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This paper presents a novel 3D mesh watermarking scheme that utilizes a support vector machine(SVM) based classifier for watermark insertion. Artificial intelligence(AI)based approaches have been employed by watermarking algorithms for various host mediums such as images, audio, and video. However, AI based techniques are yet to be explored by researchers in the 3D domain for watermark insertion and...
Watermarking based DRM implementations insert imperceptible information or watermark in digital media to trace owner of the content and deter the illegal distribution of media. In geometry based 3D watermarking algorithms, a watermark is inserted by modifying the coordinates of vertices in the mesh. It is a requirement of watermarking algorithms that this change in vertex coordinates shouldn't cause...
Backpropagation and neuroevolution are used in a Lamarckian evolution process to train a neural network visual controller for agents in the Quake II environment. In previous work, we hand-coded a non-visual controller for supervising in backpropagation, but hand-coding can only be done for problems with known solutions. In this research the problem for the agent is to attack a moving enemy in a visually...
A combination of backpropagation and neuroevolution is used to train a neural network visual controller for agents in the Quake II environment. The agents must learn to shoot an enemy opponent in a semi-visually complex environment using only raw visual inputs. A comparison is made between using normal neuroevolution and using neuroevolution combined with backpropagation for Lamarckian adaptation...
A cyclic controller is evolved in the first person shooter computer game Quake II, to learn to attack a randomly moving enemy in a simple room by using only visual inputs. The chromosome of a genetic algorithm represents a cyclical controller that reads grayscale information from the gameplay screen to determine how far to jump forward in the program and what actions to perform. The cyclic controller...
The first-person-shooter Quake II is used as a platform to test neuro-visual control and retina input layouts. Agents are trained to shoot a moving enemy as quickly as possible in a visually simple environment, using a neural network controller with evolved weights. Two retina layouts are tested, each with the same number of inputs: first, a graduated density retina which focuses near the center of...
We evolve a neural network controller for a boat that learns to maintain a given bearing and range with respect to a moving target in the Lagoon 3D game environment. Simulating realistic physics makes maneuvering boats difficult and thus makes an evolutionary approach an attractive alternative to hand coded methods. We evolve the weights of simple recurrent neural networks trained with a fitness function...
Intelligent agents in games and simulators often operate in environments subject to symmetric transformations that produce new but equally legitimate environments, such as reflections or rotations of maps. That fact suggests two hypotheses of interest for machine-learning approaches to creating intelligent agents for use in such environments. First, that exploiting symmetric transformations can broaden...
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