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Abstract. The surface of prehistoric lithic tools are not uniform but contain many variations; some of
them are of visual or tactile nature. Such variations go beyond the peaks and valleys characterizing
surface micro-topography, which is the obvious frame of reference for “textures” in usual speaking.
Beyond those physical, geological characteristics of the raw material, some visual features of an artifact’s
surfaces are consequences of the modifications having experimented that object along its history.
Consequently, when we analyze macro- or microscopically an object’s surface, we should recognize some
differential features which are the consequence of an action (human or bio-geological) having modified
the original appearance of that surface. In this paper we have described and measured use-wear evidence
as an archaeological texture in terms of the particular dispersion of luminance values across the surface.
Textures have been analyzed as complex visual patterns composed of entities, or sub-patterns, that have
characteristic brightness, color, slope, size, etc. Once the texture elements have been identified in the
image, we have computed statistical properties from the extracted texture elements and used these as
texture features. A neural network has been programmed to induce the best discriminant function. Results
show the reliability of this approach.
Key words: lithics, use-wear, texture, neural networks, machine learning
Introduction
When an archaeologist analyzes prehistoric objects, the first aspect she perceives are the
visual properties of the artefact. Its surfaces present variations in local properties like
albedo, colour, density, coarseness, roughness, regularity, linearity, directionality,
direction, frequency, phase, hardness, brightness, bumpiness, specularity, reflectivity
and transparency. Texture is the name we give to these variations, which seem to be
usually caused as a result of the process that created that surface.
Texture has always been used to describe archaeological materials. May be the
most obvious example of texture analysis in archaeology is that of distinguishing
surface irregularities due to the characteristics of the raw material. We can distinguish
between carved stone tools, stripped bones, polished wood, dry hide, painted pottery,
etc. in terms of the visual appearance of the raw material they are made of.
Furthermore, texture patterns are not only intrinsic to the raw material itself.
Some visual features of an artifact’s surfaces are consequences of the modifications
having experimented that object along its history. Consequently, when we inspect
macro- or microscopically an object’s surface, we try to recognize those differential
features -striations, polished areas, scars, particles, undifferentiated background-, which
can be the consequence of working actions (use) having modified the original
appearance of that surface.
Archaeologists studying stone instruments usually wish to determine whether or
not these objects were used as tools and how. The best way to do this is through the
analysis of microscopic traces of wear (texture) appearing on the surface of the tool
(Figure 1).
ORIGINAL
UNALTERED
SURFACE
ALTERED
SURFACE
AFTER
HUMAN WORK
Surface variations in prehistoric stone tools due to human work can be analyzed in
terms of different causal factors:
• Worked Material: (wood, bone, shell, fur, etc.) the effects of its physical
properties (hardness, wetness, porosity, plasticity, etc.) on the tool activity
surface (Figure 2)
• Movement: longitudinal (cut), transversal (scrape), etc. (Figure 3)
A B C
Fig. 2. Texture differences between replicated prehistoric stone tools used in different ways. A: original raw material texture
before using (andesite stone); B, Result of the alteration in surface A when the tool was used scrapping fur. C, A different raw
material (obsidian) with texture features produced through wood scrapping.
Fig. 3. Longitudinal and Transversally generated original surfaces (Photographs by the author’s research team).
The inverse problem of getting the way the tool was used in the past from the vestiges
of its use-wear texture observed in the present has been traditionally answered in a
subjective way. Archaeological specialists, with many years of experience replicating
prehistoric tools in laboratory generalize their personal intuitions and diagnose
prehistoric objects. Although some essays have been published towards a more formal
approach using statistics and traditional quantitative image analysis tools, the task is still
carried out by few specialists based on their personal experience.
Let us consider how this archaeological problem can be solved using a computational
approach based on Neural Networks.
• using mode
• training mode.
During training, the network is trained to associate outputs with input patterns. Once the
network has learnt, training stops, and weights are not changed further, unless
something new must be learned. Once trained, a network’s response becomes
insensitive to minor variations in its input. Then, when the network is used, it identifies
the input pattern and tries to output the associated output pattern. The power of neural
networks comes to life when a pattern that has no output associated with it, is given as
an input. In this case, the network gives the output that corresponds to a taught input
pattern that is least different from the given pattern.
In the using mode, the presentation of an input sample should trigger the generation of a
specific output pattern. Each such input (or output) set is referred as a vector. Neural
networks work by feeding in some input variables, and producing some output
variables. Data fed to the network represent the pattern of activation over the set of
processing units. They can therefore be used where you have some known information,
and would like to infer some unknown information. When a known input pattern is
detected at the input, its associated output becomes the current output. If the input
pattern does not belong in the taught list of input patterns, the firing rule is used to
determine whether to fire or not. This is also called, the Retrieving Phase. Various non-
linear systems have been proposed for retrieving desired or stored patterns. The final
neuron values represent the desired output to be retrieved.
In the training or learning mode, a network modifies selectively its parameters so that
application of a set of inputs produces the desired (or at least consistent) set of outputs.
The network requires input data and a desired response to each input. Neural networks
take this input-output data apply a learning rule and extract information from the data.
Essential to this learning process is the repeated presentation of the input-output
patterns. Training is accomplished by sequentially applying input vectors, while
adjusting network weights according to a predetermined procedure. The more data are
presented to the network, the better its performance will be. As the network is trained,
the weights of the system are continually adjusted to incrementally reduce the difference
between the output of the system and the desired response. If the weights change too
fast, the conditions previously learned will be rapidly forgotten. If the weights change
too slowly, it will take a long time to learn complicated input-output relations. The rate
of learning is problem dependent and must be judiciously chosen.
During training the network weights gradually converge to values such that each input
vector produces the desired output vector. It is the network which self-adjusts to
produce consistent responses. By adapting its weights, the neural network works
towards an optimal solution based on a measurement of its performance. Usually, the
optimal weights are obtained by optimizing (minimizing or maximizing) certain
"energy" functions. Relaxation is the process whereby the unit activations (not the
weights) change over time until they evolve to a state in which activations are no longer
changing, and thus the network can be said to have “relaxed”, i.e., fallen into a state of
little activity. Relaxation differs from learning in that only activations change; in
learning, the weights change.
For more technical details, and a complete list of references, the reader is addressed to a
recent book on the subject (Barceló 2008).
The idea was to calculate a non-linear discrimination rule for texel parameters, that is,
how to distinguish texels generated because of longitudinal movement (cutting), from
texels generated during transversal movement (scrapping). Or, alternatively, to
discriminate between texels produced working hard materials (wood, shell) from soft
ones.
We have replicated in laboratory more than 100 lithic tools using the same kind
of flint. Three microphotographs were taken for each tool from different areas of the
working surface. Texels were individually measured for their area, perimeter, axis
length, etc.
Statistical analysis (Pijoan-López 2007) has proved that there is no clear-cut rule
that relates the shape and geometry of the texture elements to the work activity
performed by the stone tool. It is important to remember that what we are describing as
texture is just a light effect, that is to say, an indirect evidence of some irregularities on
the active surface of the tool. The shape parameters of regions with different luminance
properties correspond to the interfacial boundary defined by light reflection, and
consequently they do not fit necessarily with the real texture. Observed image texture
depends on factors such as illumination conditions. Certain properties of stone surfaces
have effects on the appearance of use wear. Because grey values depend on shadows,
and shadows depend on the position of light sources, if we do not care, the same object
surface may have very different texels associated. In our experiments, we have
controlled light sources, and the influence of the image acquisition device to be able to
understand observed patterns, but additional control is necessary to select the luminance
intervals selected for texel extraction.
A Neural network should allow us to discover whether there is enough evidence
to establish some degree of nonlinear relationships between light reflection variability
and micro-topographic features on the active surface of the replicated stone tool. A
feed-forward neural network has been built (Figure 4). Input neurons read central
tendency measures (mean and standard deviation) of all texels segmented at each
microphotograph, obtaining a dataset of 496 microphotographs, described in terms of:
- Mean of Elongation/ Std. dev. of Elongation
- Mean of Circularity/ Std. dev. of Circularity
- Mean of Quadrature-Thinness/ Std. dev. of Quadrature-Thinness
- Mean of Ratio Compactness-Thinness/ Std. dev. of Ratio Comp.-Thin.
- Mean of Compactness/ Std. dev. of Compactness,
- Mean of Irregularity/ Std. dev. of Irregularity
- Mean of Rectangularity/ Std. dev. of Rectangularity,
- Mean of Ratio Perimeter/Elongation/Std. dev. of Rt. Per./Elong.
- Mean of Feret diameter/ Std. dev. of Feret diameter
- Mean of Minimum rectangularity/ Std. dev. of Minimum rectangularity
- Mean of luminance means within a texel/ Std. dev. of lum. means
- Mean of luminance std.dev. within a texel/ Std. dev. of lum. st. dev.
- Mean of luminance modes within a texel/ Std. dev. of lum. modes
- Mean of luminance min.values within a texel/ Std. dev. of lum. min.va.
- Mean of Area of all texels within the image / Std. dev. of Area
Figure 4. General Architecture of the Neural Network implementing the PEDRA Classifier
Percent
Correct 45,0819 64,1791 57,5 60,5633 72 45,1612 63,7681
It is easy to see that the neural network correctly classifies most replicated tools
according to the worked material. Only “bone” and “fresh wood” get a percentage of right
classifications less than 50%. However, even these errors are understandable. Bone can be
misclassified with shell, shell with bone, fresh wood with dry wood, butchery with fresh hide,
Only worked materials with similar hardness can be confounded.
When comparing test data (15% of experimental replications not used in the training
set) with network interpretation (Table 2):
FRESH FRESH
Performance BONE BUTCHERY DRY HIDE DRY WOOD HIDE WOOD SHELL
MSE 0,189 0,0605 0,0819 0,1074 0,04058 0,1057 0,1151
NMSE 0,974 0,5631 0,9590 0,8387 2,192 0,8254 0,725
MAE 0,288 0,133 0,1761 0,2202 0,1109 0,2225 0,2392
Min Abs
Error 0,005 2,4E-05 0,0006 0,00289 0,0005 0,0003 0,0003
Max Abs
Error 1,015 0,9161 0,9882 0,9690 0,67488 0,8836 0,86803
r 0,318 0,7056 0,3194 0,422 0,28249 0,4213 0,5303
Percent
Correct 35,71 38,4615 50 50 0 25 61,904
Obviously, testing results are worst than training data results. The reason of the bad
results for fresh hide is the size of the analyzed sample. In any case, errors are again within
similar hardness categories. This fact can be used to explain what the neural network is really
doing. It seems that it is able to “generalize” texture parameters characteristic of each work
activity, but not precisely each worked material. The network could not find formally defined
grammars for texture components placement rules, but it has had some success in creating an
associative memory for similar hardness categories.
Results of texture analysis are even better, when analyzing the kinematics of the
working activity (Table 3). The experimental database contained replications of three different
actions: cutting (longitudinal kinematics), scrapping (transversal kinematics), and butchery (a
kind of kinematics that pretends to be longitudinal but given the soft nature of the worked
material –meat- is at the end half longitudinal/half transversal). Using the same texture
attributes in the input layer, three output units, and a hidden layer with 13 neurons, we obtain
the following results:
Butchery activity was correctly identified in all tested cases, and longitudinal and
transversal kinematics was distinguished in a majority of cases! Nevertheless, these good results
can be the consequence of a bad selection of the output categories. Longitudinal and
Transversal kinematics have been replicated over different materials (shell, bone, dry wood,
fresh wood, dry hide, fresh hide), but the third kind of kinematics was exclusive of a worked
material (meat). It would be possible that the neural network had learnt to distinguish butchery
from the other categories, but not the proper activity. To solve this problem we built a new
network to distinguish only longitudinal from the transversal action, and deleted from the
database all the butchery experiments (table 4). The network had the usual 35 central tendency
inputs, 13 units in the hidden layer, and only two outputs. The activation function of those
output neurons was adjusted so that it can be read as a probability measure (the joint activation
of both units sum 1). The results for the experimental training set are the following:
Output /
Desired KYNEMAT(T) KYNEMAT(L)
KYNEMAT(T) 143 86
KYNEMAT(L) 26 177
Using 20% of replicated tools not used for training as a test database, we obtain also excellent
results (table 5), showing the ability of the network to learn to discriminate between the
working activities, and hence, to discover the social cause behind the visual appearances of
texture.
Output /
Desired KYNEMAT(T) KYNEMAT(L)
KYNEMAT(T) 40 29
KYNEMAT(L) 12 43
¡Rotational activities (that of burins) were correctly identified in all tested cases, and
longitudinal and transversal kinematics was distinguished in a majority of cases!
Conclusions
The surface of prehistoric lithic tools are not uniform but contain many
variations; some of them are of visual or tactile nature. Such variations go beyond the
peaks and valleys characterizing surface micro-topography, which is the obvious frame
of reference for “textures” in usual speaking. Such patterns are not only intrinsic to the
solid itself. Beyond those physical, geological characteristics of the raw material, some
visual features of an artifact’s surfaces are consequences of the modifications having
experimented that object along its history. After all, the surface of solids plays a
significant role in any kind of dynamic processes. Consequently, when we analyze
macro- or microscopically an object’s surface, we should recognize some differential
features which are the consequence of an action (human or bio-geological) having
modified the original appearance of that surface.
In this paper we have described and measured use-wear evidence as an
archaeological texture in terms of the particular dispersion of luminance values across
the surface. Textures have been analyzed as complex visual patterns composed of
entities, or sub-patterns, that have characteristic brightness, color, slope, size, etc. Thus,
we have decomposed the image of the analyzed surface into regions that differ in the
statistical variability of their constitutive visual features.
Once the texture elements have been identified in the image, we have computed
statistical properties from the extracted texture elements and used these as texture
features. The method of texture classification involves two main steps. The first step is
obtaining prior knowledge of each class to be recognized. Normally this knowledge
encompasses some sets of texture features of one or all of the classes. This knowledge
has been acquired by experimentation replication in laboratory conditions. A neural
network has been programmed to induce the best discriminant function. That is the
second step.
Results show the reliability of this approach.
Aknowledgments
This research has been made possible thanks to different research projects funded by the Spanish Ministry
of Research. Jordi Pijoan-López also aknowledge a research grant from the catalan Government
(Generalitat de Catalunya). Andrea Toselli and Assumpció Vila also contributed in different moments of
our research. We wish to aknowledge to our colleagues of the joint research team between Universitat
Autònoma de Barcelona and Institució Milà i Fontanals (CSIC). This research should be considered
among the results of the collaboration between both institutions.
References
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Use Wear Analysis”. In Enter the Past. The E-way into the Four Dimensions of Culture Heritage . Edited by Magistrat der
Stadt Wien. Oxford, ArcheoPress, BAR Int. Series 1227, pp. 427-431
BARCELÓ, J.A., PIJOAN-LÒPEZ, J., TOSELLI,A., VILA, A., 2008, “Kinematics in use-wear traces: an attempt of
characterization thorugh image digitalization”. Prehistoric Technology, 40 years Later: Functional Studies and the Russian
legacy. Edited by L. Longo and N. Skakun. BAR International series 1783, pp. 63-74. ArcheoPress, oxford (UK).
BARCELÓ, J.A., 2008, Computational intelligence in Archaeology. Information Science reference (The IGI Group). Henshey
(NY).
DRIES, M.H. van den, 1998, Archeology and the Application of Artificial Intelligence. Case Studies on Use-wear Analysis of
Prehistoric Flint Tools. Archaeological Studies Leiden University No. 1., Faculty of Archaeology, University of Leiden
(Holland).
PIJOAN-LÓPEZ, J., 2007, Quantificació de traces d’ús en instruments lítics mitjançant imatges digitalitzades: Resultats
d’experiments amb Xarxes Neurals I Estadística. PhD. Dissertation. Universitat Autonoma de Barcelona (Spain).