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    # 洞見驅動創新:利用Keras,打造遊戲直播精彩剪輯 - 古宣佑 Hsuanyu {%hackmd DR5p-QuLTwylJM8bYjJp1Q %} > [Slides](https://drive.google.com/open?id=113sC7qQpSK-UHxgFJ0M8tmQO0tG8YTmK) > [Github](https://github.com/matrix0415) - Sooci: 遊戲直播 APP - 問題: 大家儲存了很多實況, 卻很少看它們 - 改善方式: 導入精華剪輯 - 成效: engagement 增加, 減輕 MKT 負擔 ## Data labelling and model selection - 從傳說對決開始, 因為最多人看 - 工人智慧標記場景 400 張 -> 餵給 pre-trained model -> 廉價勞工模型 - 減輕真人負擔: 選擇題 -> 是非題 - Model Selection: 重點是要提供 user 什麼體驗 1. 快, 讓 user 可以迅速上傳分享 2. 便宜, 需要機器資源比較便宜 - 採用CNN而非CNN-LSTM架構,因為訓練比較快,該作法是將影片切成一張張圖片辨識。 - SqueezeNet 速度快, 在 Imagenet 較不準 - 相對於ImageNet要預測一千個類別,商業問題上可能不需要這麼多類,就可以考慮比較輕量的架構。 ## Training strategies - early stop: 10次迭代內結束 - 15分鐘就可以訓練好 再進行調整 ## Highlighting prediction - 剪擊殺畫面: 訊息前 4 秒 & 後 1 秒 - 問題: - 雖然出現擊殺訊息,但不是當事人 - 跳出 APP 畫面,到其他 APP,卻誤判是擊殺 - 解法: - 加入 features (英雄別、英雄密度...) - 擊殺訊息出現三秒才算 ## Real world application - MKT 進一步剪輯發布 ## What’s next - 移植到其他遊戲 - 降低 learning rate 修改原 model - 利用模型預測的 output 給 user 即時戰略回饋與建議 # Q&A - 英雄密度 label 方式? - weakly supervised learning: 直接 label 畫面有幾個人 - 為何壓縮 224*224 - 一般論文使用大小 - 為何不擷取部分畫面分析? - 訊息會出現在畫面中不同區塊, 也希望同一個 model 可以直接用在不同場景 - 為何不每個 event 建各別的模型? - prediction 成本變高, 一張圖要餵六個模型 - kill 跟 playing, dead 相似,所以改用 sigmoid - 用 keras 是希望能快速 prototyping, 縮短開發時間 - 大家可能只想看自己的英雄片段, 怎麼解決? - 加入人口密度某種程度有解決這個問題 - 只看自己成本太高,需要 object detection,也難複製到其他遊戲 - 秒數是 based on domain knowledge 嗎? - 是的, 也考量到精華要很短 - 是否想過把 MKT 剪的丟進 GAN 去 train? - 是不錯的改善方向 - 幹話的精華? - 接下來的方向之一, 預計從語音下手 ###### tags: `pycontw2018`

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