UWA School of Computer Science
& Software Engineering
UWA
 
   

2004 Projects

  1. Object Tracking in Moving Images

    Automatically tracking objects in visual images (as well as other kinds of sensory data such as sonar) is important in many applications. Examples include air and naval traffic control, security and defense applications, autonomous robotics (for example RoboCup), and interpreting hand movements in sign languages (such as Auslan).

    There are many factors that make object tracking interesting - and difficult. These include shape deformation (imagine the changes in apparent shape that take place as a paper aircraft curves towards you, or the changes in hand shape as someone communicates in sign language), occlusion (when the object passes behind another), and many sources of noise (for example lighting conditions, sonar reflections, etc).

    The aim of these projects is to use adaptive techniques to develop methods of object tracking that are robust to reasonable levels of deformation, noise, and limited occlusion. To achieve this model-based approaches to object segmentation and tracking will be combined with population-based global optimisation strategies.

    Example Reference

    Kumazawa, I., "Target tracking by matching a shape represented by a tree of sigmoid functions", Pattern Recognition Letters, 21, 661-675, 2000

    Illustrative Past Projects

    Cristobal, T., Discrimination of a Hand from a Face using Template Matching, Honours Thesis, CSSE, UWA, 2003

    Tsou, D., The Particle Swarm Optimiser and Recurrent Neural Networks, Honours Thesis, CSSE, UWA, 2002

  2. Optimise This!

    Imagine you are given a black box with n inputs and one output. There is a very complex (unknown) relationship between the inputs and the output. Your job - find the inputs that maximise the output.

    This problem arises in numerous computing (and non-computing) applications - in fact most areas of life. In general, you cannot be sure you have the right answer without testing all (possibly infinitely many) combinations of inputs, and even that would only work if the black box was deterministic). Luckily, however, real life systems tend to have some kind of structure that can be exploited.

    Global optimisation techniques such as evolutionary algorithms and particle swarm optimisation attempt to adapt to and exploit the underlying structure of complex problems. While they have been very successful on some problems, there are many for which the standard algorithms fail to find good solutions in a realistic computational time. The aim of these projects is to improve the performance of optimsation algorithms by combining global techniques with local search (a combination sometimes referred to as memetic algorithms).

    Illustrative Past Projects

    Tsou, D., The Particle Swarm Optimiser and Recurrent Neural Networks, Honours Thesis, CSSE, UWA, 2002

    Di Pietro, A., Adaptive Learning Techniques for Opponent Modelling, Honours Thesis, CSSE, UWA, 2000

  3. Playing Go by evolving Snakes

    While computers have proven very successful at playing many games, most notably Chess, the ancient game of Go remains elusive. Traditional search techniques appear to fail, in part due to the computational complexity - whereas Chess has an average branching factor (number of legal moves) of around 35, the branching factor in Go can be as high as 361. Nevertheless humans do succeed in playing Go.

    It seems likely that humans use more of a pattern-matching approach. The aim of this project is to investigate a new approach to playing Go by combining global optimisation techniques (eg. evolutionary algorithms, particle swarm optimisers) with energy minimising contours, or "snakes" - a technique borrowed from image processing.

    As a testbed for the new approach, the agent developed might play against existing computer Go programs.

    Example Reference

    Muller, M., "Computer Go", Artificial Intelligence, 134, 145--179, 2002


Previous years' projects