MLMar 10, 2022
Human-Like Navigation Behavior: A Statistical Evaluation FrameworkIan Colbert, Mehdi Saeedi
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.
LGJun 4, 2025Code
Path Generation and Evaluation in Video Games: A Nonparametric Statistical ApproachDaniel Campa, Mehdi Saeedi, Ian Colbert et al.
Navigation path traces play a crucial role in video game design, serving as a vital resource for both enhancing player engagement and fine-tuning non-playable character behavior. Generating such paths with human-like realism can enrich the overall gaming experience, and evaluating path traces can provide game designers insights into player interactions. Despite the impressive recent advancements in deep learning-based generative modeling, the video game industry hesitates to adopt such models for path generation, often citing their complex training requirements and interpretability challenges. To address these problems, we propose a novel path generation and evaluation approach that is grounded in principled nonparametric statistics and provides precise control while offering interpretable insights. Our path generation method fuses two statistical techniques: (1) nonparametric model-free transformations that capture statistical characteristics of path traces through time; and (2) copula models that capture statistical dependencies in space. For path evaluation, we adapt a nonparametric three-sample hypothesis test designed to determine if the generated paths are overfit (mimicking the original data too closely) or underfit (diverging too far from it). We demonstrate the precision and reliability of our proposed methods with empirical analysis on two existing gaming benchmarks to showcase controlled generation of diverse navigation paths. Notably, our novel path generator can be fine-tuned with user controllable parameters to create navigation paths that exhibit varying levels of human-likeness in contrast to those produced by neural network-based agents. The code is available at https://github.com/daniel-campa/mf-copula.
CVDec 3, 2025
Learning Single-Image Super-Resolution in the JPEG Compressed DomainSruthi Srinivasan, Elham Shakibapour, Rajy Rawther et al.
Deep learning models have grown increasingly complex, with input data sizes scaling accordingly. Despite substantial advances in specialized deep learning hardware, data loading continues to be a major bottleneck that limits training and inference speed. To address this challenge, we propose training models directly on encoded JPEG features, reducing the computational overhead associated with full JPEG decoding and significantly improving data loading efficiency. While prior works have focused on recognition tasks, we investigate the effectiveness of this approach for the restoration task of single-image super-resolution (SISR). We present a lightweight super-resolution pipeline that operates on JPEG discrete cosine transform (DCT) coefficients in the frequency domain. Our pipeline achieves a 2.6x speedup in data loading and a 2.5x speedup in training, while preserving visual quality comparable to standard SISR approaches.
AIOct 15, 2025
Combining Reinforcement Learning and Behavior Trees for NPCs in Video Games with AMD ScholaTian Liu, Alex Cann, Ian Colbert et al.
While the rapid advancements in the reinforcement learning (RL) research community have been remarkable, the adoption in commercial video games remains slow. In this paper, we outline common challenges the Game AI community faces when using RL-driven NPCs in practice, and highlight the intersection of RL with traditional behavior trees (BTs) as a crucial juncture to be explored further. Although the BT+RL intersection has been suggested in several research papers, its adoption is rare. We demonstrate the viability of this approach using AMD Schola -- a plugin for training RL agents in Unreal Engine -- by creating multi-task NPCs in a complex 3D environment inspired by the commercial video game ``The Last of Us". We provide detailed methodologies for jointly training RL models with BTs while showcasing various skills.