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

arXiv: https://arxiv.org/abs/2604.04439 · HTML: https://mlsanity.com/paper/2604.04439/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 20 references that are in the map.
- First posted on arXiv 6 Apr 2026.

## Builds on (most cited first, 9 of 9)

- [Making Convolutional Networks Shift-Invariant Again](https://mlsanity.com/paper/1904.11486/) (2019)
- [Modality Competition: What Makes Joint Training of Multi-modal Network Fail in Deep Learning? (Provably)](https://mlsanity.com/paper/2203.12221/) (2022)
- [Leveraging Human Guidance for Deep Reinforcement Learning Tasks](https://mlsanity.com/paper/1909.09906/) (2019)
- [AGIL: Learning Attention from Human for Visuomotor Tasks](https://mlsanity.com/paper/1806.03960/) (2018)
- [Machine versus Human Attention in Deep Reinforcement Learning Tasks](https://mlsanity.com/paper/2010.15942/) (2020)
- [Look, Focus, Act: Efficient and Robust Robot Learning via Human Gaze and Foveated Vision Transformers](https://mlsanity.com/paper/2507.15833/) (2025)
- [Selective Eye-gaze Augmentation To Enhance Imitation Learning In Atari Games](https://mlsanity.com/paper/2012.03145/) (2020)
- [Utilizing Eye Gaze to Enhance the Generalization of Imitation Networks to Unseen Environments](https://mlsanity.com/paper/1907.04728/) (2019)
- [Revealing Human Attention Patterns from Gameplay Analysis for Reinforcement Learning](https://mlsanity.com/paper/2504.11118/) (2025)

## 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.
