Agent-based game theoretic model for block motion estimation and its multicore implementation

dc.contributor.authorJalloul, Manal K.
dc.contributor.authorAl-Alaoui, Mohamad Adnan
dc.contributor.departmentDepartment of Electrical and Computer Engineering
dc.contributor.facultyMaroun Semaan Faculty of Engineering and Architecture (MSFEA)
dc.contributor.institutionAmerican University of Beirut
dc.date.accessioned2025-01-24T11:29:35Z
dc.date.available2025-01-24T11:29:35Z
dc.date.issued2018
dc.description.abstractMotion estimation (ME) is one of the main tools employed for eliminating temporal redundancies in video coding. It is the most critical and time-consuming tool of the complete encoder and typically requires 60%–80% of the total computational time. Block-matching ME (BME) algorithms divide a frame into macroblocks (MB) and look for the best possible match in the reference frame. This paper introduces a novel parallel framework to speed up the BME process. This is done by introducing a novel level of parallelism within the MB. The problem of BME is cast in a non-cooperative game-theoretic setting and a distributed multi-agent system is employed to solve the problem. First, a given MB is divided into subblocks and an agent is defined for each subblock. Then, the problem is formulated as a Consensus game and our approximation of the global utility function for the MB is defined. Building on this, agents’ utilities are derived so that the resulting game is a potential game. To solve the game, distributed sequential and simultaneous algorithms based on game-theoretic Best Response Dynamics (BRD) and particle swarm optimization (PSO) are presented. Each agent uses PSO as its local search engine to autonomously maximize the utility of its subblock and BRD drive the agents with minimum local communication towards the maximum of the global utility function of the whole MB. Experimental results show that these algorithms provide good estimation quality with low computational cost as compared to other techniques. Moreover, in addition to its decentralized and distributed nature, the simultaneous algorithm is also inherently parallel at the agents’ level within the MB. A parallel implementation of this algorithm using the MATLAB Parallel Computing Toolbox™ (PCT) on a multicore system shows that speedup is indeed obtained. © 2018 Elsevier B.V.
dc.identifier.doihttps://doi.org/10.1016/j.swevo.2018.02.012
dc.identifier.eid2-s2.0-85042628346
dc.identifier.urihttp://hdl.handle.net/10938/27264
dc.language.isoen
dc.publisherElsevier B.V.
dc.relation.ispartofSwarm and Evolutionary Computation
dc.sourceScopus
dc.subjectGame theory
dc.subjectMatlab
dc.subjectMotion estimation
dc.subjectMulti-agent system
dc.subjectMulticore based parallel framework
dc.subjectParallel implementation
dc.subjectParallel processing
dc.subjectParticle swarm optimization
dc.subjectPotential games
dc.subjectVideo coding
dc.subjectAutonomous agents
dc.subjectComputation theory
dc.subjectImage coding
dc.subjectMulti agent systems
dc.subjectParticle swarm optimization (pso)
dc.subjectProblem solving
dc.subjectSearch engines
dc.subjectVideo signal processing
dc.subjectBest response dynamics
dc.subjectBlock motion estimation
dc.subjectDistributed multiagent systems
dc.subjectLocal search engines
dc.subjectParallel framework
dc.subjectParallel implementations
dc.titleAgent-based game theoretic model for block motion estimation and its multicore implementation
dc.typeArticle

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