Related papers: Investigating Human Priors for Playing Video Games
A large body of work in behavioral fields attempts to develop models that describe the way people, as opposed to rational agents, make decisions. A recent Choice Prediction Competition (2015) challenged researchers to suggest a model that…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Understanding human actions is a key problem in computer vision. However, recognizing actions is only the first step of understanding what a person is doing. In this paper, we introduce the problem of predicting why a person has performed…
What happen in the brain when human beings play games with computers? Here a simple zero-sum game was conducted to investigate how people make decision via their brain even they know that their opponent is a computer. There are two choices…
Game Theory concepts have been successfully applied in a wide variety of domains over the past decade. Sports and games are one of the popular areas of game theory application owing to its merits and benefits in solving complex scenarios.…
In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game,…
Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
We present an approach to robot learning from egocentric human videos by modeling human preferences in a reward function and optimizing robot behavior to maximize this reward. Prior work on reward learning from human videos attempts to…
In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole,…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
Behavior cloning has seen a resurgence as scaling model and data sizes demonstrate strong performance. In this work, we introduce an open recipe for training a video game playing foundation model designed for inference in realtime on a…
Human action analysis and understanding in videos is an important and challenging task. Although substantial progress has been made in past years, the explainability of existing methods is still limited. In this work, we propose a novel…
Conventional maneuver prediction methods use some sort of classification model on temporal trajectory data to predict behavior of agents over a set time horizon. Despite of having the best precision and recall, these models cannot predict a…
Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions. This paper describes…
Rigorously evaluating machine intelligence against the broad spectrum of human general intelligence has become increasingly important and challenging in this era of rapid technological advance. Conventional AI benchmarks typically assess…
Due to the capability of deep learning to perform well in high dimensional problems, deep reinforcement learning agents perform well in challenging tasks such as Atari 2600 games. However, clearly explaining why a certain action is taken by…
We present the last of a series of three academic essays which deal with the question of how and why to build a generalized player model. We propose that a general player model needs parameters for subjective experience of play, including:…
How much does having visual priors about the world (e.g. the fact that the world is 3D) assist in learning to perform downstream motor tasks (e.g. navigating a complex environment)? What are the consequences of not utilizing such visual…