Selective Eye-gaze Augmentation To Enhance Imitation Learning In Atari Games
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 encode the information necessary to complete a task. Based on this evidence, we hypothesize that selective use of eye-gaze, as a clue for attention direction, will enhance the learning from demonstration. For this purpose, we propose a selective eye-gaze augmentation (SEA) network that learns when to use the eye-gaze information. The proposed network architecture consists of three sub-networks: gaze prediction, gating, and action prediction network. Using the prior 4 game frames, a gaze map is predicted by the gaze prediction network which is used for augmenting the input frame. The gating network will determine whether the predicted gaze map should be used in learning and is fed to the final network to predict the action at the current frame. To validate this approach, we use publicly available Atari Human Eye-Tracking And Demonstration (Atari-HEAD) dataset consists of 20 Atari games with 28 million human demonstrations and 328 million eye-gazes (over game frames) collected from four subjects. We demonstrate the efficacy of selective eye-gaze augmentation in comparison with state of the art Attention Guided Imitation Learning (AGIL), Behavior Cloning (BC). The results indicate that the selective augmentation approach (the SEA network) performs significantly better than the AGIL and BC. Moreover, to demonstrate the significance of selective use of gaze through the gating network, we compare our approach with the random selection of the gaze. Even in this case, the SEA network performs significantly better validating the advantage of selectively using the gaze in demonstration learning.
Code (0)
등록된 구현이 없습니다.
Tasks
Atari GamesGaze PredictionImitation LearningSimilar Papers 제목 키워드 기반
Estimating Central, Peripheral, and Temporal Visual Contributions to Human Decision Making in Atari Games
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 …
Decision MakingAtari GamesEfficiently Guiding Imitation Learning Agents with Human Gaze
Human gaze is known to be an intention-revealing signal in human demonstrations of tasks. In this work, we use gaze cues from human demonstrators to enhance the performance of agents trained via three popular imitation l…
Atari GamesImitation LearningReinforcement LearningGABRIL: Gaze-Based Regularization for Mitigating Causal Confusion in Imitation Learning
Imitation Learning (IL) is a widely adopted approach which enables agents to learn from human expert demonstrations by framing the task as a supervised learning problem. However, IL often suffers from causal confusion, w…
Representation LearningGazeMoE: Perception of Gaze Target with Mixture-of-Experts
Estimating human gaze target from visible images is a critical task for robots to understand human attention, yet the development of generalizable neural architectures and training paradigms remains challenging. While re…
Gaze EstimationLearning Actions and Control of Focus of Attention with a Log-Polar-like Sensor
With the long-term goal of reducing the image processing time on an autonomous mobile robot in mind we explore in this paper the use of log-polar like image data with gaze control. The gaze control is not done on the Car…
Atari GamesDeep Reinforcement Learning