Abstract
CLIP (Contrastive Language-Image Pretraining) is an efficient method for learning computer vision tasks from natural language supervision that has powered a recent breakthrough in deep learning due to its zero-shot transfer capabilities. By training from image-text pairs available on the internet, the CLIP model transfers non-trivially to most tasks without the need for any data set specific training. In this work, we use CLIP to implement the engine of the popular game “Guess who?”, so that the player interacts with the game using natural language prompts and CLIP automatically decides whether an image in the game board fulfills that prompt or not. We study the performance of this approach by benchmarking on different ways of prompting the questions to CLIP, and show the limitations of its zero-shot capabilites.
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Notes
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The paper was accompanied with a blog post publication: https://openai.com/blog/clip/.
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Acknowledgements
This work has been partially supported by the company Dimai S.L, the “Convenio Plurianual” with the Universidad Politécnica de Madrid in the actuation line of “Programa de Excelencia para el Profesorado Universitario” and by next research projects: FightDIS (PID2020-117263GB-100), IBERIFIER (2020-EU-IA-0252:29374659), and the CIVIC project (BBVA Foundation Grants For Scientific Research Teams SARS-CoV-2 and COVID-19).
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Sarri, A.M., Rodriguez-Fernandez, V. (2021). An Implementation of the “Guess Who?” Game Using CLIP. In: Yin, H., et al. Intelligent Data Engineering and Automated Learning – IDEAL 2021. IDEAL 2021. Lecture Notes in Computer Science(), vol 13113. Springer, Cham. https://doi.org/10.1007/978-3-030-91608-4_41
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