# Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain

arXiv: https://arxiv.org/abs/2401.16444 · HTML: https://mlsanity.com/paper/2401.16444/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 44 references that are in the map.
- First posted on arXiv 28 Jan 2024.

## Builds on (most cited first, 27 of 27)

- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [On the Utility of Learning about Humans for Human-AI Coordination](https://mlsanity.com/paper/1910.05789/) (2019)
- [Net2Net: Accelerating Learning via Knowledge Transfer](https://mlsanity.com/paper/1511.05641/) (2015)
- [The Complexity of Decentralized Control of Markov Decision Processes](https://mlsanity.com/paper/1301.3836/) (2013)
- [Machine Theory of Mind](https://mlsanity.com/paper/1802.07740/) (2018)
- ["Other-Play" for Zero-Shot Coordination](https://mlsanity.com/paper/2003.02979/) (2020)
- [Mastering Complex Control in MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1912.09729/) (2019)
- [Collaborating with Humans without Human Data](https://mlsanity.com/paper/2110.08176/) (2021)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Cooperating with Machines](https://mlsanity.com/paper/1703.06207/) (2017)
- [Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased](https://mlsanity.com/paper/2302.01605/) (2023)
- [Pragmatic-Pedagogic Value Alignment](https://mlsanity.com/paper/1707.06354/) (2017)
- [Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning](https://mlsanity.com/paper/2209.08483/) (2022)
- [AvE: Assistance via Empowerment](https://mlsanity.com/paper/2006.14796/) (2020)
- [Evaluating the Robustness of Collaborative Agents](https://mlsanity.com/paper/2101.05507/) (2021)
- [Quantifying the effects of environment and population diversity in multi-agent reinforcement learning](https://mlsanity.com/paper/2102.08370/) (2021)
- [Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings](https://mlsanity.com/paper/2011.12582/) (2020)
- [Hierarchical Macro Strategy Model for MOBA Game AI](https://mlsanity.com/paper/1812.07887/) (2018)
- [Learning Diverse Policies in MOBA Games via Macro-Goals](https://mlsanity.com/paper/2110.14221/) (2021)
- [MOBA: a New Arena for Game AI](https://mlsanity.com/paper/1705.10443/) (2017)
- [Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective](https://mlsanity.com/paper/2304.11632/) (2023)

## Built on by (most cited first, 5 of 5)

- [LLM-Based Human-Agent Collaboration and Interaction Systems: A Survey](https://mlsanity.com/paper/2505.00753/) (2025)
- [Position: Towards Bidirectional Human-AI Alignment](https://mlsanity.com/paper/2406.09264/) (2024)
- [Characterizing LLM-driven Social Network: The Chirper.ai Case](https://mlsanity.com/paper/2504.10286/) (2025)
- [Turning Intent into Specifications: A Benchmark and an Interactive User-Assistant Agent](https://mlsanity.com/paper/2606.20585/) (2026)
- [PUBG Ally: A Conversational Embodied Agent as an AI Teammate](https://mlsanity.com/paper/2609.29837/) (2026)

## Abstract (arXiv)

Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
