Table 5: T-test applied to the results between methods BO and MCNN-GA.
Accuracy Loss Size
Inference
Time
Execution
Time
Fitness
t-value p-value t-value p-value t-value p-value t-value p-value t-value p-value t-value p-value
-3.125 0.006 3.048 0.007 4.455 0.0003 0.0 1.0 -3.966 0.001 5.596 0.00003
Table 6: MCNN-GA and ThiNet30 comparison results
(mean value).
Method Accuracy Loss Size Inference Time
MCNN-GA 99.35 0.099 35026.0 5.4
ThiNet30 99.10 0.113 6700576 6.5
Table 7: T-test applied to the results between methods
MCNN-GA and ThiNet30.
Accuracy Loss Size
Inference
Time
t-value p-value t-value p-value t-value p-value t-value p-value
1.983 0.062 -1.199 0.245 -9968.12 0 -5.312 0.00004
networks. The case study used to validate the analysis
was the Dota2 game event dataset. The results showed
that MCNN-GA generated CNNs which achieved a
classification performance as good as the best model
produced in (Luo et al., 2019a) (ThiNet30), but with
significantly fewer parameters (resulting in models
with less memory usage). It means that MCNN-GA
have a great potential to generate highly efficient and
suitable models for real-time applications (which can
be transferable to domains beyond games), which
helps in hardware accessibility for complex tasks.
As future works, the authors intend: to investi-
gate the performance of the approaches studied here
for different types of games (simpler 2D games like
Super Mario Bros and more realistic 3D games like
Skyrim); to publish the framework investigated here
for the community’s use; and, finally, to use such ap-
proaches to build real-time mechanisms that can help
people with cognitive difficulties.
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