估计Atari游戏中中央、周边和时间视觉对人类决策的贡献
Estimating Central, Peripheral, and Temporal Visual Contributions to Human Decision Making in Atari Games
AI总结:
通过控制消融框架分析Atari游戏中的眼动数据,发现周边视觉信息对人类决策贡献最大,而注视信息和过去状态信息贡献较小。
摘要:
我们研究了不同视觉信息源在动态视觉环境中对人类决策的贡献。利用Atari-HEAD(一个带有同步眼动追踪的大规模Atari游戏数据集),我们引入了一个受控消融框架,作为逆向工程周边视觉信息、显式注视信息(以注视图形式)以及人类行为中过去状态信息贡献的手段。我们在六种设置下训练动作预测网络,这些设置选择性地包含或排除这些信息源。在20个游戏中,周边信息的贡献最为显著,移除后预测准确率的中位数下降范围为35.27-43.90%。注视信息导致的下降较小,为2.11-2.76%,而过去状态信息的下降范围较广,为1.52-15.51%,其中上限可能因减少了周边信息泄露而更具信息量。为了补充总体准确率,我们根据不同模型配置分配的真实动作概率对状态进行聚类。该分析识别出粗略的行为模式,包括焦点主导、周边主导以及更多情境决策情境。这些结果表明,Atari游戏中的人类决策强烈依赖于当前注视焦点之外的信息,而所提出的框架提供了一种从行为中估计此类信息源贡献的方法。
英文摘要:
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 framework as a means to reverse-engineer the contribution of peripheral visual information, explicit gaze information in the form of gaze maps, and past-state information from human behavior. We train action-prediction networks under six settings that selectively include or exclude these information sources. Across 20 games, peripheral information shows by far the strongest contribution, with median prediction-accuracy drops in the range of 35.27-43.90% when removed. Gaze information yields smaller drops of 2.11-2.76%, while past-state information shows a broader range of 1.52-15.51%, with the upper end likely more informative due to reduced peripheral-information leakage. To complement aggregate accuracies, we cluster states by true-action probabilities assigned by the different model configurations. This analysis identifies coarse behavioral regimes, including focus-dominated, periphery-dominated, and more contextual decision situations. These results suggest that human decision making in Atari depends strongly on information beyond the current focus of gaze, while the proposed framework provides a way to estimate such information-source contributions from behavior.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。