<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A survey of monte
carlo tree search methods. IEEE Transactions on Computa-
tional Intelligence and AI in games</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>I see what you see: Integrating eye tracking into Hanabi playing agents</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mills College Oakland</string-name>
          <email>egottwald@mills.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Eva Tallula Gottwald</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Markus Eger and Chris Martens</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>4</volume>
      <issue>1</issue>
      <fpage>68</fpage>
      <lpage>75</lpage>
      <abstract>
        <p>Humans' eye movements convey a lot of information about their intentions, often unconsciously. Intelligent agents that cooperate with humans in various domains can benefit from interpreting this information. This paper contains a preliminary look at how eye tracking could be useful for agents that play the cooperative card game Hanabi with human players. We outline several situations in which an AI agent can utilize gaze information, and present an outlook on how we plan to integrate this with reimplementations of contemporary Hanabi agents.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Humans often give non-verbal cues to indicate their
intentions (Land and Hayhoe 2001) or augment their verbal
communication, often subconsciously. It would therefore be
beneficial for the usability of computational systems to be able
to interpret such signals. However, the subtle, subconscious
use of signaling and lack of simple test domains make
interpreting these signals very challenging. For many other AI
techniques, games have served as a test environment,
because they provide a low-risk, high-fidelity environment and
often have a clear performance metric that can be used to
measure success. We propose that games involving
communication can be used as test environments for the
interpretation of non-verbal cues given by humans.</p>
      <p>One example for a game that relies heavily on inter-player
communication is Hanabi (Bauza 2010), a cooperative card
game in which players collaborate to build fireworks
represented by cards with ranks from 1 to 5 in five colors.
Unlike in traditional card games, players hold their cards facing
away from them, i.e. every player sees every other players’
card, but not their own. On a player’s turn, they may give
a hint to another player about the contents of that player’s
hand. These hints are limited to either telling the other player
which of their cards have a particular color, or a particular
rank. For example, player A may tell player B which of their
cards are red and which are not, but not a subset thereof.
Giving a hint expends a hint token, of which the players initially
collectively have eight. Instead of giving a hint on their turn,
players may also opt to play a card by choosing any card
from their hand and putting it on the table. If the played card
is the next card in numerical order of its corresponding color,
e.g. if a blue 4 was played and the highest blue card currently
on the table is a 3, the card is added to the board, otherwise
it is discarded and a mistake is noted. When there is no card
of a particular color on the board, a 1 is considered to be the
next card in numerical order. Players may also opt to
outright discard a card instead of playing it; this recovers one
hint token. After players play or discard a card they draw a
new card from the deck to restock their hand. The game ends
once the players collectively have made 3 mistakes, or when
the deck has been exhausted, plus one extra round. The score
of the players equals the number of cards on the board, for
a maximum of 25 points if all five cards in each of the five
colors have been played successfully.</p>
      <p>Even though the game provides the players with very
limited communication, when human players play the game,
they typically follow the same strategy as in normal
conversation, using Grice’s maxims of communication (Grice
1975):</p>
      <p>The maxim of quantity by giving necessary hints, but not
more
The maxim of quality is enforced by the rules (players
may not lie)
The maxim of relation by not giving hints that are not
relevant to the current state of the game
The maxim of manner by trying to avoid hints that could
be misinterpreted
However, when games are closely observed, players also
often provide clues about their behavior in ways that are not
strictly part of game play, such as hesitation, visibly
deciding between two players to give hints to, etc. While there
has been significant research into Hanabi game play,
including how to build agents that play the game well with human
players, the interpretation of non-verbal communication
during game play has been understudied.</p>
      <p>In this paper we present preliminary work that aims to
integrate eye-tracking into agents that play Hanabi with
human players. We have implemented a 2-player version of
Hanabi in Unity that integrates with a Tobii eye tracker. We
will present our hypotheses of how eye tracking information
could be utilized by AI agents, the eye tracking information
we have available, and some initial observations about
players’ gaze behavior.</p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <p>Hanabi has been of interest for several AI researchers
because of its cooperative nature, the hidden information and
limited communication channels. One approach to the game
is to purely optimize the score the agents obtain. Cox et al.
(2015) have devised a logical/mathematical protocol to
convey a large amount of information using the limited
communication Hanabi allows, scoring close to a perfect score in
most games. While this approach only works in games with
5 players, Bouzy (2017) presents an improved version that
also works with fewer players. Walton-Rivers et al. (2017)
present a comparison of several different approaches,
including several based on Monte Carlo Tree Search (Browne
et al. 2012), focusing on how they perform in simulated
games. However, while agents using the techniques
discussed by these authors obtain very high scores when
playing with each other, the protocols they use are very hard to
follow for humans, and certainly not what a human player
would intuitively expect.</p>
      <p>Another approach for building Hanabi playing agents is
more in line with how human players approach the game.
Van den Bergh et al. (2015) present several agents using
simple if-then rules defined by experts. Osawa (2015) describes
agents that follow an expert-informed protocol, while also
deducing how information obtained from the other players
should be interpreted by having a model of possible
interpretations. Note that Walton-Rivers et al. also included
several rule-based approaches, including Osawa’s and van der
Bergh’s, in their comparison, some of which did not perform
much worse than their Monte Carlo Tree Search variants.
Eger et al. (2017) specifically investigated how AI agents
interact with human players, noting that agents that exhibit
intentional behavior score higher when playing with a
human player than those simply following their own protocol.</p>
      <p>It has been noted that humans use the gaze of other
people to determine their intentions, feelings, etc. starting from
as young as 3-4 years (Baron-Cohen 1997). In order to make
the interaction with computers more natural, it is therefore of
great interest to research the integration of gaze into
humancomputer interaction (Poole and Ball 2006). Bader and
Beyerer (2011) report how user’s mental models change their
gaze behavior to be more forward-looking to indicate their
intentions as they become more familiar with a task.
Hristova and Grinberg (2005) showed that players that are more
likely to cooperate in an Iterated Prisoners’ Dilemma
scenario are also more likely to look at the payouts, while
players less likely to cooperate looked more at the computer’s
moves. While this indicates that player behavior can be
predicted from their gaze, the game under consideration was
very simple. In the next section we will explore how
eyetracking could be used in a more complex domain.</p>
    </sec>
    <sec id="sec-3">
      <title>Eye Tracking for Hanabi</title>
      <p>In Hanabi, when receiving a hint from another player, it is
essential to determine the intention behind that hint, in order
to interpret it correctly. The work cited above does that by
either assuming that the player follows a fixed protocol, or
by explicitly or implicitly enumerating all possible current
game states given what is known about the hidden
information, and determining in which game state a player would
give the hint they gave. However, as mentioned, humans
often indicate their intentions with their gaze. We therefore
postulate that an AI agent with access to eye tracking
information can perform better than one without.</p>
      <p>Consider, for example, the case where a hint can be
interpreted to indicate either a playable card, or a card that should
be discarded. By using the player’s gaze, the AI agent might
be able to disambiguate between the two options. If the card
should be played, it is more likely that the player looked at
the board where that card should go, whereas a card that
should be discarded might prompt the player to look at the
other discarded cards more.</p>
      <p>What we are interested in is going beyond this very basic
example, and look at more complex cases. Hypothetically
interesting scenarios include:</p>
      <p>The player’s gaze going back and forth between two cards
in the AI agent’s hand before giving a hint including one
of them. Depending on what the AI agent already knows
about the two cards, they may be able to infer additional
information. For example, since there is only one copy of
each 5, players often give hints to prevent them from
being discarded, especially when they think that the person
holding the 5 is likely to discard it. However, this is at
tension with giving hints that have a more immediate effect
on game play. An AI agent could deduce this tension by
observing which options a player is considering.</p>
      <p>Because players know how many copies of each card are
in the deck, counting cards that were discarded, played
or are in the other players’ hands can be used to narrow
down which cards are in a player’s own hand. By tracking
which cards a player looks at before performing a play
or discard action, it is possible to determine which
possibilities they are considering. For example, consider that a
player knows that they have a 4, but not which color it is.</p>
      <p>When they look at all discarded 4s and a particular card in
the AI agent’s hand before playing their own 4, it is
possible to deduce that the card in the AI agent’s hand might
also be a 4. In particular, if the color of the player’s 4 was
ambiguous, the AI agent might infer that their card is a 4
of a color that would help disambiguate the color of the
player’s 4.</p>
      <p>When the AI agent draws a new card, the duration of the
gaze of the human player can be used to determine how
immediately useful a card is likely to be. This is
particularly true if the players are waiting to draw a specific
card, such as a missing 1, or if a card that can only be
played later in the game, such as a 4 is drawn early. We
believe that players’ gaze will linger shorter on cards that
are not immediately useful. However, if a card is useful,
the player has to scan the other cards in the AI agent’s
hand to determine which hint to give to unambiguously
indicate the usefulness of the new card.</p>
      <p>To be able to integrate these scenarios into an agent that
(a) A screenshot of our Hanabi implementation during game play (b) A heatmap of player gaze behavior overlayed over the game screen
plays Hanabi, we need to be able to track the player’s gaze
(to determine what they are focusing on), including which of
multiple options it changes between (to determine decision
making), and how long it rests in a particular spot (to
determine interest/ disinterest in a particular option).
Additionally, because of the inherent uncertainty of the information
obtained the agent must not take this information as a fact,
but rather only use it as guidance to help determine player
intentions.</p>
      <p>Existing Hanabi agents interpret hints that they are given
by determining in which situation, or in service of which
goal, the other player would give such a hint. If the agent
determines that there are multiple applicable situations, it
needs to break this tie in some way. The conservative
approach would be to refrain from choosing any particular
situation and continuing game play with the information
obtained, as is done by Osawa’ (2015) Outer State Player.</p>
      <p>Alternatively, in the approach used by Eger et al. (2017),
ambiguities are resolved by assuming that players prefer
actionable hints that advance the game. Eye tracking data can
be used in addition to these options to provide additional
weight to each possible situation, without being the sole
deciding factor. This is particularly appealing because it would
allow our approach to be integrated in multiple existing and
new agent designs.</p>
    </sec>
    <sec id="sec-4">
      <title>Implementation</title>
      <p>In order to test our hypotheses about how to integrate gaze
into Hanabi agents, we implemented the 2 player version of
Hanabi in Unity with support for a Tobii eye tracker1. Using
the eye tracker, we are able to determine where a player’s
gaze lingers with reasonable precision to determine which
card they are focusing on. Figure 1 shows the user interface
of our implementation, as well as an example for where a
player’s gaze lands on the screen. Note that this data comes
from a rough development version which does not currently
filter out any noise. We are still in the process of tweaking
gaze duration thresholds, and considering additional
tech1https://developer.tobii.com/tobii-unity-sdk/
niques to reduce the noise, starting with a simple low-pass
filter. However, even with this noisy data, one can already
see that players focus on particular cards more than others.
Another, not entirely unexpected, observation we have made
is that a player’s gaze is drawn towards UI elements that
move or pop up, such as when they are given a hint, or when
they click on a pop-up menu.</p>
      <p>In our current version of the game, the AI agent performs
its moves randomly, with our main focus being obtaining
and interpreting eye tracking data. In the next section we
will discuss how we plan on incorporating this information
into the agent’s decisions.</p>
    </sec>
    <sec id="sec-5">
      <title>Future Work</title>
      <p>So far, our efforts have been focused on creating an
implementation of Hanabi that incorporates eye tracking. For
future work, we want to explore how players’ gaze behavior
lines up with the situations outlined above, and test the
hypothesis that player’s gaze can be used by an agent to
improve its behavior. While we have already identified that
players tend to look at certain UI elements when they
become interactable, we have yet to determine how closely a
player’s gaze correlates with their intentions, and in what
way.</p>
      <p>However, the main advantage of having eye tracking
information available is not that it is necessarily an accurate
indicator of a player’s intention, but rather that it can be used
in addition to other techniques. We therefore plan to
reimplement Osawa’s (2015) and Eger et al.’s (2017) agents, and
use eye-tracking for cases in which their approaches have
to decide between two or more possibilities. To validate this
approach, we plan on performing a user study to compare
the different approaches. Each participant will play several
games with the same agent type, where the agents will
ignore the eye tracking information in some games, while for
others it is taken into account. We believe that taking gaze
into account will allow the AI agents to perform better when
playing with human player, but the games could also provide
insights into how gaze differs between different players, if at
all. Additionally, the score in the game is not the only
relevant variable. We will therefore also perform a survey to ask
participants if they perceived the AI to understand them
better, or play more rationally.</p>
      <p>One limitation of this approach, and an ethical experiment
setup in general, is that the participants are necessarily aware
of the eye tracker, and may adapt their behavior. Our
experimental design therefore only compares games in which eye
tracking information is present, but ignored by the AI agents,
with games in which it is utilized. By comparing the scores
from games in which gaze information is ignored with prior
work, we can determine whether players also changed their
in-game behavior, though.</p>
      <p>Finally, we are also considering applications beyond
games, such as assisting users of software tools. By
determining user’s intentions, help can be given in a more
contextual way.
Bader, T., and Beyerer, J. 2011. Influence of users
mental model on natural gaze behavior during human-computer
interaction. In 2nd Workshop on Eye Gaze in Intelligent
Human Machine Interaction, 25–32.</p>
      <p>Baron-Cohen, S. 1997. Mindblindness: An essay on autism
and theory of mind. MIT press.</p>
      <p>Hristova, E., and Grinberg, M. 2005. Information
acquisition in the iterated prisoners dilemma game: An eye-tracking
study. In Proceedings of the 27th annual conference of
the cognitive science society, 983–988. Lawrence Erlbaum
Hillsdale, NJ.</p>
      <p>Land, M. F., and Hayhoe, M. 2001. In what ways do
eye movements contribute to everyday activities? Vision
research 41(25-26):3559–3565.</p>
      <p>Osawa, H. 2015. Solving Hanabi: Estimating hands by
opponent’s actions in cooperative game with incomplete
information. In Workshops at the Twenty-Ninth AAAI Conference
on Artificial Intelligence.</p>
      <p>Poole, A., and Ball, L. J. 2006. Eye tracking in hci and
usability research. In Encyclopedia of human computer
interaction. IGI Global. 211–219.
van den Bergh, M.; Spieksma, F.; and Kosters, W. 2015.
Hanabi, a co-operative game of fireworks. Bachelor’s thesis,
Universiteit Leiden.</p>
      <p>Walton-Rivers, J.; Williams, P. R.; Bartle, R.;
PerezLiebana, D.; and Lucas, S. M. 2017. Evaluating and
modelling hanabi-playing agents. In Evolutionary Computation
(CEC), 2017 IEEE Congress on, 1382–1389. IEEE.</p>
    </sec>
  </body>
  <back>
    <ref-list />
  </back>
</article>