- Trainer/in: Caroline Friedel
- Trainer/in: Volker Heun
- Trainer/in: Elena Weiß
Computer Games and Games related formats are an essential branch of the
media industry with sales exceeding those of the music or the movie
industry. In many games, it is necessary to build up a dynamic
environment with autonomously acting entities. This comprises any types
of mobile objects, non-player characters, computer opponents or the
dynamics of the environment itself. To model these elements, techniques
from the area of Artificial Intelligence allow for modelling adaptive
environments with interesting dynamics. From the point of view of AI
Research, games currently provide multiple environments which allow to
develop breakthrough technology in Artificial Intelligence and Deep
Learning. Projects like OpenAIGym, AlphaGo, OpenAI5 or Alpha-Star earned
a lot of attention in the AI research community as well as in the broad
public. The reason for the importance of games for developing
autonomous systems is that games provide environments usually allowing
fast throughputs and provide clearly defined tasks for a learning agent
to accomplish. The lecture provides an overview of techniques for
building up environment engines and making these suitable for
largescale, high-throughput games and simulations. Furthermore, we will
discuss the foundations of modelling agent behaviour and how to evaluate
it in deterministic and non-deterministic settings. Based on this
formalisms, we will discuss how to analyse and predict agent or player
behaviour. Finally, we will introduce various techniques for optimizing
agent behaviour such as sequential planning and reinforcement learning.
- Trainer/in: Zongyue Li
- Trainer/in: Yunpu Ma
- Trainer/in: Matthias Schubert
- Trainer/in: Niklas Strauß
- Trainer/in: Tobias Guggemos
- Trainer/in: Korbinian Staudacher
- Trainer/in: Xiao-Ting To
This lecture focuses on deep learning approaches in computer vision with a particular emphasis on generative approaches that not only analyze, but in particular synthesize novel images and video.
Modern deep learning has fundamentally changed artificial intelligence. Computer vision was at the forefront of many of these developments and has tremendously benefited over the last decade from this progress. Novel applications as well as significant improvements to old problems continue to appear at a staggering rate. Especially the areas of image and video synthesis and understanding have seen previously unthinkable improvements – and provided astounding visual results with wide-ranging implications (trustworthiness of AI, deep fakes).
We will discuss how a computer can learn to understand images and videos based on deep neural networks. The lecture will briefly review the necessary foundations of deep learning and computer vision and then cover the latest works from this quickly developing field. The practical exercises that accompany this course will provide hands-on experience and allow attendees to practice while building and experimenting with powerful image generation architectures.
Topics include but are not limited to:
- Image & video synthesis
- Visual superresolution and Image completion
- Artistic style transfer
- Interpretability, trustworthyness of deep models
- Self-supervised learning
-
Modern deep learning approaches, such as transformers and self-attention,
invertible neural networks, diffusion
models, etc.
Registration here on Moodle
Einschreibeschlüssel/Registration Key: Neural Networks
- Trainer/in: Stefan Baumann
- Trainer/in: Andreas Blattmann
- Trainer/in: Ursula Fantauzzo
- Trainer/in: Olga Grebenkova
- Trainer/in: Ming Gui
- Trainer/in: Dmytro Kotovenko
- Trainer/in: Felix Krause
- Trainer/in: Dominik Lorenz
- Trainer/in: Pingchuan Ma
- Trainer/in: Timo Milbich
- Trainer/in: Kaan Oktay
- Trainer/in: Björn Ommer
- Trainer/in: Ulrich Prestel
- Trainer/in: Johannes Schusterbauer
- Trainer/in: Kim-Louis Simmoteit
- Trainer/in: Nick Stracke
- Trainer/in: Owen Vincent
- Trainer/in: Matthias Wright
- Trainer/in: Rajat Koner
- Trainer/in: Volker Tresp
- Trainer/in: Gengyuan Zhang
- Trainer/in: Armin Hadziahmetovic
- Trainer/in: Markus Joppich
- Trainer/in: Felix Offensperger
- Trainer/in: Ralf Zimmer
- Trainer/in: Ursula Fantauzzo
- Trainer/in: Timo Milbich
- Trainer/in: Björn Ommer
- Trainer/in: Ursula Fantauzzo
- Trainer/in: Timo Milbich
- Trainer/in: Björn Ommer
Im Praktikum „Virtual Reality“ sollen praktische Erfahrungen bei der Entwicklung von interaktiven und immersiven Anwendungen in Virtual Reality vermittelt werden. Der Inhalt umfasst alle Entwicklungsschritte von der Konzeption einer Projektidee bis hin zur fertigen Anwendung, die im Rahmen einer Abschlusspräsentation vorgestellt wird.
Als Software kommt Unreal Engine 4 zum Einsatz.
- Trainer/in: Elisabeth Mayer
- Trainer/in: Thomas Odaker