Learning to predict where to look in interactive environments using deep recurrent q-learning
Not on the map. Why?
Abstract (arXiv)
Bottom-Up (BU) saliency models do not perform well in complex interactive environments where humans are actively engaged in tasks (e.g., sandwich making and playing the video games). In this paper, we leverage Reinforcement Learning (RL) to highlight task-relevant locations of input frames. We propose a soft attention mechanism combined with the Deep Q-Network (DQN) model to teach an RL agent how to play a game and where to look by focusing on the most pertinent parts of its visual input. Our evaluations on several Atari 2600 games show that the soft attention based model could predict fixation locations significantly better than bottom-up models such as Itti-Kochs saliency and Graph-Based Visual Saliency (GBVS) models.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). First posted on arXiv 17 Dec 2016.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2021: 1; 2022: 1; 2023: 1; 2024: 1.
4 papers.
- 2022Look where you look! Saliency-guided Q-networks for generalization in visual Reinforcement Learningcited by 34
- 2024EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learningcited by 8
- 2023Approximate information state based convergence analysis of recurrent Q-learningcited by 5
- 2021An Approach to Partial Observability in Games: Learning to Both Act and Observecited by 1
- 2024EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learning15 Apr 2024
- 2023Approximate information state based convergence analysis of recurrent Q-learning9 Jun 2023
- 2022Look where you look! Saliency-guided Q-networks for generalization in visual Reinforcement Learning16 Sep 2022
- 2021An Approach to Partial Observability in Games: Learning to Both Act and Observe11 Aug 2021