Measuring the impact of reinforcement learning on an electrooculography-only computer game

João Perdiz, L. Garrote, G. Pires, U. Nunes
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引用次数: 5

Abstract

In this paper we present an approach for detecting ocular movements, based on Electrooculographic (EOG) signals, that can have applications requiring the detection of ocular events such as saccades and blinks. We use it to implement an interactive go-kart game in which the user's goal is to avoid obstacles. Since horizontal saccades are the most representative of ocular movements, we use them as the main input for driving the kart. Eye blinking is a semi-autonomic and essential function that occurs naturally, so we decided to take advantage of it by using it as a secondary input to control the speed of the kart. This interface allows us to test the influence of machine learning techniques on game operation by inexperienced users and to evaluate whether it has a subjective positive impact. Two different versions of the game were implemented, one with a Reinforcement Learning Algorithm (RLA) that moderates users' commands based on outcomes of past commands, trying to prevent collisions, and a version with direct control (without RLA). Five participants tested the two versions of the game, so that we could compare the player's performance and engagement. We obtained promising results that show an improvement in score when RL is applied. We also found that players do not experience significant changes in gameplay feeling when RL is introduced.
测量强化学习对一个仅限眼电的电脑游戏的影响
在本文中,我们提出了一种基于眼电图(EOG)信号检测眼球运动的方法,该方法可以用于检测眼跳和眨眼等眼部事件。我们用它来实现一个交互式卡丁车游戏,在这个游戏中,用户的目标是避开障碍物。由于水平扫视是最具代表性的眼部运动,我们将其作为驾驶卡丁车的主要输入。眨眼是一种自然发生的半自主的基本功能,所以我们决定利用它作为控制卡丁车速度的次要输入。这个界面允许我们测试机器学习技术对没有经验的用户的游戏操作的影响,并评估它是否具有主观的积极影响。我们执行了两个不同版本的游戏,一个是强化学习算法(RLA),它根据过去命令的结果来调节用户的命令,试图防止碰撞,另一个是直接控制(没有RLA)的版本。5名参与者测试了两个版本的游戏,这样我们就可以比较玩家的表现和粘性。我们获得了令人鼓舞的结果,表明RL应用后得分有所提高。我们还发现,当RL被引入时,玩家并没有体验到游戏感觉的显著变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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