poker card
Can we Constrain Concept Bottleneck Models to Learn Semantically Meaningful Input Features?
Furby, Jack, Cunnington, Daniel, Braines, Dave, Preece, Alun
Concept Bottleneck Models (CBMs) are considered inherently interpretable because they first predict a set of human-defined concepts before using these concepts to predict the output of a downstream task. For inherent interpretability to be fully realised, and ensure trust in a model's output, we need to guarantee concepts are predicted based on semantically mapped input features. For example, one might expect the pixels representing a broken bone in an image to be used for the prediction of a fracture. However, current literature indicates this is not the case, as concept predictions are often mapped to irrelevant input features. We hypothesise that this occurs when concept annotations are inaccurate or how input features should relate to concepts is unclear. In general, the effect of dataset labelling on concept representations in CBMs remains an understudied area. Therefore, in this paper, we examine how CBMs learn concepts from datasets with fine-grained concept annotations. We demonstrate that CBMs can learn concept representations with semantic mapping to input features by removing problematic concept correlations, such as two concepts always appearing together. To support our evaluation, we introduce a new synthetic image dataset based on a playing cards domain, which we hope will serve as a benchmark for future CBM research. For validation, we provide empirical evidence on a real-world dataset of chest X-rays, to demonstrate semantically meaningful concepts can be learned in real-world applications.
Integration of Robotics, Computer Vision, and Algorithm Design: A Chinese Poker Self-Playing Robot
This paper presents Chinese Poker Self-Playing Robot, an integrated system enabling a TM5-900 robotic arm to independently play the four-person card game Chinese poker. The robot uses a custom sucker mechanism to pick up and play cards. An object detection model based on YOLOv5 is utilized to recognize the suit and number of 13 cards dealt to the robot. A greedy algorithm is developed to divide the 13 cards into optimal hands of 3, 5, and 5 cards to play. Experiments demonstrate that the robot can successfully obtain the cards, identify them using computer vision, strategically select hands to play using the algorithm, and physically play the selected cards in the game. The system showcases effective integration of mechanical design, computer vision, algorithm design, and robotic control to accomplish the complex task of independently playing cards.