Related papers: Atari-HEAD: Atari Human Eye-Tracking and Demonstra…
We study how different visual information sources contribute to human decision making in dynamic visual environments. Using Atari-HEAD, a large-scale Atari gameplay dataset with synchronized eye-tracking, we introduce a controlled ablation…
This paper presents the selective use of eye-gaze information in learning human actions in Atari games. Vast evidence suggests that our eye movement convey a wealth of information about the direction of our attention and mental states and…
Designing mobile and interactive technologies requires understanding how users sample dynamic environments to acquire information and make decisions under time pressure. However, existing computational user models either rely on…
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work,…
The primary objective of the dataset is to provide a better understanding of the coupling between human actions and gaze in a shared working environment with a cobot, with the aim of signifcantly enhancing the effciency and safety of…
When intelligent agents learn visuomotor behaviors from human demonstrations, they may benefit from knowing where the human is allocating visual attention, which can be inferred from their gaze. A wealth of information regarding intelligent…
Recent progress in Reinforcement Learning (RL), fueled by its combination, with Deep Learning has enabled impressive results in learning to interact with complex virtual environments, yet real-world applications of RL are still scarce. A…
We present a new dataset with annotated eye movements. The dataset consists of over 800,000 gaze points recorded during a car ride in the real world and in the simulator. In total, the eye movements of 19 subjects were annotated. In this…
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…
Data efficiency is a key challenge for deep reinforcement learning. We address this problem by using unlabeled data to pretrain an encoder which is then finetuned on a small amount of task-specific data. To encourage learning…
The Arcade Learning Environment (ALE) has become an essential benchmark for assessing the performance of reinforcement learning algorithms. However, the computational cost of generating results on the entire 57-game dataset limits ALE's use…
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to…
The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
Systems based on bag-of-words models from image features collected at maxima of sparse interest point operators have been used successfully for both computer visual object and action recognition tasks. While the sparse, interest-point based…
Human Action Recognition (HAR) is a very crucial task in computer vision. It helps to carry out a series of downstream tasks, like understanding human behaviors. Due to the complexity of human behaviors, many highly valuable behaviors are…
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to…
Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are…
Imitation learning from human demonstrations is a promising paradigm for teaching robots manipulation skills in the real world. However, learning complex long-horizon tasks often requires an unattainable amount of demonstrations. To reduce…
We address the challenge of predicting human visual attention during real-world navigation by measuring and modeling egocentric pedestrian eye gaze in an outdoor campus setting. We introduce the EgoCampus dataset, which spans 25 unique…