mlsanityData to 7 Oct 2026

Estimating Central, Peripheral, and Temporal Visual Contributions to Human Decision Making in Atari Games

arXiv 2604.04439 ↗First posted 6 Apr 2026cs.LG cs.CVcited by 0

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Abstract (arXiv)

We study how different visual information sources contribute to human decision making in dynamic visual environments. Using Atari-HEAD, a large-scale Atari gameplay dataset with synchronized eye-tracking, we introduce a controlled ablation framework as a means to reverse-engineer the contribution of peripheral visual information, explicit gaze information in the form of gaze maps, and past-state information from human behavior. We train action-prediction networks under six settings that selectively include or exclude these information sources. Across 20 games, peripheral information shows by far the strongest contribution, with median prediction-accuracy drops in the range of 35.27-43.90% when removed. Gaze information yields smaller drops of 2.11-2.76%, while past-state information shows a broader range of 1.52-15.51%, with the upper end likely more informative due to reduced peripheral-information leakage. To complement aggregate accuracies, we cluster states by true-action probabilities assigned by the different model configurations. This analysis identifies coarse behavioral regimes, including focus-dominated, periphery-dominated, and more contextual decision situations. These results suggest that human decision making in Atari depends strongly on information beyond the current focus of gaze, while the proposed framework provides a way to estimate such information-source contributions from behavior.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 9 of its 20 references that are in the map. First posted on arXiv 6 Apr 2026.

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References · 9

  1. 2019Making Convolutional Networks Shift-Invariant Againcited by 390
  2. 2022Modality Competition: What Makes Joint Training of Multi-modal Network Fail in Deep Learning? (Provably)cited by 115
  3. 2019Leveraging Human Guidance for Deep Reinforcement Learning Taskscited by 42
  4. 2018AGIL: Learning Attention from Human for Visuomotor Taskscited by 32
  5. 2020Machine versus Human Attention in Deep Reinforcement Learning Taskscited by 16
  6. 2025Look, Focus, Act: Efficient and Robust Robot Learning via Human Gaze and Foveated Vision Transformerscited by 8
  7. 2020Selective Eye-gaze Augmentation To Enhance Imitation Learning In Atari Gamescited by 6
  8. 2019Utilizing Eye Gaze to Enhance the Generalization of Imitation Networks to Unseen Environmentscited by 1
  9. 2025Revealing Human Attention Patterns from Gameplay Analysis for Reinforcement Learningcited by 1

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