is: after the program operation finishes placing a card, identify whether there is a card at the destination location, and if there is no card, then Re-place the card; if there is a card, identify whether the card is the card that should be placed in this operation, if not, remove the card and place the card again.
2、图像特征提取2. Image feature extraction
在图像识别任务中,图像特征的提取扮演了非常重要的角色,一个好的特征表达对之后识别的准确率的影响非常大。现在的图像特征提取方法非常多,如方向梯度直方图(HOG)特征,局部二值模式(LBP)特征,尺度不变特征变换(SIFT)特征等。在本发明的任务中,需要识别的图片内容比较简单,但为了跟上游戏流程,进行的识别次数比较多,所以需要减少运算量,加快图片识别的速度。为此,在不影响之后的识别准确率的情况下,本发明采用了一个更为简单的统计信息作为特征。In the image recognition task, the extraction of image features plays a very important role, and a good feature expression has a great impact on the accuracy of subsequent recognition. There are many image feature extraction methods, such as Histogram of Oriented Gradient (HOG) feature, Local Binary Pattern (LBP) feature, Scale Invariant Feature Transform (SIFT) feature, etc. In the task of the present invention, the content of the picture to be recognized is relatively simple, but in order to keep up with the game flow, the number of times of recognition is relatively large, so it is necessary to reduce the amount of calculation and speed up the picture recognition. Therefore, without affecting the subsequent recognition accuracy, the present invention adopts a simpler statistical information as a feature.
本发明对于一张图片I的主要特征提取过程如图3所示,具体包括以下内容:The main feature extraction process of the present invention for a picture I is shown in Figure 3, and specifically includes the following content:
1)二值化:二值化是所有操作的第一步,主要用于消除游戏中的动画和光影蒙版对图片识别产生的影响。二值化的作用是将图片由灰度RGB值限时的模式转化为01显示。图4是一个二值化图片的示例,其中右边为一张图片,左边为二值化处理结果。1) Binarization: Binarization is the first step in all operations, mainly used to eliminate the influence of animation and light and shadow masks in the game on image recognition. The function of binarization is to convert the image from the grayscale RGB value-limited mode to 01 for display. Figure 4 is an example of a binarized image, in which the right side is an image, and the left side is the result of binarization processing.
2)边缘检测:边缘检测的目的是对齐识别区域,以提高识别效率和准确性。本实施例中边缘检测的目标是对齐识别区域的左上角坐标点。通过识别第一列出现1和第一行出现1的交叉像素点实现。2) Edge detection: The purpose of edge detection is to align the recognition area to improve the recognition efficiency and accuracy. The object of edge detection in this embodiment is to align the upper left coordinate point of the recognition area. This is achieved by identifying the intersection of pixels where a 1 appears in the first column and a 1 appears in the first row.
3)花色识别:花色识别是系统中较为简单的识别步骤,但却对提升系统识别速度起到了关键作用。具体方法是:通过取扑克牌特定区域的像素RGB值,确定扑克牌花色。本系统确定的花色特征如表1所示。3) Design and color recognition: Design and color recognition is a relatively simple identification step in the system, but it plays a key role in improving the recognition speed of the system. The specific method is: by taking the pixel RGB value of a specific area of the playing card, the suit of the playing card is determined. The color characteristics determined by this system are shown in Table 1.
表1:花色识别特征区间Table 1: Feature interval for suit recognition
系统通过上表确认扑克牌花色,如果未落到任何花色的识别区间内,则识别为非扑克牌或者牌背图案,系统跳出本张扑克的识别过程。否则,花色识别结果将和其他流程识别的扑克牌内容结合形成最终结果。例如:黑桃+K=黑桃K。The system confirms the suit of playing cards through the above table. If it does not fall within the identification range of any suit, it will be recognized as a non-playing card or a card back pattern, and the system will jump out of the identification process of this card. Otherwise, the suit recognition result will be combined with the card content recognized by other processes to form the final result. For example: Spades + K = Spades K.
4)水平穿线特征提取:水平穿线特征是本系统中识别扑克牌的关键之一,方法是通过横向识别扑克牌中的01分布,获取水平方向的像素特征。本实施例总共采集了扑克牌的6个特征,分别是:水平中线特征、上1/4线特征,下1/4线特征,以及该三个特征对应的首1特征。获取特征的方法是横向遍历,记录水平线总共与几条由1组成的像素点相交。首1特征指的是:首次相交,是在识别区域的左侧还是右侧,左侧为1,右侧为0。4) Horizontal threading feature extraction: The horizontal threading feature is one of the keys to identify playing cards in this system. The method is to obtain the pixel features in the horizontal direction by horizontally identifying the 01 distribution in the playing cards. In this embodiment, a total of 6 features of playing cards are collected, namely: horizontal midline feature, upper 1/4 line feature, lower 1/4 line feature, and the first 1 feature corresponding to the three features. The method to obtain features is to traverse horizontally, and record that the horizontal line intersects with several pixel points consisting of 1 in total. The first 1 feature refers to: the first intersection, whether it is on the left or right side of the recognition area, the left side is 1, and the right side is 0.
图5给出了扑克牌中数字5的数字穿线特征,可以看到3条穿线交叉的1的数量分别是1、1、1,首次遇到1的位置分别是右侧、左侧、右侧,因此5的数字穿线特征为111010。Figure 5 shows the digital threading characteristics of the
图6给出了全部扑克牌牌面的水平穿线特征提取结果。Figure 6 shows the extraction results of horizontal threading features of all playing cards.
5)分区域数字列特征提取:本模块将扑克牌的识别区域分割为3*3的9个区域,再次进行水平穿线特征提取,以作为全局穿线特征的补充,具体过程类似于步骤4),这里不再敖述。5) Feature extraction of sub-regional number column: This module divides the recognition region of playing cards into 9 regions of 3*3, and performs horizontal threading feature extraction again to supplement the global threading feature. The specific process is similar to step 4), No more Aoshu here.
6)特征比对:按照图片I的大小选取一个合适的窗口w,统计w内的信息作为特征,在这里,由于原始图片背景与内容的区别较明显,所以统计内容像素点的占比,即统计值为1的像素点在窗口中的占比;图片I的统计特征向量X由所有窗口的统计信息表示。即:6) Feature comparison: select a suitable window w according to the size of the picture I, and count the information in w as a feature. Here, since the difference between the original picture background and the content is obvious, the proportion of the content pixels is calculated, that is, The proportion of pixels with a statistical value of 1 in the window; the statistical feature vector X of image I is represented by the statistical information of all windows. which is:
X=(f(w1),…,f(wn))X=(f(w 1 ),...,f(w n ))
其中f(wi)表示在窗口wi中值为1的像素点的占比。where f( wi ) represents the proportion of pixels with a value of 1 in the window wi .
图7为特征提取结果示例。如图7所示,首先我们得到的截取得到的原始图片(扑克牌K),然后对其进行特征提取,得到如图图片,采用一个8*10的窗口w,获得最后的特征向量X。在这里这个窗口是可调的,主要是让最后的特征向量维数固定,方便下一步操作。Figure 7 is an example of the feature extraction result. As shown in Figure 7, first we get the original image (playing card K) obtained by intercepting, and then perform feature extraction on it to obtain the picture as shown in the figure, and use an 8*10 window w to obtain the final feature vector X. Here this window is adjustable, mainly to make the dimension of the final feature vector fixed, which is convenient for the next step.
3、图像识别3. Image recognition
图8表示了图像识别的过程:首先对图片进行预处理,主要是对图片进行裁剪等操作,以截取关键区域图片。然后进行特征提取,之后将特征输入到k近邻法分类器中,最后获得图片的类标签。Figure 8 shows the process of image recognition: first, the image is preprocessed, mainly cropping and other operations to intercept the key area image. Then feature extraction is performed, and then the features are input into the k-nearest neighbor classifier, and finally the class label of the image is obtained.
为了进行图像识别,需要为k近邻分类器准备足够的训练数据集,即进行数据集收集。在这里采取的方法是从游戏平台中截取所需要的数据,包括不同的扑克牌,胜负的分数等图片。具体的做法是:统计游戏平台中各项数据的位置,以及大小,然后用程序进行屏幕截图,截取相应的位置和大小。For image recognition, enough training datasets need to be prepared for the k-nearest neighbor classifier, that is, dataset collection. The method taken here is to intercept the required data from the game platform, including pictures of different playing cards, winning and losing scores, etc. The specific method is: count the position and size of various data in the game platform, and then use the program to take screenshots to capture the corresponding position and size.
在提取完图像的特征后,需要一个分类器来对这些特征进行分类,以获得需要的信息。在本发明的任务中,希望可以用同样的方法来对不同平台的游戏信息进行识别,并且在适配不同平台的时候可以减少额外操作。通过调研发现k近邻法(k-means neighbor,k-NN)符合上述的要求。首先它在简单任务中的效果不错,并且这是一个不需要显示学习的分类器,也就是说不需要提前在训练数据集进行训练。这意味着在适配平台时只需要将要适配的平台的游戏信息数据集收集后就可以了。After extracting the features of the image, a classifier is needed to classify these features to obtain the required information. In the task of the present invention, it is hoped that the same method can be used to identify game information of different platforms, and additional operations can be reduced when adapting to different platforms. Through investigation, it is found that the k-means neighbor (k-NN) method meets the above requirements. First of all, it works well on simple tasks, and this is a classifier that does not require explicit learning, which means that it does not need to be trained on the training dataset in advance. This means that when adapting a platform, you only need to collect the game information data set of the platform to be adapted.
k近邻法是一种基本分类与回归的方法。它的输入为实例的特征向量,对应于特征空间的点;输出为实例的类别。k近邻法假设给定一个训练数据集,其中的实例类别已定。分类时,对新的实例,根据其k个最近邻的训练实例的类别,通过多数表决等方式进行预测。主要的问题有:k值的选择,距离度量及分类决策规则。The k-nearest neighbor method is a basic classification and regression method. Its input is the feature vector of the instance, corresponding to the point in the feature space; the output is the class of the instance. The k-nearest neighbor method assumes that given a training data set, the class of instances in it has been determined. During classification, new instances are predicted by majority voting according to the categories of their k nearest neighbors of training instances. The main problems are: the choice of k value, distance measure and classification decision rules.
k近邻法算法:k-nearest neighbor algorithm:
1)输入训练集:1) Input training set:
T={(x1,y1),(x2,y2),……(xN,yN)},T={(x 1 , y 1 ), (x 2 , y 2 ), ... (x N , y N )},
其中,为特征向量,yi∈Y={c1,c2…ck}为类别;in, is the feature vector, y i ∈ Y={c 1 ,c 2 ...c k } is the category;
2)邻域Nk(x):为涵盖上述k个点的x的邻域;2) Neighborhood N k (x): the neighborhood of x covering the above k points;
3)确定x的类别y:3) Determine the category y of x:
下面说明任务中对三要素的具体选择:The following describes the specific selection of the three elements in the task:
a)k值选择:a) k value selection:
训练集中与x相邻近的k个点。如果k值太小就意味着整体模型变得复杂,容易发生过拟合,即如果邻近的实例点恰巧是噪声,预测就会出错。k值的增大意味着整体的模型变得简单,极端的情况是k=N,其中N表示训练集中实例的个数,那么无论输入实例是什么,都只是简单地预测它属于训练集中最多的类,这样的模型过于简单。k值一般取一个比较小的值,通常采取交叉验证的方法来选取最优的k值。也就是说k值的选择得通过多次试验,以确保有一个较好的结果。The k points in the training set that are adjacent to x. If the value of k is too small, it means that the overall model becomes complicated and is prone to overfitting, that is, if the adjacent instance points happen to be noise, the prediction will be wrong. The increase of the value of k means that the overall model becomes simpler. In the extreme case, k=N, where N represents the number of instances in the training set, then no matter what the input instance is, it is simply predicted that it belongs to the most training set. class, such a model is too simplistic. The k value generally takes a relatively small value, and a cross-validation method is usually used to select the optimal k value. That is to say, the selection of the value of k has to pass many trials to ensure a better result.
在多次试验后,为不同的识别任务确定不同的k值。比如扑克牌的识别中,k值选择1,即这里采用的是最近邻法。After multiple trials, different values of k were determined for different recognition tasks. For example, in the recognition of playing cards, the k value is selected as 1, that is, the nearest neighbor method is used here.
b)距离度量:b) Distance metric:
其中,Lp(xi,xj)表示特征向量xi和xj的距离,n表示特征的个数,当p=1时为曼哈顿距离,当p=2时为欧几里德距离。在我们的任务中我们选择p=2。Among them, L p ( xi , x j ) represents the distance between the feature vectors x i and x j , n represents the number of features, when p=1, it is the Manhattan distance, and when p=2, it is the Euclidean distance. In our task we choose p=2.
c)分类决策规则:一般为多数表决规则,即采用结果中k个训练实例中的多数类作为x的类别。c) Classification decision rule: It is generally a majority voting rule, that is, the majority class in the k training instances in the result is used as the class of x.
4、自动化操作系统4. Automated operating system
自动化操作系统主要是让程序可以在游戏平台上进行操作,实现完全的计算机自动博弈,而不需要人为干预对战过程。可以利用C++调用windows系统的自动化控制功能在游戏平台上操作。具体的做法是,打开本程序以及对应的游戏平台(游戏平台在手机虚拟机上运行)后,程序借助windows的API来获得虚拟机的句柄,得到需要识别的棋牌游戏在windows系统中的显示窗口的位置,并将该窗口激活,为了确保每次操作都能够在游戏平台中进行,比如截图或者鼠标操作,在每次操作之前都做一次获得句柄并激活的操作。主要有下面两个原因:The automatic operating system mainly allows the program to operate on the game platform to realize a complete computer automatic game without human intervention in the battle process. You can use C++ to call the automatic control function of the windows system to operate on the game platform. The specific method is that after opening the program and the corresponding game platform (the game platform runs on the mobile phone virtual machine), the program obtains the handle of the virtual machine with the help of the windows API, and obtains the display window of the chess and card game that needs to be recognized in the windows system position and activate the window. In order to ensure that each operation can be performed in the game platform, such as screenshot or mouse operation, an operation of obtaining a handle and activating it is performed before each operation. There are two main reasons:
(a)若游戏平台全部或者部分被其他程序覆盖,将会导致在需要被覆盖部分的信息时,截到的图片不能反映真实发生在游戏平台中的内容,导致之后的信息识别没有起到效果,对博弈系统造成不利的影响。(a) If the game platform is covered by other programs in whole or in part, it will result in that when the covered part of the information needs to be covered, the captured picture cannot reflect the content that actually happened in the game platform, resulting in the subsequent information identification will not be effective. , adversely affect the game system.
(b)若游戏平台全部或者部分被其他程序覆盖,将会导致需要鼠标在游戏平台的该位置上操作时,不能作用在平台上,从而不能实时处理异常或者摆牌。(b) If the game platform is covered by other programs in whole or in part, it will cause that the mouse cannot act on the platform when the mouse is required to operate on this position of the game platform, so that it cannot handle exceptions or place cards in real time.
在激活窗口后,程序将进行自动博弈的流程,在这个过程中,需要截图以识别相关信息,并操作鼠标以完成必要的动作。具体做法如下:After activating the window, the program will perform an automatic game process. During this process, you need to take screenshots to identify relevant information, and operate the mouse to complete the necessary actions. The specific methods are as follows:
(1)截图(1) Screenshot
在截图时可以截下整个界面,然后进行区域的匹配,以此来获得需要的信息。但是这样的做法计算机开销非常大,作为实时的对战,需要控制时间的消耗。考虑到游戏平台的布局不会轻易改动,所以采取以下的做法:首先,对于一个游戏平台,需要收集各个场景下的有用信息以及其相对虚拟机窗口的位置,以及大小,如手牌的位置和大小,游戏得分的位置和大小等。然后,在实际需要识别某个大小为的信息时,可以利用窗口的位置以及该信息相对窗口的位置来定位该信息在屏幕中的位置。最后,截取屏幕该位置的一张大小的图片。When taking a screenshot, you can cut off the entire interface, and then perform region matching to obtain the required information. However, the computer overhead of such an approach is very high. As a real-time battle, it is necessary to control the consumption of time. Considering that the layout of the game platform will not be easily changed, the following methods are adopted: First, for a game platform, it is necessary to collect useful information in each scene and its position relative to the virtual machine window, as well as its size, such as the position and size of the hand cards. Size, location and size of game scores, etc. Then, when the information of a certain size needs to be actually identified, the position of the information on the screen can be located by using the position of the window and the position of the information relative to the window. Finally, take a screenshot of that size of the screen at that location.
(2)操作鼠标(2) Operate the mouse
Windows提供了功能非常完善的API来控制鼠标的移动或点击,这为本发明的自动化操作提供了便利。跟截图类似,首先需要收集各个操作的相关信息,比如摆牌操作需要牌的起始位置、目的位置,并且拖动过程需要保持单击牌的动作。然后再依赖所收集的信息在需要该操作时利用对应的API接口来实现。值得注意的是,在连续的两个鼠标操作中需要让程序挂起一点时间,让游戏平台可以响应操作。在本实施例中使用的是0.3秒。Windows provides a very complete API to control the movement or click of the mouse, which facilitates the automated operation of the present invention. Similar to the screenshot, you first need to collect the relevant information of each operation, such as the starting position and destination position of the card required for the card placement operation, and the action of clicking the card needs to be maintained during the dragging process. Then, depending on the collected information, the corresponding API interface is used to implement the operation when the operation is required. It is worth noting that in the two consecutive mouse operations, the program needs to be suspended for a while, so that the game platform can respond to the operation. In this example, 0.3 seconds is used.
表2给出了本发明系统在国内游戏平台联众上面,2017年2月24至3月14日单台PC电脑的测试数据。10天时间共计测试7691盘,总得分为10702分,平均每局得分为1.39分。除了AI系统的贡献外,本发明也起到了关键贡献:1、识别准确率位98.87%,基本保障了AI系统的正确计算。2、自动化操作准确率为95.65%,在正常及短时间断线等情况下均保障了系统的正常运行,使得每天的平均测试时间超过20小时,每天总计测试局数超过700局。可以看到,如果本发明应用于更多的平台,装载于更多电脑上面,测试数据的积累数量将会得到进一步的大幅提升。Table 2 shows the test data of a single PC computer from February 24 to March 14, 2017 on the domestic game platform Lianzhong. A total of 7,691 sets were tested in 10 days, with a total score of 10,702 points and an average score of 1.39 points per game. In addition to the contribution of the AI system, the present invention also makes key contributions: 1. The recognition accuracy rate is 98.87%, which basically guarantees the correct calculation of the AI system. 2. The accuracy rate of automated operation is 95.65%, which ensures the normal operation of the system under normal and short-term disconnection, so that the average test time per day exceeds 20 hours, and the total number of test rounds per day exceeds 700. It can be seen that if the present invention is applied to more platforms and loaded on more computers, the accumulated quantity of test data will be further greatly increased.
表2:系统在联众平台大菠萝游戏中的测试数据Table 2: The test data of the system in the Lianzhong platform Pineapple game
以上实施例仅用以说明本发明的技术方案而非对其进行限制,本领域的普通技术人员可以对本发明的技术方案进行修改或者等同替换,而不脱离本发明的精神和范围,本发明的保护范围应以权利要求书所述为准。The above embodiments are only used to illustrate the technical solutions of the present invention rather than limit them. Those of ordinary skill in the art can modify or equivalently replace the technical solutions of the present invention without departing from the spirit and scope of the present invention. The scope of protection shall be subject to what is stated in the claims.
Claims (8)
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201710208525.8A CN107019901B (en) | 2017-03-31 | 2017-03-31 | A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control |
PCT/CN2017/089220 WO2018176650A1 (en) | 2017-03-31 | 2017-06-20 | Method for building robot capable of automatically playing board and card games based on image recognition and automated control |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201710208525.8A CN107019901B (en) | 2017-03-31 | 2017-03-31 | A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control |
Publications (2)
Publication Number | Publication Date |
---|---|
CN107019901A CN107019901A (en) | 2017-08-08 |
CN107019901B true CN107019901B (en) | 2020-10-20 |
Family
ID=59526730
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201710208525.8A Expired - Fee Related CN107019901B (en) | 2017-03-31 | 2017-03-31 | A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control |
Country Status (2)
Country | Link |
---|---|
CN (1) | CN107019901B (en) |
WO (1) | WO2018176650A1 (en) |
Families Citing this family (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN108090561B (en) * | 2017-11-09 | 2021-12-07 | 腾讯科技(成都)有限公司 | Storage medium, electronic device, and method and device for executing game operation |
CN109508789B (en) * | 2018-06-01 | 2022-03-15 | 北京信息科技大学 | Method, storage medium, processor, and device for predicting a hand |
CN109529352B (en) * | 2018-11-27 | 2023-03-28 | 腾讯科技(深圳)有限公司 | Method, device and equipment for evaluating scheduling policy in virtual environment |
CN110163238B (en) * | 2018-12-13 | 2023-04-07 | 腾讯科技(深圳)有限公司 | Information prediction method, model training method and server |
CN109857663B (en) * | 2019-01-26 | 2022-04-12 | 北京工业大学 | Keyword driving and image similarity combined automatic test platform |
CN111598976B (en) | 2019-02-01 | 2023-08-22 | 华为技术有限公司 | Scene recognition method and device, terminal, storage medium |
CN110456975A (en) * | 2019-07-26 | 2019-11-15 | 成都龙渊网络科技有限公司 | A kind of method and apparatus executing touch control operation on touching terminal |
CN110665235A (en) * | 2019-11-05 | 2020-01-10 | 淮安鱼鹰航空科技有限公司 | Unmanned aerial vehicle amusement system that targets |
CN110909630B (en) * | 2019-11-06 | 2023-04-18 | 腾讯科技(深圳)有限公司 | Abnormal game video detection method and device |
CN111359213B (en) * | 2020-03-24 | 2022-11-25 | 腾讯科技(深圳)有限公司 | Method and apparatus for controlling virtual players in game play |
CN111437608B (en) * | 2020-03-24 | 2023-09-08 | 腾讯科技(深圳)有限公司 | Game play method, device, equipment and storage medium based on artificial intelligence |
CN112057876B (en) * | 2020-09-10 | 2025-01-07 | 芜湖易玩网络科技有限公司 | Automatic settlement system and method based on personalized rules |
CN112560872A (en) * | 2020-12-16 | 2021-03-26 | 北京曲奇智能科技有限公司 | Multimode perception mahjong assisting method based on artificial intelligence |
CN113082711B (en) * | 2021-03-22 | 2023-08-29 | 北京达佳互联信息技术有限公司 | Game robot control method, game robot control device, server and storage medium |
CN113546399B (en) * | 2021-07-30 | 2024-01-23 | 重庆五诶科技有限公司 | Chess and card game data acquisition system and method based on artificial intelligence algorithm |
CN114140259A (en) * | 2021-11-29 | 2022-03-04 | 中国平安财产保险股份有限公司 | Artificial intelligence-based wind control method, device, equipment and storage medium for underwriting |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN2527324Y (en) * | 2002-03-26 | 2002-12-25 | 龙建 | Chess set distinguished and operated by machine |
CN102034116B (en) * | 2010-05-07 | 2013-05-01 | 大连交通大学 | Commodity image classifying method based on complementary features and class description |
CN103405909A (en) * | 2013-08-05 | 2013-11-27 | 昆山塔米机器人有限公司 | Unattended chess-playing robot system |
CN103802111A (en) * | 2013-12-23 | 2014-05-21 | 北京晨鑫意科技有限公司 | Chess playing robot |
CN106182006B (en) * | 2016-08-09 | 2018-07-27 | 北京光年无限科技有限公司 | Chess and card interaction data processing method towards intelligent robot and device |
-
2017
- 2017-03-31 CN CN201710208525.8A patent/CN107019901B/en not_active Expired - Fee Related
- 2017-06-20 WO PCT/CN2017/089220 patent/WO2018176650A1/en active Application Filing
Also Published As
Publication number | Publication date |
---|---|
WO2018176650A1 (en) | 2018-10-04 |
CN107019901A (en) | 2017-08-08 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN107019901B (en) | A method of establishing an automatic game robot for chess and card games based on image recognition and automatic control | |
US11794110B2 (en) | System and method for toy recognition | |
WO2020151489A1 (en) | Living body detection method based on facial recognition, and electronic device and storage medium | |
CN110414432A (en) | Training method, object identifying method and the corresponding device of Object identifying model | |
CN108846694A (en) | A kind of elevator card put-on method and device, computer readable storage medium | |
CN110175619B (en) | Method, device and storage medium for determining card-playing set based on machine learning model | |
CN109934198A (en) | Face identification method and device | |
CN109344856B (en) | Offline signature identification method based on multilayer discriminant feature learning | |
CN111881803B (en) | An animal face recognition method based on improved YOLOv3 | |
CN114399780B (en) | Table detection method, table detection model training method and device | |
CN116129473A (en) | Identity-guided joint learning method and system for re-identification of pedestrians who change clothes | |
CN110503099A (en) | Information identifying method and relevant device based on deep learning | |
CN109271848A (en) | A kind of method for detecting human face and human face detection device, storage medium | |
CN108038484A (en) | Hollow identifying code method for quickly identifying | |
CN111950507B (en) | Data processing and model training method, device, equipment and medium | |
Nazly et al. | Malaysia coin identification app using deep learning model | |
CN116894242A (en) | Identification method and device of track verification code, electronic equipment and storage medium | |
CN116168060A (en) | A Deep Siamese Network Object Tracking Algorithm Combined with Meta-learning | |
CN103632380A (en) | On-line game playing card identification method based on key point decision trees | |
CN117292414A (en) | Facial expression recognition method based on improved asymmetric convolutional neural network | |
Nair et al. | Automation of cricket scoreboard by recognizing umpire gestures | |
Lakhal et al. | Residual stacked rnns for action recognition | |
CN114445898A (en) | Face living body detection method, device, equipment, storage medium and program product | |
Lin et al. | Forecasting results of sport events through deep learning | |
Brooks | Using machine learning to derive insights from sports location data |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
GR01 | Patent grant | ||
GR01 | Patent grant | ||
CF01 | Termination of patent right due to non-payment of annual fee | ||
CF01 | Termination of patent right due to non-payment of annual fee |
Granted publication date: 20201020 |