mlsanityData to 14 Oct 2026

Selective Eye-gaze Augmentation To Enhance Imitation Learning In Atari Games

arXiv 2012.03145 ↗First posted 5 Dec 2020cs.LG cs.CVcited by 6

On the map: Offline RL and imitation learning from data → Robot manipulation imitation learning

Abstract (arXiv)

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.

Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). Placed in Robot manipulation imitation learning, one of 13 directions in Offline RL and imitation learning from data. Builds on 7 of its 35 references that are in the map. First posted on arXiv 5 Dec 2020.

Builds on

7 of 35 references.

Closest ancestors · 1

Same direction, newest first

  1. 2020Efficiently Guiding Imitation Learning Agents with Human Gaze28 Feb

Other references · 6

  1. 2014Empirical Evaluation of Gated Recurrent Neural Networks on Sequence Modelingcited by 2,367
  2. 2017Predicting the Driver's Focus of Attention: the DR(eye)VE Projectcited by 79
  3. 2018AGIL: Learning Attention from Human for Visuomotor Taskscited by 32
  4. 2019Robot Navigation in Crowds by Graph Convolutional Networks with Attention Learned from Human Gazecited by 30
  5. 2019Free-Lunch Saliency via Attention in Atari Agentscited by 12
  6. 2019Gaze Training by Modulated Dropout Improves Imitation Learningcited by 10

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2021: 1; 2022: 0; 2023: 0; 2024: 1; 2025: 1; 2026: 3.

6 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2019Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset ↗
  2. 2025Revealing Human Attention Patterns from Gameplay Analysis for Reinforcement Learning
  3. 2026TAVIS: A Benchmark for Egocentric Active Vision and Anticipatory Gaze in Imitation Learning
  4. 2019Utilizing Eye Gaze to Enhance the Generalization of Imitation Networks to Unseen Environments
  5. 2020Predicting Goal-directed Human Attention Using Inverse Reinforcement Learning
  6. 2025Where Do Humans Look When Demonstrating to Robots? Human Gaze Behavior in Pick-and-Place Tasks Across Demonstration Devices
  7. 2022Target-absent Human Attention
  8. 2022Visual Attention Prediction Improves Performance of Autonomous Drone Racing Agents