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Download textbook Advances In Multimedia Information Processing Pcm 2017 18Th Pacific Rim Conference On Multimedia Harbin China September 28 29 2017 Revised Selected Papers Part Ii Bing Zeng ebook all chapter pdf
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Advances in Multimedia
LNCS 10736
Information Processing –
PCM 2017
18th Pacific-Rim Conference on Multimedia
Harbin, China, September 28–29, 2017
Revised Selected Papers, Part II
123
Lecture Notes in Computer Science 10736
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, Lancaster, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Friedemann Mattern
ETH Zurich, Zurich, Switzerland
John C. Mitchell
Stanford University, Stanford, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
C. Pandu Rangan
Indian Institute of Technology Madras, Chennai, India
Bernhard Steffen
TU Dortmund University, Dortmund, Germany
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbrücken, Germany
More information about this series at http://www.springer.com/series/7409
Bing Zeng Qingming Huang
•
Advances in Multimedia
Information Processing –
PCM 2017
18th Pacific-Rim Conference on Multimedia
Harbin, China, September 28–29, 2017
Revised Selected Papers, Part II
123
Editors
Bing Zeng Hongliang Li
University of Electronic Science University of Electronic Science
and Technology of China and Technology of China
Chengdu Chengdu
China China
Qingming Huang Shuqiang Jiang
University of Chinese Academy of Sciences Chinese Academy of Sciences
Beijing Beijing
China China
Abdulmotaleb El Saddik Xiaopeng Fan
University of Ottawa Harbin Institute of Technology
Ottawa, ON Harbin
Canada China
LNCS Sublibrary: SL3 – Information Systems and Applications, incl. Internet/Web, and HCI
This Springer imprint is published by the registered company Springer International Publishing AG
part of Springer Nature
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
On behalf of the Organizing Committee, it is our great pleasure to welcome you to the
proceedings of the 2017 Pacific-Rim Conference on Multimedia (PCM 2017). PCM
serves as an international forum to bring together researchers and practitioners from
academia and industry to discuss research on state-of-the-art Internet multimedia
processing, multimedia service, analysis, and applications. PCM 2017 was the 18th in
the series that has been held annually since 2000. In 2017, PCM was held in Harbin,
China.
Consistent with previous editions of PCM, we prepared a very attractive technical
program with two keynote talks, one best paper candidate session, nine oral presen-
tation sessions, two poster sessions, and six oral special sessions. Moreover, thanks to
the co-organization with IEEE CAS Beijing chapter, this year’s program featured a
panel session titled “Advanced Multimedia Technology.” Social and intellectual
interactions were enjoyed among students, young researchers, and leading scholars.
We received 264 submissions for regular papers this year. These submissions cover
the areas of multimedia content analysis, multimedia signal processing and systems,
multimedia applications and services, etc. We thank our 104 Technical Program
Committee members for their efforts in reviewing papers and providing valuable
feedback to the authors. From the total of 264 submissions and based on at least two
reviews per submission, the Program Chairs decided to accept 48 oral papers (18.2%)
and 96 poster papers, i.e, the overall acceptance ratio for regular paper is 54.9%.
Among the 48 oral papers, two papers received the Best Paper and the Best Student
Paper award. Moreover, we accepted six special sessions with 35 papers.
The technical program is an important aspect but only delivers its full impact if
surrounded by challenging keynotes. We are extremely pleased and grateful to have
two exceptional keynote speakers, Wenwu Zhu and Josep Lladós, accept our invitation
and present interesting ideas and insights at PCM 2017. We would also like to express
our sincere gratitude to all the other Organizing Committee members, the general
chairs, Bing Zeng, Qingming Huang, and Abdulmotaleb El Saddik, the program chair,
Hongliang Li, Shuqiang Jiang, and Xiaopeng Fan, the panel chairs, Zhu Li and Debin
Zhao, the organizing chairs, Shaohui Liu, Liang Li, and Yan Chen, the publication
chairs, Shuhui Wang and Wen-Huang Cheng, the sponsorship chairs, Wangmeng Zuo,
Luhong Liang, and Ke Lv, the registration and finance chairs, Guorong Li and Weiqing
Min, among others. Their outstanding effort contributed to this extremely rich and
complex main program that characterizes PCM 2017. Last but not the least, we thank
VI Preface
all the authors, session chairs, student volunteers, and supporters. Their contributions
are much appreciated.
We sincerely hope that you will enjoy reading the proceedings of PCM 2017.
Organizing Committee
General Chairs
Bing Zeng University of Electronic Science and Technology
of China
Qingming Huang University of Chinese Academy of Sciences, China
Abdulmotaleb El Saddik University of Ottawa, Canada
Program Chairs
Hongliang Li University of Electronic Science and Technology
of China
Shuqiang Jiang ICT, Chinese Academy of Sciences, China
Xiaopeng Fan Harbin Institute of Technology, China
Organizing Chairs
Shaohui Liu Harbin Institute of Technology, China
Liang Li University of Chinese Academy Sciences, China
Yan Chen University of Electronic Science and Technology
of China
Panel Chairs
Zhu Li University of Missouri-Kansas City, USA
Debin Zhao Harbin Institute of Technology, China
Technical Committee
Publication Chairs
Shuhui Wang ICT, Chinese Academy of Sciences, China
Wen-Huang Cheng Taiwan Academia Sinica, Taiwan
Tongwei Ren Nanjing University, China
Lu Fang Hong Kong University of Science and Technology,
SAR China
Tutorial Chairs
Zheng-jun Zha Hefei Institute of Intelligent Machines,
Chinese Academy of Sciences, China
Siwei Ma Peking University, China
Chong-Wah Ngo City University of Hong Kong, SAR China
Ruiqin Xiong Peking University, China
Publicity Chairs
Liang Lin Sun Yat-sen University, China
Luis Herranz Computer Vision Center, Spain
Cees Snoek University of Amsterdam and Qualcomm Research,
The Netherlands
Shin’ichi Satoh National Institute of Informatics, Japan
Zi Huang The University of Queensland, Australia
Sponsorship Chairs
Wangmeng Zuo Harbin Institute of Technology, China
Luhong Liang ASTRI, Hong Kong, SAR China
Ke Lv University of Chinese Academy of Sciences, China
Registration Chairs
Guorong Li University of Chinese Academy of Sciences, China
Shuyuan Zhu University of Electronic Science and Technology
of China
Wenbin Yin Harbin Institute of Technology, China
Finance Chairs
Weiqing Min ICT, Chinese Academy of Sciences, China
Wenbin Che Harbin Institute of Technology, China
Contents – Part II
Content Analysis
Reading Two Digital Video Clocks for Broadcast Basketball Videos . . . . . . . 457
Xinguo Yu, Xiaopan Lyu, Lei Xiang, and Hon Wai Leong
Scalable Video Coding Based on the User’s View for Real-Time Virtual
Reality Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 766
Hao Jiang, Gang He, Wenxin Yu, Zheng Wang, and Yunsong Li
Contents – Part II XV
Video Coding
SPOS: Deblur Image by Using Sparsity Prior and Outlier Suppression. . . . . . 138
Yiwei Zhang, Ge Li, Xiaoqiang Guo, Wenmin Wang,
and Ronggang Wang
Social Media
The Intelligent Monitoring for the Elderly Based on WiFi Signals. . . . . . . . . 883
Nan Bao, Chengyang Wu, Qiancheng Liang, Lisheng Xu, Guozhi Li,
Ziyu Qi, Wanyi Zhang, He Ma, and Yan Li
Adil Khan1 ✉ , Kai Yang2, Yunsheng Fu3, Fang Lou3, Worku Jifara1,
( )
Abstract. This paper presents a competitive combat strategy and tactics in RTS
Games AI. To put it simply, if a player is building up base, he is losing out on
creating an army and If he is building up his army, he is losing out on having a
strong base. The key to winning, in StarCraft or any other RTS game is to balance
strategy, tactics, macro and micro. To improve the game, one has to be able to
keep track of everything that’s going on over the entire map. And one must be
able to give orders quickly and efficiently so in this paper we propose a compet‐
itive battle strategy with the help of a plot and decision tree. We simulate the
strategy in MicroRTS developed in java EE by conducting a game-play between
human player and MicroRTS AI (Game AI), though our proposed strategy out-
performs the Game AI rarely as we did not account game playing-speed that
makes a huge difference in victory but at least we succeeded in introducing a
strategy that could well compete the Game AI and may defeat it but rarely.
1 Introduction
Real time Strategy games are combat games in which a player try to dominate or destroy
the opponent as quick as possible by managing and controlling resources, tactics and
strategies [1]. Real time strategy is a sub-genre of strategy video games where the games
do not progress or play incrementally [2]. The term ‘Real Time Strategy’ was first intro‐
duced in a magazine called BYTE in 1982 and the first game of this genre was Dune II
developed by Westwood Studio and released by Virgin Interactive in 1992 followed by
their seminal command & Conquer in 1995 [3]. On March 31, 1998 StarCraft was
released for windows which was the first game in the StarCraft series based on science
fiction real time strategy game and since then it grew in popularity among public in the
market [4]. Now this game is being played every day by millions of players or users and
dominating and surpassing all other RTS games of this genre [5]. A ‘strategy game’ is
a game in which the players intimidate and most often make independent strategic and
tactical decisions that have a high importance in determining the outcome of the game.
Almost all strategy games oblige internal decision tree style thinking, and typically very
high situational consciousness or awareness [6].
Multiplayer online battle arena (MOBA) is a sub-genre of real time strategy video
games in which the objective is to dominate and destroy the enemy’s main structure like
Bases, units, buildings and other resources [7]. Players typically have several abilities
and benefits that improve over the progression of a game and that contribute in
destroying the opponent team’s overall strategy. Defense of the Ancients or “DotA” is
one of the MOBA game. Players use commanding units known as heroes, and are
supported by allied heroes and AI-controlled combatants called ‘creeps’. Some of the
best real time strategy games are StarCraft II: Wings of Liberty, StarCraft II: Legacy of
the Void, Rome: Total War, Company of Heroes, Warcraft III: Reign of Chaos, Rise of
Nations etc. We studied other related papers in the field that were either found outdated
and specific to Some traditional strategic concepts or found with complicated and hybrid
tactical and strategic techniques only, that is why we thought to write a paper with a
unique and simple strategy or tactics pursuing updated information and literature, so this
paper aims to introduce a simple but an efficient and competitive strategy for RTS games
in the perspective of the current and recent past research and state of the arts in RTS
games and StarCraft. It is organized as follows. Section 2 explains related work on RTS
Games-AI and StarCraft. Section 3 presents a simple RTS game strategy with its deci‐
sion tree. Section 4 includes experiments and implementation of the introduced strategy
and Sect. 5 concludes the paper.
2 Related Work
Real time strategy games are fast paced combat games that were first introduced in
1990’s and since then grew in a great popularity. RTS games face many challenges in
AI research such as RTS games are played on large maps on which large numbers of
units move around under player control collecting resources, constructing buildings,
scouting, and attacking opponents with the goal of destroying all enemy buildings but
this renders traditional full width search infeasible [8]. Combat strategy or map explo‐
ration is a common discovery oriented activity that players perform in modern video
games. Exploration is a game mechanism that players need to master in order to collect
resources and advance in the game [9]. In every RTS game, time is the most valuable
resource before thinking about other resources. A player needs to keep himself aware
of the time that he loses. It suggests that time is an important factor in composing a
combat strategy always because if the opponent is faster so then it does not matter how
clever the player is or how carefully the player base defenses and army compositions
are [10], this also does not mean that speed trumps intelligence in RTS games but the
speed is the foundation and backbone of an effective strategy. Along with speed, an
effective combat strategy must need to be well composed of balanced, smart planning
A Competitive Combat Strategy and Tactics in RTS Games AI and StarCraft 5
and responsive tactics [11]. According to the research community in RTS games, speed
is more worthwhile than accuracy because in RTS games a player too often cannot afford
to spend enough time in deciding where to place or manage a building, base or any other
resource [12]. Developing computer controlled clusters to engage in fight, manage the
usage of restricted resources, and form units and buildings in real time strategy games
is a unique presentation in game-AI. But, tightly controlled online commercial game
carry challenges to researchers interested in observing player’s behavior and activities,
constructing player’s strategy models, and developing practical AI technology in them
[13]. In place of setting up new programming settings or building a huge extent of agent’s
decision instructions by player’s experience for directing real time AI research, the
authors used reruns or replays of the commercial RTS game StarCraft to assess human
player activities and to develop an intelligent system to learn humanoid decisions and
performances. A case based reasoning approach was applied for the objective of training
the system to learn and guess player strategies [14]. The researcher’s analysis demon‐
strated that the suggested system is capable of learning and expecting individual player
strategies, and that players provide signs of their private features through their building
production orders.
In this section we present a competitive combat game strategy followed by its Decision
tree with details as follows.
Though it is not easy to program a game while planning any strategy for the first time
without those who know playing RTS games like StarCraft. We thought over different
strategies starting from rushes to complex micromanagement strategies. After all a
simple Macro strategy was decided which is to out resource the enemy (opponent) by
collecting the resources quickly than them that may result in victory in a long run. During
the design, obviously we had a focus on worker units because of their certain role in
success. During designing the units are required to act according to the strategy in finding
and taking the remote resources to the base, if there is not any base near then it would
start building one. Attacking units normally find the target and attack but sometimes
workers will defend if they needed to, besides the bases and barrack will also keep
producing attackers and workers to combat. We thought of a strong defense supporting
the rush strategy by introducing the defense team that will guard the bases and will wait
targeting until someone comes close. A percentage of defenders are assigned to attacking
units called ‘Assaults’ to attack enemy when they are required or when they exceed a
specific size or number. During units’ production the ratio of defenders and assault is
always kept balance. Also with the passage of time new units are assigned to assault
team as the force grows larger. At least one of the three attack units i.e. Light, heavy
and ranged would be opted to build at a specific time. For the proposed strategy we
decided to work with a decision Tree, being one of the simplest, easiest to implement,
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THE RAIDERS PUT DOWN.