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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>DCU-ADAPT at MediaEval 2019: GameStory</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yasufumi Moriya</string-name>
          <email>yasufumi.moriya@adaptcentre</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gareth J. F. Jones</string-name>
          <email>gareth.jones@dcu.ie</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ADAPT Centre, School of Computing, Dublin City University</institution>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>27</fpage>
      <lpage>29</lpage>
      <abstract>
        <p>We describe the DCU-ADAPT participation in the GameStory task at MediaEval 2019. Our approach comprises of two stages: (i) finding replays in a commentator stream and (ii) comparing the found replays to player streams to identify source segments of the replays. To analyse event patterns of a commentator video, we built a neural network model to classify a video frame into three categories: game play, sponsor logo and audience or players. The classifier was applied to a commentator stream to obtain event patterns of the video. In the second stage, each of the found replay segments was compared against player streams using mean squared error (MSE) and structural similarity (SSIM) to identify source segments. On the test set, our approach found replays with precision 0.68, recall 0.5 and F1 0.57 when the Jaccard threshold was 0.5 and the average overlap of the replays with source segments was 0.31.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        E-sports has become popular entertainment for millions of
people. The nature of e-sports data is multimodal, where a visual
stream contains game plays, an audio stream contains
commentaries and textual metadata contains various information about
matches. GameStory at MediaEval 2019 ofered a sub problem of
summarisation of e-sports matches [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The goal of the task is to
identify replays of a game play in a commentator stream and to
locate the replays in player streams. Our approach to the task
consists of two stages: (i) finding replays in a commentator stream
based on visual event patterns and (ii) computing similarity
between video frames from player streams and video frames from the
found replays to locate sources of the replays.
      </p>
      <p>Figure 1 shows our approach. To convert a commentator stream
into event patterns, we built a neural network model that can
classify a given video frame into one of the three categories: game
play, sponsor logo and audience or players. After identifying replay
segments, we applied optical character recognition (OCR) to the
segments to identify match rounds. This reduces the search space to
look for source segments of the replays. We computed a similarity
score of each replay segment and player streams of a match round
obtained using OCR. Replays found by our approach on the test
set produced F1 0.57 when the Jaccard threshold was 0.5 and the
average overlap of the replays with source segments was 0.31.</p>
    </sec>
    <sec id="sec-2">
      <title>DATA DESCRIPTION</title>
      <p>
        This section gives a brief of the provided task data, detailed
information is contained in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The videos were recorded in the
tournament of the Counter-Strike: Global Ofensive (CS:GO) in
Katowice in 2018. In each match, there were 10 players, hence 10
player streams. There is 1 commentator stream from which
participants are asked to find replays. The training data consist of
recordings from 2nd March and 3rd March, while the test data are
recordings from 4th March. Match metadata stores information
about starting points and duration of matches in streams. There is
also synchronisation data derived from game logs that show
starting points of each round of matches [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Synchronisation data for
commentator streams can be erroneous due to replays that create
discontinuities in matches. The ground truth file shows location of
replay segments in a commentator stream and source location of
the replays in a player stream. The average duration of replays on
the training data is 326 frames (roughly 5 seconds) and the longest
replay segment is 843 frames (roughly 14 seconds).
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>OUR APPROACH</title>
      <p>We adopted a two stage approach to identifying replays in a
commentator stream and finding their source location in a player stream.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Finding Replays</title>
      <p>An algorithm for location of replays from a commentator stream
needs to know a signal from which a replay begins. By analysing
ground truth replays, we realised that these tend to begin with
a sponsor logo. Therefore, our algorithm seeks to identify event
patterns where a sponsor logo is followed by a game play segment.</p>
      <p>
        To further analyse event patterns of replays, video frames were
extracted from ground truth replay segments with 5 secs of
preceding and following contexts at interval of 1 sec, which resulted
in 1121 video frames. These video frames were transformed into
ifxed-length feature vectors using AlexNet [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] pre-trained on the
ImageNet dataset [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and k-means clustering was applied to the
vectors with the number of clusters set to 4. It was observed that
replays and surrounding contexts can be classified into three
categories: (i) game play, (ii) sponsor logo and (iii) audience or players.
      </p>
      <p>To automatically classify video frames into these three categories,
a neural network model with a single linear layer (equivalent to
logistic regression) was trained on the feature vectors extracted
from the video frames. Before training a model, the output of
kmeans clusters was manually corrected to ensure that video frames
were not tagged incorrectly. The model was trained on 1093 video
frames, with the remaining 28 video frames used for evaluating the
model. The model showed 100% accuracy on the test set.</p>
      <p>The trained neural network model was applied to segments of
the commentator video corresponding to the matches according
to the metadata. Since the model was trained on the video frames
extracted from ground truth replays, when the model was applied
to regions of a video outside matches, this is likely to cause
misclassification of video frames.</p>
      <p>To obtain replay segments. First, segments starting with a
sponsor logo, containing game plays, audience or players in the middle,
and ending with a sponsor logo were gathered by scanning a
sequence of output from the neural network model. Then, segments
whose duration was less than 3 secs or longer than 20 secs were
discarded, since the average duration of replays was roughly 5 sec.
and the maximum was roughly 14 secs. Although some ground
truth replays last for 7 or 29 frames, setting the minimum
duration of replays to 0 secs led to worse results, most likely due to
mis-classification of a short sequence of video frames.
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>Finding Source Videos of Replays</title>
      <p>Our approach to finding source videos of replays relies on
similarity of two video frames. However, it is prohibitively expensive to
compute similarity of every replay with the whole player streams.
Furthermore, if a battle field of a replay appears multiple times in
multiple player streams, the system can be confused with wrong
source videos. To reduce search space, first, a round number of each
replay was identified by running OCR on score overlays, then the
similarity of one video frame from replays with segments of a
particular round number of matches in player streams was computed.</p>
      <p>Since the synchronisation data of commentator streams can be
erroneous due to replays. An alternative approach is to recognise
match scores during replays (e.g, 1-4 means that the match is in
the 6th round). To achieve this, video frames were extracted from
the found replays at intervals of 1 sec. For each replay, regions of
scores were cropped for an OCR system to recognise digits, then
converted to a gray scale and binarised at a threshold of 110. For
each replay, there were the same number of cropped images for
each team. The final round number was decided based on a majority
vote (i.e., when 5 cropped images were recognised as 1, 1, 1, 7, 7,
this score was regarded as 1). When OCR failed to recognise digits
from an image, the associated replay segment was discarded, since
the replay was most likely a false positive.</p>
      <p>
        Once a match number and a round number of every replay had
been identified, one of the video frames was randomly chosen and
compared to every 1 sec. of segments of player streams
corresponding to the match number and the round number according to the
synchronisation data. This step produced similarity scores of two
Y. Moriya, G. J. F. Jones
video frames using mean squared error (MSE) and structural
similarity (SSIM) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The diference between these similarity metrics is
that SSIM is more robust to noise in a target image. Video frames
of player streams with the highest similarity score were considered
as replay sources.
4
      </p>
    </sec>
    <sec id="sec-6">
      <title>RESULTS</title>
      <p>Found replay segments were evaluated using precision, recall and
F1 scores. The scores were calculated using the Jaccard index, where
overlap of replay with ground truth segments is divided by union
of replay with ground truth segments. When the Jaccard index is
higher than the pre-defined threshold (0.5 and 0.75), prediction is
considered as correct.</p>
      <p>Table 1 shows results of the task to find replays from a
commentator stream. On both training and test data, precision is higher
than recall. As mentioned in Section 3.1, some of the ground truth
replays are quite short and even though they begin with a sponsor
logo, they do not end with a sponsor logo. It is likely that such
replays were missed in our approach, accounting for lower recall.</p>
      <p>Table 2 summarises the average overlap of found source videos
with replays. Both on the training and test data, MSE led to a better
result than SSIM. On the training data, 29 out of 81 ground truth
segments were predicted to be from the wrong source videos, which
provides an explanation of the low average overlap on the training
data, and even lower on the test data.
5</p>
    </sec>
    <sec id="sec-7">
      <title>CONCLUSIONS</title>
      <p>This paper describes the DCU-ADAPT participation in GameStory
at MediaEval 2019. We employed a machine learning approach to
convert a commentator stream into a sequence of events audio
identify replay segments. To find source videos of the replays, we
limited search space using OCR and compared video frames from
replays to player streams using similarity metrics including MSE
and SSIM.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENTS</title>
      <p>This work was supported by Science Foundation Ireland as part of
the ADAPT Centre (Grant 13/RC/2106) at Dublin City University.</p>
    </sec>
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