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Human-Like Navigation Behavior: A Statistical Evaluation Framework

arXiv 2203.05965 ↗First posted 10 Mar 2022stat.ML cs.AI cs.GRcited by 0

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Abstract (arXiv)

Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as non-playable characters (NPCs) designed to enhance the experience of human players. However, while it has been shown that the convincing human-like behavior of NPCs leads to increased engagement in video games, the believability of an artificial agent's behavior is most often measured solely by its proficiency at a given task. Recent work has hinted that proficiency alone is not sufficient to discern human-like behavior. Motivated by this, we build a non-parametric two-sample hypothesis test designed to compare the behaviors of artificial agents to those of human players. We show that the resulting p-value not only aligns with anonymous human judgment of human-like behavior, but also that it can be used as a measure of similarity.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 6 of its 17 references that are in the map. First posted on arXiv 10 Mar 2022.

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References · 6

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2021Open-Ended Learning Leads to Generally Capable Agentscited by 182
  3. 2021Counter-Strike Deathmatch with Large-Scale Behavioural Cloningcited by 50
  4. 2020Deep Reinforcement Learning for Navigation in AAA Video Gamescited by 27
  5. 2021Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigationcited by 17
  6. 2019PT-MMD: A Novel Statistical Framework for the Evaluation of Generative Systemscited by 3

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