Related papers: Hues and Cues: Human vs. CLIP
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Image captioning models are usually trained according to human annotated ground-truth captions, which could generate accurate but generic captions. In this paper, we focus on generating distinctive captions that can distinguish the target…
Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as…
An increasing number of domains are providing us with detailed trace data on human decisions in settings where we can evaluate the quality of these decisions via an algorithm. Motivated by this development, an emerging line of work has…
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Fabricating experimental pictures in research work is a serious academic misconduct, which should better be detected in the reviewing process. However, due to large number of submissions, the detection whether a picture is fabricated or…
As a result of continuing advances in computer capabilities, it is becoming increasingly difficult to distinguish between humans and computers in the digital world. We propose using the fundamental human ability to distinguish between…
As we discussed in Part I of this topic, there is a clear desire to model and comprehend human behavior. Given the popular presupposition of human reasoning as the standard for learning and decision-making, there have been significant…
Perceptual judgment of image similarity by humans relies on rich internal representations ranging from low-level features to high-level concepts, scene properties and even cultural associations. However, existing methods and datasets…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with…
Incidental supervision from language has become a popular approach for learning generic visual representations that can be prompted to perform many recognition tasks in computer vision. We conduct an in-depth exploration of the CLIP model…
Human action recognition plays a critical role in healthcare and medicine, supporting applications such as patient behavior monitoring, fall detection, surgical robot supervision, and procedural skill assessment. While traditional models…
We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the…
Discrete Choice Modelling serves as a robust framework for modelling human choice behaviour across various disciplines. Building a choice model is a semi structured research process that involves a combination of a priori assumptions,…
CLIP is one of the most popular foundation models and is heavily used for many vision-language tasks, yet little is known about its inner workings. As CLIP is increasingly deployed in real-world applications, it is becoming even more…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
Over the past years, advances in artificial intelligence (AI) have demonstrated how AI can solve many perception and generation tasks, such as image classification and text writing, yet reasoning remains a challenge. This paper introduces…
Behavior cloning (BC) optimizes policies by treating human demonstrations as pointwise action labels. While effective with accurate action labels, this formulation is brittle in practice: when human-provided actions are imperfect, treating…