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How Humans Perceive Human-like Behavior in Video Game Navigation

Evelyn Zuniga, Stephanie Milani, Guy Leroy, Jaroslaw Rzepecki, Raluca Georgescu, Ida Momennejad, Dave Bignell, Mingfei Sun, Alison Shaw, Gavin Costello, Mikhail Jacob, Sam Devlin (+1 others)
2022 CHI Conference on Human Factors in Computing Systems Extended Abstracts  
To this end, we present a qualitative study of hundreds of crowd-sourced assessments of human-likeness of behavior in a 3D video game navigation task.  ...  The goal of this paper is to understand how people assess humanlikeness in human-and AI-generated behavior.  ...  Early eforts to measure how people perceive agent behavior in video games [14] struggled to diferentiate between human and agent play styles.  ... 
doi:10.1145/3491101.3519735 fatcat:74w6zeenerf7tg5eucjj5g7c4y

Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigation [article]

Sam Devlin, Raluca Georgescu, Ida Momennejad, Jaroslaw Rzepecki, Evelyn Zuniga, Gavin Costello, Guy Leroy, Ali Shaw, Katja Hofmann
2021 arXiv   pre-print
We demonstrate the effectiveness of our automated NTT on a navigation task in a complex 3D environment.  ...  A key challenge on the path to developing agents that learn complex human-like behavior is the need to quickly and accurately quantify human-likeness.  ...  We thank the anonymous participants of our human NTT studies for their time and effort.  ... 
arXiv:2105.09637v2 fatcat:3ezwtqyrbvcclini5j3trbfaza

Human-Like Motion Planning Based on Game Theoretic Decision Making

Annemarie Turnwald, Dirk Wollherr
2018 International Journal of Social Robotics  
Noncooperative games and the concept of a Nash equilibrium are used to formulate the decision process that describes human motion behavior while walking in a populated environment.  ...  The results of both studies coincide and show that the participants could not distinguish between human motion behavior and our artificial behavior based on game theory.  ...  Interaction awareness is a key factor in human-like navigation and leads to conditionally cooperative behavior and mutual avoidance maneuvers.  ... 
doi:10.1007/s12369-018-0487-2 fatcat:3sgritpygrbkbppxzlslphhtxq

Game-theoretical trajectory planning enhances social acceptability for humans [article]

Giada Galati and Stefano Primatesta and Sergio Grammatico and Simone Macrì and Alessandro Rizzo
2022 arXiv   pre-print
We overcome the typical reactive nature of state-of-the-art trajectory planners by leveraging non-cooperative game theory to design a planner that encapsulates human-like features of preservation of a  ...  While all participants easily recognized the non-human nature of VFH-generated trajectories, the distinction between game-theoretical trajectories and human ones were hardly revealed.  ...  We observed that, while the arrow in VFH scenario was perceived as not human-like, the arrow controlled through GT was considered human-like, albeit not as human-like as the one rated in the HO experimental  ... 
arXiv:2203.15535v1 fatcat:5hoepn7ucrddva3tmbvg2wdkly

An Experimental Comparison of Three Methods for Collision Handling in Virtual Environments

Jeffrey Jacobson, Michael Lewis
1997 Proceedings of the Human Factors and Ergonomics Society Annual Meeting  
The video games were analyzed to point up the relevant visual cues presented to the user to locate themselves and navigate.  ...  on the Visual Perception of Motion Our understanding of how a user perceives a virtual environment can be no better than our understanding of how he perceives the real world.  ... 
doi:10.1177/1071181397041002122 fatcat:vldc7vkaozewppena5gxqiljrm

Can users live with overconfident or unconfident systems?

Takanori Komatsu, Kazuki Kobayashi, Seiji Yamada, Kotaro Funakoshi, Mikio Nakano
2012 Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts - CHI EA '12  
Expressing the confidence level of a system's suggestions by using speech sounds is an important cue to users of the system for perceiving how likely it is for the suggestions to be correct.  ...  We assume that expressing the levels of confidence using human-like expressions will cause users to have a poorer impression of a system than if artificial subtle expressions (ASEs) were used when the  ...  Acknowledgments This work was supported by KAKENHI (23700248) as Grant-in-Aid for Young Scientists (B) by The Ministry of Education, Culture, Sports, Science and Technology (MEXT), Japan, and by joint  ... 
doi:10.1145/2212776.2223678 dblp:conf/chi/KomatsuKYFN12 fatcat:swb3apohdfduxjvltng6csqdlu

Emerging Technological Trends and Human Cognition: A Review

Subodh Kumar, Pradeep Kumar, Tara Singh
2020 Zenodo  
Our generation has witnessed the most drastic jumps in technological advances which have not only changed the way we perceive the world, but also how our brains receive and process information.  ...  Various emerging technological trends like Artificial Intelligence (AI), Internet of Things (IoT), quantum computing, upgraded wireless technologies, automation, assistance tools etc. are also serving  ...  But, games that need players to navigate spatial methods like the 3D Super Mario games have increased nervous tissue within the hippocampus.  ... 
doi:10.5281/zenodo.4165064 fatcat:guzqzwk7cnbxbfj3ng4coiewiu

Exploring human behavior with Grand Theft Auto V: A study of assisted cognition in wayfinding

Romain Delgrange, Jean-Marie Burkhardt, Valérie Gyselinck
2020 International Journal of Virtual Reality  
This study assessed a prototype of landmark-based navigational aid by administering wayfinding tasks in the video game Grand Theft Auto V.  ...  Yet, the difficulty in developing life-like virtual settings still remains a substantial barrier to most studies when fidelity to the real world has to be achieved in order to ensure some psychological  ...  The authors would also like to express their sincere thanks to the team at 3D Rudder, and especially Mr.  ... 
doi:10.20870/ijvr.2020.20.1.3249 fatcat:w4tsbtqvgjb2jnx6lftzp3dvs4

An Approach to Deploy Interactive Robotic Simulators on the Web for HRI Experiments: Results in Social Robot Navigation [article]

Nathan Tsoi, Mohamed Hussein, Olivia Fugikawa, J.D. Zhao, Marynel Vázquez
2021 arXiv   pre-print
Our results suggest that human perceptions of robots may differ based on whether they interact with the robots in simulation or observe them in videos.  ...  Also, they suggest that people perceive the surveys with interactive simulations as less mentally demanding than video surveys.  ...  Navigation Behavior. Using ROS logs from SEAN, we checked how often the human's avatar and the robot were close to each other based on Hall's proxemic zones [54] .  ... 
arXiv:2012.12336v2 fatcat:dfkrtsus5rhnvhbeijqtc45vjq

Understanding players' map exploration styles

Chen Si, Yusuf Pisan, Chek Tien Tan
2016 Proceedings of the Australasian Computer Science Week Multiconference on - ACSW '16  
We investigate the game-playing behaviors of human players in exploration games, so as to discover behavior patterns and understand gamer styles.  ...  Exploration is an essential part of play in modern video games. It refers to the discovery-based activities, in which players explore mechanisms, as well as spatiality of virtual world.  ...  INTRODUCTION Exploration is a common discovery-oriented activity that players perform in modern video games. In some games, like Journey 1 , the game can be purely about exploration.  ... 
doi:10.1145/2843043.2843480 dblp:conf/acsc/SiPT16 fatcat:c7tts2nl2fffzokw5fej2voad4

Modeling player-like behavior for game AI design

David Conroy, Peta Wyeth, Daniel Johnson
2011 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11  
This is particularly the case with respect to AI that simulates how human players act, behave and make decisions.  ...  The design of artificial intelligence in computer games is an important component of a player's game play experience.  ...  This level of player-like behavioral analysis is an important first step in designing player-like game AI.  ... 
doi:10.1145/2071423.2071434 dblp:conf/ACMace/ConroyWJ11 fatcat:vqr5hlktjrbdrd4efivo7d4ssm

Behavioral Cues of Humanness in Complex Environments: How People Engage With Human and Artificially Intelligent Agents in a Multiplayer Videogame

Stephanie Tulk Jesso, William G. Kennedy, Eva Wiese
2020 Frontiers in Robotics and AI  
An analysis of in-game behaviors, survey data and qualitative responses suggest that participants associated engagement in social interactions with humanness within the game.  ...  Because we cannot fully predict how socially intelligent AI will be applied, it is important to conduct research into how sensitive humans are to behaviors of humans compared to those produced by AI.  ...  ACKNOWLEDGMENTS The authors acknowledge the contributions of three wonderful research assistants (Massiel Raya, Hao Huang, and Austin Weiler) who assisted in collecting data, and installing updates and  ... 
doi:10.3389/frobt.2020.531805 pmid:33501306 pmcid:PMC7806100 fatcat:7t4txrc6hnfijamn6jpgenw46m

Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players

Tilo Hartmann, Erhan Toz, Marvin Brandon
2010 Media Psychology  
Many avid gamers discount violent conduct in video games as morally insignificant as "it is just a game".  ...  These results show that video games are capable of inducing affective moral responses in users. Accordingly, virtual violence may be considered morally significant action.  ...  In other words, faceless or fungible opponents are likely to be perceived as objects rather than unique human beings.  ... 
doi:10.1080/15213269.2010.524912 fatcat:shdc3773qfgw7boicuijlptsbm

Operator Strategy Model Development in UAV Hacking Detection

Haibei Zhu, Mary L. Cummings, Mahmoud Elfar, Ziyao Wang, Miroslav Pajic
2019 IEEE Transactions on Human-Machine Systems  
Also, the development of HMMs presents the feasibility of quantitatively investigating operator behavior patterns and strategies in human supervisory control scenarios.  ...  Given the existing problems in current GPS spoofing detection techniques and human visual advantages in searching and localizing targets, we propose a human-autonomy collaborative approach of human geolocation  ...  and exogenous factors that impact operator behavior patterns such as video game experience and task load; 4) Study how automation can improve operators' performance and success rate in task performance  ... 
doi:10.1109/thms.2018.2888578 fatcat:r42dnlifgnfzbfu6gx2u5kiy3q

The turing test track of the 2012 Mario AI Championship: Entries and evaluation

Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Likith Poovanna, Vinay S. Ethiraj, Stefan J. Johansson, Robert G. Reynolds, Leonard K. Heether, Tom Schumann, Marcus Gallagher
2013 2013 IEEE Conference on Computational Inteligence in Games (CIG)  
The Turing Test Track of the Mario AI Championship focused on developing human-like controllers for a clone of the popular game Super Mario Bros.  ...  We also discuss what can be learnt from this competition in terms of believability in platform games.  ...  These learning points demonstrate how the system learns to accomplish key tasks. There are clear parallels to how inexperienced human players learn to play platform style video games.  ... 
doi:10.1109/cig.2013.6633634 dblp:conf/cig/ShakerTYPEJRKSG13 fatcat:oznvgp4kgnc5phsoryoxyayzn4
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