TY - GEN
T1 - End-to-end active object tracking football game via reinforcement learning
AU - Qin, Haobin
AU - Liu, Ming
AU - Dong, Liquan
AU - Kong, Lingqin
AU - Hui, Mei
AU - Zhao, Yuejin
N1 - Publisher Copyright:
© 2022 SPIE.
PY - 2022
Y1 - 2022
N2 - Object detection and tracking in football video is a very challenging task, and it has good practical and commercial value. The traditional method of extracting the target movement trajectory of football matches is often carried out by players carrying recording chips, which is expensive and difficult to popularize in amateur stadiums. There are also some studies that only use the camera to process the targets in the football video, but due to the similar appearance and frequent occlusion of the targets in the football video, these methods can only segment the players and the ball in the image, but cannot. Track it or only for a short period of time. We study active object tracking method for football game, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., turn up, turn left, etc.). Conventional methods tackle tracking and camera control tasks separately, and the resulting system is difficult to tune jointly. These methods also require significant human efforts for image labeling and expensive trial-and-error system tuning in the real world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning. By building a football game simulation scene in the simulator (Unreal Engine), the entire field can be covered by turning the camera in the simulation scene.
AB - Object detection and tracking in football video is a very challenging task, and it has good practical and commercial value. The traditional method of extracting the target movement trajectory of football matches is often carried out by players carrying recording chips, which is expensive and difficult to popularize in amateur stadiums. There are also some studies that only use the camera to process the targets in the football video, but due to the similar appearance and frequent occlusion of the targets in the football video, these methods can only segment the players and the ball in the image, but cannot. Track it or only for a short period of time. We study active object tracking method for football game, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., turn up, turn left, etc.). Conventional methods tackle tracking and camera control tasks separately, and the resulting system is difficult to tune jointly. These methods also require significant human efforts for image labeling and expensive trial-and-error system tuning in the real world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning. By building a football game simulation scene in the simulator (Unreal Engine), the entire field can be covered by turning the camera in the simulation scene.
KW - Active Object Tracking
KW - Deep Reinforcement Learning
KW - Proximal Policy Optimization
KW - Unreal Engine
UR - http://www.scopus.com/inward/record.url?scp=85146642897&partnerID=8YFLogxK
U2 - 10.1117/12.2643636
DO - 10.1117/12.2643636
M3 - Conference contribution
AN - SCOPUS:85146642897
T3 - Proceedings of SPIE - The International Society for Optical Engineering
BT - Optical Metrology and Inspection for Industrial Applications IX
A2 - Han, Sen
A2 - Han, Sen
A2 - Ehret, Gerd
A2 - Chen, Benyong
PB - SPIE
T2 - Optical Metrology and Inspection for Industrial Applications IX 2022
Y2 - 5 December 2022 through 11 December 2022
ER -