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---
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license: mit
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datasets:
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- Bingsu/Gameplay_Images
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language:
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- en
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metrics:
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- accuracy
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- precision
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- recall
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- f1
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- roc_auc
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- confusion_matrix
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base_model:
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- google/efficientnet-b0
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pipeline_tag: image-classification
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tags:
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- game-detection
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- image-classification
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- efficientnet
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- hashtag-generation
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- computer-vision
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- gaming
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---
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# Game_Detection
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### Automated Video Game Recognition for Hashtag Suggestion on Live Streaming Platforms
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A 10-class image classifier that identifies which video game is being played from a gameplay
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screenshot. Built on a fine-tuned [`google/efficientnet-b0`](https://huggingface.co/google/efficientnet-b0)
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backbone, trained at a custom, aspect-ratio-preserving **180×320** input resolution (instead of the
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standard 224×224 square crop) on the [`Bingsu/Gameplay_Images`](https://huggingface.co/datasets/Bingsu/Gameplay_Images)
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dataset.
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This model was built as part of a university course project (AI Lab, SE334) — *"Automated Video Game
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Recognition and Hashtag Suggestion for Live Streaming Platforms Using Image Classification"* — and
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powers the [GameSense](https://gamesense-h456.onrender.com/) demo app.
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**Authors:** S. M. Nihal Ahmed, Afrim Hossen Khan
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## Model Details
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- **Base model:** `google/efficientnet-b0`
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- **Task:** Multi-class image classification (10 classes)
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- **License:** MIT
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- **Architecture:** EfficientNet-B0 backbone (ImageNet-pretrained), fine-tuned end-to-end with the
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final classifier layer replaced for 10 output classes. Trained at a custom **180×320** input
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resolution — half of the source dataset's native 640×360, preserving the true 16:9 aspect ratio —
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made possible without architectural changes since EfficientNet's `AdaptiveAvgPool2d` head is
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resolution-agnostic.
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- **Fine-tuning objective:** Cross-entropy loss with label smoothing (0.1), `sklearn` balanced class
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weights applied in the loss (the source dataset is already perfectly balanced at 1,000 images/class)
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- **Training regime:** Mixed-precision (AMP) training on dual CUDA T4 GPUs, AdamW optimizer with a
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OneCycleLR schedule, up to 25 epochs with early stopping (patience = 6, monitored on validation loss)
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## Classes
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`Among Us, Apex Legends, Fortnite, Forza Horizon, Free Fire, Genshin Impact, God of War, Minecraft,
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Roblox, Terraria`
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## Intended Use
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This model is intended for identifying which video game is shown in a gameplay screenshot. Example use
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cases:
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- Auto-generating hashtags/tags for gameplay clips, stream thumbnails, and social posts
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- Categorizing or organizing gameplay footage/screenshots by game on a content platform
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- A component in a larger stream metadata or content-tagging pipeline
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- Research and coursework on multi-class visual classification
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**Out of scope:** This model only recognizes the 10 games listed above — any other game will be forced
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into one of these 10 labels rather than correctly rejected. It has been evaluated on one dataset only,
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and has not been validated against real-world production streaming footage, unusual camera angles,
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menu/loading screens, or extensive in-game cosmetic content (e.g. crossover skins) that may visually
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resemble a different game in the label set.
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## How to Use
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This model is distributed in two formats — pick whichever fits your stack.
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### Option A: ONNX (lightweight, CPU-friendly)
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Download both files and keep them in the same folder — the `.onnx` graph loads its weights from the
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`.onnx.data` file alongside it at runtime:
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- [`efficientnet_b0_gameplay.onnx`](https://huggingface.co/nihal4/Game_Detection/resolve/main/efficientnet_b0_gameplay.onnx) — the ONNX graph
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- [`efficientnet_b0_gameplay.onnx.data`](https://huggingface.co/nihal4/Game_Detection/resolve/main/efficientnet_b0_gameplay.onnx.data) — the external weights file
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Install dependencies:
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```bash
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pip install onnxruntime huggingface_hub pillow numpy
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```
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#### Single-image prediction
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```python
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import numpy as np
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import onnxruntime as ort
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from PIL import Image
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from huggingface_hub import hf_hub_download
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REPO_ID = "nihal4/Game_Detection"
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IMG_SIZE = (320, 180) # PIL resize takes (width, height)
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IMAGENET_MEAN = np.array([0.485, 0.456, 0.406], dtype=np.float32)
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IMAGENET_STD = np.array([0.229, 0.224, 0.225], dtype=np.float32)
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CLASS_NAMES = ['Among Us', 'Apex Legends', 'Fortnite', 'Forza Horizon', 'Free Fire',
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'Genshin Impact', 'God of War', 'Minecraft', 'Roblox', 'Terraria']
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# Downloads both files into the same local cache folder — required, since the
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# .onnx graph references .onnx.data by relative path at load time.
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onnx_path = hf_hub_download(repo_id=REPO_ID, filename="efficientnet_b0_gameplay.onnx")
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hf_hub_download(repo_id=REPO_ID, filename="efficientnet_b0_gameplay.onnx.data")
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session = ort.InferenceSession(onnx_path, providers=["CPUExecutionProvider"])
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input_name = session.get_inputs()[0].name
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output_name = session.get_outputs()[0].name
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def preprocess_pil(img: Image.Image) -> np.ndarray:
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img = img.convert("RGB").resize(IMG_SIZE)
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arr = np.asarray(img, dtype=np.float32) / 255.0 # HWC, [0,1]
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arr = (arr - IMAGENET_MEAN) / IMAGENET_STD # normalize, same stats as training
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return arr.transpose(2, 0, 1) # HWC -> CHW
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def softmax(x: np.ndarray) -> np.ndarray:
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e = np.exp(x - x.max(axis=1, keepdims=True))
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return e / e.sum(axis=1, keepdims=True)
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def predict(image_path: str):
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image = Image.open(image_path)
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x = preprocess_pil(image)[np.newaxis, ...].astype(np.float32)
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logits = session.run([output_name], {input_name: x})[0]
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probs = softmax(logits)[0]
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top_idx = int(probs.argmax())
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return CLASS_NAMES[top_idx], probs
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label, probs = predict("path/to/screenshot.jpg")
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print(f"Prediction: {label}")
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for name, p in sorted(zip(CLASS_NAMES, probs), key=lambda t: -t[1]):
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print(f" {name:<16} {p*100:5.1f}%")
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```
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#### Batch prediction
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```python
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image_paths = ["shot1.jpg", "shot2.jpg", "shot3.jpg"]
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batch = np.stack([preprocess_pil(Image.open(p)) for p in image_paths]).astype(np.float32)
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logits = session.run([output_name], {input_name: batch})[0]
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probs = softmax(logits)
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preds = probs.argmax(axis=1)
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for path, pred, p in zip(image_paths, preds, probs):
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print(f"{path}: {CLASS_NAMES[int(pred)]} ({p[int(pred)]*100:.1f}%)")
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```
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> For GPU inference, install `onnxruntime-gpu` instead and pass
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> `providers=["CUDAExecutionProvider", "CPUExecutionProvider"]` when creating the session.
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### Option B: PyTorch (.pth checkpoint)
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Download the checkpoint:
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- [`efficientnet_b0_gameplay_final.pth`](https://huggingface.co/nihal4/Game_Detection/resolve/main/efficientnet_b0_gameplay_final.pth)
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Install dependencies:
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```bash
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pip install torch torchvision huggingface_hub pillow numpy
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```
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#### Single-image prediction
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```python
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import torch
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import torch.nn as nn
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import numpy as np
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from torchvision import models, transforms
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from PIL import Image
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from huggingface_hub import hf_hub_download
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REPO_ID = "nihal4/Game_Detection"
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IMG_SIZE = (180, 320) # (H, W) — torchvision transforms convention
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CLASS_NAMES = ['Among Us', 'Apex Legends', 'Fortnite', 'Forza Horizon', 'Free Fire',
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'Genshin Impact', 'God of War', 'Minecraft', 'Roblox', 'Terraria']
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ckpt_path = hf_hub_download(repo_id=REPO_ID, filename="efficientnet_b0_gameplay_final.pth")
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checkpoint = torch.load(ckpt_path, map_location="cpu")
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device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
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model = models.efficientnet_b0(weights=None)
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in_features = model.classifier[1].in_features
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model.classifier[1] = nn.Linear(in_features, len(CLASS_NAMES))
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model.load_state_dict(checkpoint["model_state_dict"])
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model.to(device).eval()
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transform = transforms.Compose([
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transforms.Resize(IMG_SIZE),
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transforms.ToTensor(),
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transforms.Normalize(mean=[0.485, 0.456, 0.406], std=[0.229, 0.224, 0.225]),
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])
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@torch.no_grad()
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def predict(image_path: str):
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image = Image.open(image_path).convert("RGB")
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x = transform(image).unsqueeze(0).to(device)
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logits = model(x)
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probs = torch.softmax(logits, dim=1)[0]
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top_idx = int(probs.argmax())
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return CLASS_NAMES[top_idx], probs.cpu().numpy()
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label, probs = predict("path/to/screenshot.jpg")
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print(f"Prediction: {label}")
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for name, p in sorted(zip(CLASS_NAMES, probs), key=lambda t: -t[1]):
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print(f" {name:<16} {p*100:5.1f}%")
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```
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#### Batch prediction
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```python
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from torch.utils.data import Dataset, DataLoader
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class ImageListDataset(Dataset):
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def __init__(self, paths, transform):
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self.paths = paths
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self.transform = transform
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def __len__(self):
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return len(self.paths)
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def __getitem__(self, i):
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img = Image.open(self.paths[i]).convert("RGB")
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return self.transform(img), self.paths[i]
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image_paths = ["shot1.jpg", "shot2.jpg", "shot3.jpg"]
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loader = DataLoader(ImageListDataset(image_paths, transform), batch_size=8)
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model.eval()
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with torch.no_grad():
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for images, paths in loader:
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images = images.to(device)
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logits = model(images)
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probs = torch.softmax(logits, dim=1)
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preds = probs.argmax(dim=1)
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for path, pred, p in zip(paths, preds, probs):
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print(f"{path}: {CLASS_NAMES[int(pred)]} ({p[int(pred)]*100:.1f}%)")
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```
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## Training Data
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The model was fine-tuned on the [`Bingsu/Gameplay_Images`](https://huggingface.co/datasets/Bingsu/Gameplay_Images)
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dataset — 10,000 gameplay screenshots (1,000 per class) at native 640×360 resolution, PNG format.
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- **Labels:** 10 classes (see [Classes](#classes) above)
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- **Splits:** Stratified 70 / 15 / 15 train / validation / test (the source dataset ships a single
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`train` split only; the split above was carved out manually, preserving per-class balance)
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- **Preprocessing:** Resize to 180×320 (custom, aspect-ratio-preserving resolution), ImageNet
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normalization (mean `[0.485, 0.456, 0.406]`, std `[0.229, 0.224, 0.225]`)
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- **Training augmentation:** Random horizontal flip, color jitter, random rotation (±8°), random
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erasing
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- **Class balancing:** The dataset is already perfectly balanced (1,000 images/class); `sklearn`
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balanced class weights are still computed and applied in the loss as a safeguard
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## Training Procedure
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<!-- PLACEHOLDER: training curves (loss/accuracy per epoch) — image to be uploaded -->
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- **Framework:** PyTorch
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- **Hardware:** Kaggle free-tier T4 x2 GPUs
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- **Loss:** Cross-entropy with label smoothing (0.1)
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- **Mixed precision:** Enabled (AMP)
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## Evaluation
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Evaluated on the held-out test split (n = 1,500) at a decision threshold of 0.5.
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### Classification Report
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| Class | Precision | Recall | F1-score | Support |
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|----------------|:---------:|:------:|:--------:|:-------:|
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| Among Us | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Apex Legends | 1.0000 | 0.9933 | 0.9967 | 150 |
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| Fortnite | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Forza Horizon | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Free Fire | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Genshin Impact | 0.9934 | 1.0000 | 0.9967 | 150 |
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| God of War | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Minecraft | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Roblox | 1.0000 | 1.0000 | 1.0000 | 150 |
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| Terraria | 1.0000 | 1.0000 | 1.0000 | 150 |
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| **accuracy** | | | **0.9993** | 1,500 |
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| macro avg | 0.9993 | 0.9993 | 0.9993 | 1,500 |
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| weighted avg | 0.9993 | 0.9993 | 0.9993 | 1,500 |
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**Test ROC-AUC:** 1.0000 (macro average; per-class AUC is also 1.0000 across all 10 classes)
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### Confusion Matrix
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<!-- PLACEHOLDER: image to be uploaded -->
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### ROC Curve
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<!-- PLACEHOLDER: image to be uploaded -->
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## Limitations
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- Performance is reported on a single dataset; generalization to other capture sources, image
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qualities, camera angles, or game versions/UI updates is not guaranteed.
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- The classifier is closed-set — it will always assign one of the 10 trained classes, even to games or
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content it has never seen, rather than rejecting out-of-distribution input.
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- Confidence can be lower on visually ambiguous content, such as games with extensive cosmetic/skin
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systems whose art style can resemble another class in the label set.
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- The model has not been evaluated as a standalone production guardrail; low-confidence predictions
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should be handled with a confidence threshold or human review rather than trusted outright.
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## Citation
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If you use this model, please cite this repository and reference this course project:
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```
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@misc{game-detection-classifier,
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title = {Automated Video Game Recognition and Hashtag Suggestion for Live Streaming Platforms
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Using Image Classification},
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author = {S. M. Nihal Ahmed and Afrim Hossen Khan},
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year = {2026},
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note = {Course project, AI Lab (SE334), Daffodil International University}
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}
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```
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