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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Exploring Expertise through Visualizing Agent Policies and  Human Strategies in Open-Ended Games </article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Steven Moore </string-name>
          <email>StevenJamesMoore@gmail.com</email>
          <email>StevenJamesMoore@gmail.com </email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>John Stamper </string-name>
          <email>jstamper@cs.cmu.edu </email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Carnegie Mellon University</institution>
          ,
          <addr-line>5000 Forbes Avenue , Pittsburgh, PA 15213</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Carnegie Mellon University</institution>
          ,
          <addr-line>5000 Forbes Avenue , Pittsburgh, PA 15213</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this research, we explore the problem solving strategies of both humans and AI agents in the open-ended domain of video games. We utilize data collected from several human-level performing AI agents, that follow a given policy, and data from expert human players, that follow a set of strategies, for two Atari 2600 console games. We compare both types of data streams using a visualization technique to gain insights about how each player type, AI or expert human, go about solving the given games. Analyzing the action sequences of the two, we demonstrate how closely the agent policies resemble the real-world problem solving of a human player, and explore how we might extract human-level strategies for agent policies. We reflect on the benefits of using data from both AI agents and expert humans to instruct learners, model their behaviour, and how strategies may be more apparent and easier to adopt from human play. Finally, we hypothesize the benefits of combining both types of data for learning these complex tasks within open-ended domains.</p>
      </abstract>
      <kwd-group>
        <kwd>expertise</kwd>
        <kwd>strategy</kwd>
        <kwd>gameplay agent</kwd>
        <kwd>visualization</kwd>
        <kwd>t-SNE</kwd>
        <kwd>deep reinforcement learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        The process of building expertise, especially in complex tasks, has
been an area of study for some time in education [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Issues
related to the difficulty of data collection and storage, have been
an impediment in the educational data mining (EDM) research
community to explore many truly open ended complex tasks. In
this research, we are taking steps to better understand how to
collect, analyze, and gain a better understanding of complex
environments where human expertise in the form of strategies
may be used. We have selected a classic video game system
environment based on the Atari 2600 console called the Arcade
Learning Environment (ALE) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. ALE has generated a large
amount of interest in recent years in the broader artificial
intelligence and machine learning environments as a test bed for
game playing agents. While the majority of work with this
environment is focused on building general game playing agents,
we have found the environment provides a useful test bed for
understanding how humans learn and apply strategies, which can
also be compared to agents. To this end, we are currently trying to
understand how agents, that have met or exceeded human level
capabilities at these games, encode strategies in their game
policies, and how their strategies compare to expert human
players.
      </p>
      <p>
        In the development of these agents, it is the human encoding the
strategy into the AI using their knowledge of the game. The
majority of game-playing agents, however, make use of deep
neural nets to develop their policies, which makes them black box
and often difficult to interpret by a human. Recent work has
looked at making policies developed this way programmatically
interpretable, but much work remains for humans to be able to
clearly articulate what many of these agents have learned from
their training [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. It is debatable if these deep reinforcement
learning agents make use of explicit strategies as they execute
their given policies. A recent approach uses saliency maps to
highlight key decision regions for agents in ALE, and found that
their agent for the Space Invaders videogame learned a
sophisticated aiming strategy [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Another way to make policies
less black box is to break the policy down into smaller subtasks
that are comprised of a few actions that feed back into the overall
policy [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. These techniques of breaking down policies into
smaller interpretable strategies and visually representing the
mechanisms of an agent’s policy are steps toward having humans
learn strategies from agents, without directly encoding any into
the agent itself.
      </p>
      <p>
        While previous work continues to reduce the amount of training
data required to develop successful agents via self-learning, others
look to use human games to seed agents. One such study found
that training on human data, they could achieve comparable scores
to state-of-the-art reinforcement learning techniques and even beat
the scores using just the top 50% of their collected data for more
complicated games, such as pinball [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Combining a method
that not only trains agents on expert human data, but also encodes
their strategies into the form of an evaluation function, has the
potential to yield successful agents that require less computational
time while performing at greater levels than comparable agents.
Data from stochastic and adversarial domains remains challenging
to mine, interpret, and visualize in a way that improves the
understandability of the data. Video game data collected in the
ALE is representative of this challenging domain, while also
being open ended. Datamining and visualization techniques
applied to such data can readily be leveraged for more traditional
educational domains, such as solving a stoichiometry problem or
completing a task in a physics simulator. One technique to help
visualize such game data, in a way that enables us to make
comparisons, is the use of t-distributed stochastic neighbor
embedding (t-SNE) [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. This is a technique used to visualize
high-dimensional datasets and has previously been used a few
times to visualize and interpret game data [
        <xref ref-type="bibr" rid="ref22 ref28">22, 28</xref>
        ]. By applying
t-SNE for dimensionality reduction and visualization to data,
similar clusters detailing potential strategies and policy enactment
may emerge. Visually representing the mechanisms of an agent’s
policy can provide a step towards having humans learning
strategies from these agents, gaining their expertise.
      </p>
      <p>In complex tasks humans generate strategies which can be applied
in many different situations. Combinations of strategies that lead
to optimal outcomes can lead to expertise in a domain, although
there is still no consensus among researchers as to what makes a
person an expert and how expertise is defined. In this research we
explore the interactions of policies and strategies, then look at
how both relate to expertise in the context of these two games.
Our long term goal is to see how humans can help teach agents
and agents can help teach humans in a continuous loop hence the
idea of “teachable humans and teachable agents.” Specifically in
this work, the main contribution is a start to this goal with a novel
comparison of agent policies, generated with two different state of
the art techniques on several complex game domains, and
strategies generated from human players. We do this through the
use of visualizing both types, expert human and agent, of
collected gameplay data using t-SNE diagrams of the state spaces
as a means to compare the two. We believe this work can help
lead to a better understanding of human strategies and expertise,
while also contributing to data mining techniques which can
further be used in the context of explainable AI for educational
systems. The visualization and comparison techniques used can be
extended to more traditionally educational games, to gain a sense
of any strategies being enacted. Additionally, it is beneficial to see
if the agents are solving the game in a natural way, using a
human-like strategy, as many similar systems are often designed
to playtest such games and act as tutors to the users.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        Expertise has been the subject at the crossroads of Psychology and
Computer Science for some time. One of the first compiled works
came from Glaser et al., ​The Nature of Expertise [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] explored a
wide variety of domains from human typing to sports to ill
defined domains. A key insight from this work is that in the early
development of AI systems, expertise was tightly related to the
concept of encoding human strategies into machines, such as early
work involving chess players and intelligent tutors [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. As work
continued, there seems to be a drift from the Psychology field into
architectures of cognition defined by ACT-R [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Soar [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] as
examples. Computer Science moved towards agents and policy
creation focusing early on reinforcement learning [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] and now
advanced techniques built on deep learning [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Human Expertise and Strategies</title>
      <p>
        The question of what exactly defines someone as an expert is still
an open question and has a lot to do with the particular domain
that is being studied. In chess, Chase and Simon posited that it
takes 10,000 hours of study to become an expert in chess [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. That
number has also been suggested as the rough number of hours to
become an expert musician [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and is a general theory of expertise
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], although largely due to Simon’s chess work.
      </p>
      <p>
        In the case of learning systems, we often define mastery using
some form of knowledge tracing. These systems often set
“mastery” as a probabilistic value that a learner knows a particular
skill. The value of mastery varies on skills and domains, but often
a value of 90% or 95% are assumed to have achieved mastery [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
Beyond measurements of expertise is it also important to
qualitatively understand the strategies associated with expertise.
Understanding strategies that are used to solve problems has also
been explored in many domains. Tasks to elicit knowledge from
experts, such as cognitive task analysis (CTA) have been used by
cognitive scientists to better understand the 3 strategies that
experts use, but may not explicitly recognize [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In a mathematics
study on word problems where students were using cognitive
math tutors, researchers noted three different strategies that
students used to solve problems [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. These strategies included (1)
working backwards from the answer or unwinding, (2) plugging
in values in a hill climbing method, and (3) using equations. With
the correct structure of the problems these strategies could be
explicitly identified.
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Agent Expertise and Policies</title>
      <p>
        Artificial intelligence has been used now for decades to create
agents that mimic human behavior. These agents are generally
driven by a policy created by some form of machine learning such
as reinforcement learning [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. The policy tells the AI agent what
to do given a certain set of conditions. This is most often defined
as a state-action graph that suggests the best possible next action
for an agent assigned to a given state [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        In education, agents driven by policies have long been a
foundational part of data-driven intelligent tutors and adaptive
learning. Work has been done in modeling learning at a partially
observable Markov decision process (POMDP), and using a
policy generated to predict what a student knows and what the
next best instructional lesson is for a particular student [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Other
research has been done using reinforcement learning with a focus
on what pedagogical action would be best to use for a student
when multiple actions are available [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Most closely associated
with the research we are doing is working on the automatic
generation of hints and feedback [
        <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
        ]. This work uses state
graphs and reinforcement learning to identify the best path for
solving problems and using the state features of the next best state
to generate a just in time hint, like the next optimal move in a
game [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. This type of feedback can lead the student down a
better path for learning.
2.3
      </p>
    </sec>
    <sec id="sec-5">
      <title>Comparing Human &amp; Agent Gameplay</title>
      <p>
        Visualizations of gameplay data are widely popular, often
being used by players to compare their performance against
others and to make sense of how they played the game [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
For instance, heat maps have been used by players to refine
gameplay strategies, providing insights into popular areas
about a game’s environment [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In a similar vein,
saliency maps have been applied to gameplay from agents,
acting as heat maps for activations in their neural nets [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
From such visualizations, it became clear that the agent was
enacting a form of a strategy around aiming, as a human
player would do. Another use of saliency maps, combined
with t-SNEs, looked to describe the policies agents were
using [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. This was done to not only make the agents less
black-box and understandable, but to see if they followed
any set strategies.
      </p>
      <p>
        Many games are making use of such game-playing agents
and procedurally generated content methods to develop
both the game environment and to play-test the games [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Much like the agents developed for the ALE, these
game-playing agents play a game in order to find any bugs
or areas of improvement. With such large amounts of data
coming from even the most simple games, many tools have
been developed to assist in the visualization and analysis
process [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Using visualizations is one way to gain
insights into any human-like strategies being enacted by
such agents. This is important as an agent might not be of
much use if it plays the game, but not in a way that a
human user does. In open-ended games with a massive
state space, mimicking as close to human play as possible
helps to provide the most accurate data and bug testing
from the agent.
3.
3.1
      </p>
    </sec>
    <sec id="sec-6">
      <title>METHOD</title>
    </sec>
    <sec id="sec-7">
      <title>Environment &amp; Games</title>
      <p>
        The Arcade Learning Environment (ALE) provides a framework
consisting of over fifty Atari 2600 games that can used to evaluate
competency in deep reinforcement learning (DRL) agents and
other types of AI [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Despite having a limited amount of input, a
fire button and four directional controls, many of the games
consist of complex tasks in open-ended worlds, making them a
fitting testbed for DRL agents. Using the ALE, we focused on
gameplay from two distinct games for the Atari 2600. The first
game is Space Invaders, which is one of the simpler games for the
system, consisting of just four non-combinational inputs. The
second game is Seaquest, which incorporates all input
combinations available for the Atari 2600, making it a much more
complex and challenging game for both humans and agents.
      </p>
      <sec id="sec-7-1">
        <title>3.1.1 Space Invaders</title>
        <p>In the game Space Invaders, depicted in Figure 1, the player or
agent controls a ship at the bottom of the screen that can navigate
along a single dimension of left or right. The goal of the game is
to destroy all the enemy units above the user’s ship, gaining points
for each enemy destroyed, while also avoiding any projectiles
from them. If the player is struck by an enemy projectile they lose
one of their three lives. To destroy these enemy units, the player’s
ship can fire a projectile that goes directly up, damaging or
destroying an enemy unit on contact. Additionally, the player can
hide behind three objects at the bottom of the screen to avoid the
enemy fire. The only valid controls for this game are left and right
to move the player agent and the fire button to shoot.</p>
      </sec>
      <sec id="sec-7-2">
        <title>3.1.2 Seaquest</title>
        <p>
          In the game Seaquest, depicted in Figure 2, the ultimate goal is to
retrieve as many scuba divers from under the water as possible.
The player or agent controls a submarine that can navigate in all
directions around the screen and faces the front of the ship in the
direction of movement, either right or left. This submarine has an
oxygen tank gauge that slowly diminishes over time, the player
must surface their ship at the top of the screen to refill it. As they
navigate around the screen, collecting the divers, they also must
dodge enemy ships and sharks that navigate across the map. If
their submarine collides with an enemy unit or the oxygen gauge
reaches zero, they lose one of their three lives. To combat these
enemies, they are able to shoot a projectile from the front of the
ship, which damages or destroys these enemy units. Killing an
enemy results in a point increase, but the main increase in points
comes from saving the divers. In order to receive points for the
collected divers, the submarine must surface by navigating to the
very top of the map. All valid button combinations for the Atari
2600 controller work for this game, such as up-left-fire, right-fire,
and down.
As the ALE provides a framework for testing DRL agents, we
selected two higher performing agents implemented in the
environment using value-based DRL algorithms. The first agent
utilizes a Deep Q-network (DQN) and has achieved a level
comparable to a human professional in almost fifty games,
including the two we investigate [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Our second is an agent
known as Rainbow, which is built upon a DQN variant and has
achieved even greater scores across the same Atari 2600 games
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. We selected the DQN agent as it is often cited as a baseline
for this domain. The Rainbow agent was selected for its high
scoring performance, while still mimicking human play when
observed. For instance, Rainbow will move the player avatar
about the screen in Seaquest, rather than stay at the very bottom of
the screen to avoid enemies, as some agents do.
        </p>
        <p>
          The data for both of these agents come from the benchmarks used
in the ​Atari Zoo​ , an open-source set of trained models for six
major DRL algorithms at varying benchmarks, collected from the
ALE [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. Other DRL algorithm agents implemented in ​Atari Zoo
perform at lower levels than DQN and Rainbow, while not
mimicking human gameplay, such as A2C [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. For this reason,
we did not select those agents, as we wanted high performing ones
for both games.
1
2
3
        </p>
        <p>DQN
2380</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Expert Human Dataset</title>
      <p>
        Using the ALE, we collected expert human data for both Space
Invaders and Seaquest. To collect the human game play data, we
modified the ALE code to record the RAM state at each frame of
gameplay, so that it could be compared to the agent data from the
Atari Zoo​ . Using Atari 2600 data collected from the Atari Grand
Challenge project as a baseline for Space Invaders, our collected
expert human data ranks in the top 1% based on scores [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. We
were unable to use the collected data from the Atari Grand
Challenge, as we needed the RAM states in order to visualize the
data in the ​Atari Zoo​ .
3.4
      </p>
    </sec>
    <sec id="sec-9">
      <title>Visualizing</title>
      <p>
        A popular technique used for dimensionality reduction and
visualization of high-dimensional data used with large
reinforcement learning datasets is t-SNE [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. It provides a way to
plot the data, from both agents and humans, along varying
dimensions, clustering the related frames to one another. Our data,
for both agents and humans, consisted of the Atari RAM
representation, which is the same across agent algorithms and
runs, but distinct between the games. Traditionally, the use of
t-SNE embeddings are for a single high-level representation of an
agent. However, since our datasets are all from the Atari RAM
representation, this enables us to make comparisons between
different runs of an agent for the same algorithm and runs from
1805,990
3750
3845
4960
5020
7840
Rainbow
      </p>
      <p>
        Human
1685
1745
1845
12590
14220
16880
different DRL algorithms. As these datasets were quite large for
both games, we pre-processed them using Principal Component
AnalysiS (PCA) to a dimensionality of 50, then followed that with
300 t-SNE iterations with a perplexity of 30 [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Note that t-SNE
positions the points on a place such that the pairwise distances
between them minimizes a certain criterion. As a result, the axes
can not be labeled with a specific unit, due to the high
dimensional nature of the data.
      </p>
      <p>
        Utilizing the code provided from the ​Atari Zoo ​ [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], we are then
able to visualize the processed agent and human data in a t-SNE
embedding with associated screenshots. The points in the
resulting t-SNE embeddings represent a separate frame from the
agent or human. They are colored corresponding to their given
source and the transparency is used to indicate score, with a
darker color indicating a higher score. The clustering of the points
help to indicate the distributions of states, corresponding to
behaviour, the agent or human visited. Additionally, the points
can be clicked on to view a screenshot of the game. This provides
another metric for analyzing agent-collected data, in addition to
providing a means of comparison to our collected human data.
4.
4.1
      </p>
    </sec>
    <sec id="sec-10">
      <title>RESULTS</title>
    </sec>
    <sec id="sec-11">
      <title>Space Invaders</title>
      <p>Plotting the DQN, Rainbow, and expert human data from Space
Invaders via t-SNE, we can see both similarities and differences in
the clustering. Figure 3 depicts a t-SNE embedding of nine Space
Invaders games in total, three from each agent and the expert
human. The agent data, green depicting Rainbow and blue for
DQN, overlaps more throughout the graph than the human data
points, represented by red. A majority of the human data
clusterings are on the bottom half of the t-SNE, where there only
appears to be a single Rainbow and DQN cluster. There is an
equal separation of high scoring points, depicted by darker shades
of the color, for all three parties. High scoring human points of
dark red are scattered about, while the dark blue DQN data is
grouped toward the upper center. Above that is the dark green
Rainbow data, that is grouped between the 100 and 150 points of
the y-axis. Ultimately while there is similar clustering of the
Rainbow and DQN agents across all three games, it does not hold
true for when the game is coming to an end and a higher score has
been achieved. Additionally, regardless of the game’s score, the
human data does not seem to have much overlap with either agent.</p>
      <p>To further identify any interesting clustering of the points, we
selected a single game play from the two agents and the human
data, so the t-SNE would show one from each for a total of three,
instead of the aforementioned nine. The resulting t-SNE for this is
shown in Figure 4, along with screenshots that are representative
of the major clusters. We included screenshots for six clusters,
two from each, that are darker in color corresponding to a higher
score and being further along in the game. Since this depicts a
later point in the game, any key moves or strategies are more
visible since they have had time to be enacted. With a single game
for each agent or human depicted, the representative clusters stand
out even more.</p>
    </sec>
    <sec id="sec-12">
      <title>4.2 Seaquest</title>
      <p>Following the same steps of the Space Invaders data, we plotted
the collected Seaquest gameplay data via t-SNE. Figure 5 depicts
the t-SNE embedding of nine Seaquest games in total, three from
each agent and three collected from the expert human. Similar to
the Space Invaders t-SNE embedding, the two Rainbow and DQN
agents, represented by green and blue respectively, overlap more
with one another than the expert human data, represented by the
red points. However, all three types of points about the diagram
are much less clustered into groups and more spread out
throughout the given range, indicating a greater variance of game
states between the two agents and the expert human. One notable
clustering resulting from all nines games is a grouping in the
center, where the Rainbow agent, shown in green, almost
perfectly overlaps the DQN agent, shown in blue. For this cluster,
the points for both agents are also darker, indicating they are for
higher scoring states that occur later during the game play.</p>
      <p>As the resulting data appears to be fairly scattered for all nine
games of Seaquest, we selected just the third play through for both
agents and the humans and displayed it via t-SNE, shown in
Figure 6. With just a single game from each source displaying,
several clusterings became more apparent. The Rainbow agent has
three distinct clusters, two of which overlap with the DQN agent.
Screenshots from these two clusters depict the player unit, the
yellow submarine, towards the center of the screen with no
enemies around. The representative screenshots depicting the
expert human data, via the red points, show the shit less towards
the center and with more enemy units about. This suggests a
potential difference in gameplay between the agents and the
human, that we elaborate on in the following discussion.</p>
    </sec>
    <sec id="sec-13">
      <title>DISCUSSION</title>
      <p>Plotting the game data via t-SNE provides a concise visualization
of such high-dimensional data. However, they are only beneficial
to us if their clusterings detail any patterns that might be
indicative of a strategy or interesting behaviour. One immediate
clustering that caught our eye was for the t-SNE depicting a single
game of Space Invaders for the two agents and humans. As Figure
7 shows, there is a clear dark red cluster of expert human data
toward the center, indicating there are many similar game states
here and ones with a high game score comparatively. Examining
the points on this curving cluster, we noticed the screenshots
representing the game states at the time had a clear similarity. The
states in this cluster were for when a single enemy ship was left
on the map, the point right before the player can advance to the
next stage. It became clear that human player had difficulty hitting
the last few enemies, as they move fast and requires precise
aiming when there are not many left. A nearby cluster from the
Rainbow agent, represented in green and highlighted in Figure 7
too, depicts a similar set of states. However, there are not as many
points for the agent in this set of states as there are the human,
suggesting the agent can more accurately hit the fast moving last
remaining enemies.</p>
      <p>While this is not a particular strategy, it does provide insights into
similar difficulties both agent and human have in the game. It also
aligns with the maximum scores both agent and human achieved,
as the agent spent less time on this phase and could advance
through the game more rapidly, achieving a higher score in the
allotted time, which one might equate to expertise in this domain.
It is a case where the Rainbow agent is reflecting a difficulty also
encountered by the human. If this was in the context of an
educational game, we could use the agent’s data to gain insights
into where a hint or other feedback might be the most optimal, as
it is a clear point of difficulty. Additionally, the DQN agent did
not demonstrate such difficult. If just the DQN agent’s data was
used for such playtesting, this area of struggle may have been
missed altogether. This insight was provided through a brief
visual inspection enabled via t-SNE, that may not be as readily
clear from parsing log data.</p>
      <p>Another analysis of the same t-SNE plot for a game of Space
Invaders provided insights into a distinct shooting strategy the two
agents and human each had. When we inspected clusters and
points that represented the game at a halfway point, where half the
enemy units on the screen were destroyed and the other half alive,
we noticed an interesting pattern in the configuration of the
remaining enemies. As Figure 8 shows, the Rainbow and DQN
agents target enemies either horizontally across the bottom or in a
diagonal pattern. However, the expert human destroys the enemy
units starting from the left column and working right. While each
of these represents a different shooting strategy for the given
player, the expert human’s strategy is debatably the most optimal.
For Space Invaders, the enemy units move about the screen
horizontally, and once they reach the edge of the screen they
move down a single row, and continue moving the opposite
horizontal direction. This means that if there are few enemy
columns, it takes the enemies a greater time to horizontally
traverse, allowing the player more time to fire at them.
There are trade-offs for this strategy though, as if the bottom row
of the enemy units comes into contact with the ground, the game
is over. This may be the reason why the deep reinforcement
learning trained agents shoot in a horizontal or diagonal pattern,
so that they keep the bottom row higher up to avoid the game over
condition, something they must have encountered quite often
during their early training phases. However, this does not translate
to an optimal strategy as the expert human data reveals. Teaching
a player the game using such agents could lead to the adoption of
this firing strategy, which would be suboptimal compared to that
of the human’s. Such a case could also readily apply to more
educational game contexts, as an agent or tutor that learned to
play or solve the problem may be doing so in a non-optimal way
compared to that of an expert human. Even though the “score” for
a given game is greater, ultimately learning the better strategy
would have a greater pay off in the long run.</p>
      <p>Examining the t-SNE for a game of Seaquest also revealed
insights into the differing navigational strategies used by both
agent and human. For this t-SNE plotting, there was less
clustering compared to the Space Invaders ones. However, as we
investigated the different points and viewed the screenshots for
representative states, a pattern with the player-controlled
submarine emerged. For both the DQN and Rainbow agent, the
submarine remained towards the bottom of the map and stayed
centered on the y-axis, unless they were briefly moving to rescue
a diver. However, the human points showed the submarine in a
variety of positions that were far from the center or bottom axis,
even without the presence of these scuba divers. As Figure 9
depicts, the human made use of more free moving navigational
behavior, traversing the entire map and getting towards the edges
to allow themselves more time to position and fire at enemies. The
agents, who presumably had better accuracy from their mass
training, could remain towards the center and only leave the
bottom when they had to move upwards to fire at an enemy or
surface for oxygen.</p>
      <p>Similarly to the Space Invaders strategy of creating different
enemy configurations, the agents for Seaquest had their own
strategy that differed from the expert human gameplay. In this
game’s context, there is not necessarily a clear benefit of one
navigational strategy over the other. However, the one used by the
agents might be better suited for a player who has better aim and
does not need to get their avatar close to the enemy units. If a
human user learned from the actions of these agents though, they
might not move around the map as the expert human gameplay
did. While not necessarily impacting the score, it could impact
their enjoyment of the game, as they will be making less
movements and have less control over their avatar, compared to
treating it as basically fixed along the y-axis. This is another
consideration of using just an agent to playtest or learn from, as
even when it might not impact performance, other factors like
enjoyment might be impacted from the enactment of certain agent
performed strategies.</p>
      <p>This research represents our initial exploratory work into
understanding expertise of complex tasks in open ended domains
using a combination of human and artificial intelligence agents.
We have begun by plotting expert human and human-level agents
using t-SNEs to provide a way for us to visualize data. We can see
from the plotted t-SNEs that expert human data does have some
overlap with data from high performing DRL agents, however,
gaps exist where humans clusters are far away from the agent
data. Nevertheless strategies from both human and agent data
emerge in the visualizations and allow for some interesting
comparisons between the two. There are clear implications of
using just an agent’s gameplay, as the enacted strategies may be
optimal, but limiting to a user’s play. They also might
demonstrate a clear strategy, such as the firing configuration in
Space Invaders, yet such a strategy could actually be sub-optimal
for a human to enact.</p>
      <p>
        While these two games are not traditional educational ones, the
implications of the techniques used and insights gained are still
applicable to ones in such a context. Eliciting strategies,
regardless of coming from an AI system or human, is challenging
and such visualizations provide one way to search for and
understand them. At present, the use of agents using similar
mechanisms and reinforcement learning methods to solve
problems then instruct students agents [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] could benefit from the
use of t-SNE visualization of the collected data. They want to
ensure the strategies and suggested instruction are optimal, while
remaining natural as a human would act. As it is not useful if a
human cannot enact a particular suggested strategy, due to an
agent having different control during the training process, such as
access to frame-by-frame data in the game, causing it to have
greater accuracy.
6.
      </p>
    </sec>
    <sec id="sec-14">
      <title>CONCLUSION &amp; FUTURE WORK</title>
      <p>Our primary goal in this work is to explore expertise, in this case
in the context of games. In such games, prior work often uses the
score as a measure of how expert a player, either human or agent,
is at the game. We believe in addition to the score, the strategies
used to solve the game impact how expertise, in this domain, can
be quantified. To gain insights into such strategies we visualized
gameplay data of a high scoring and long time playing human,
deemed an expert, and high scoring agents gameplay data via
t-SNE. Analysis of the resulting t-SNEs yielded insights into both
shared and differing strategies the two parties had. Even between
agents, there existed similar and dissimilar strategies, in addition
to their score variance. Taking into account these gameplay
differences and how realistic an enacted strategy might be for a
human to learn from or mimick is important for game and tutor
developers to keep in mind when using agents as playtesters or
instructors. A strategy might be seem beneficial, yet compared to
a different one it may not be as optimal nor practical for a player
or learner to utilize in their own gameplay.</p>
      <p>As we continue this work, we want to extend it to more games
other than Space Invaders and Seaquest, particularly ones in the
educational space that also have accompanying agent-collected
data. Further inspection remains to be done to draw more
strategies from the accompanying visualizations. Following this,
we will further look into how they cluster, indicating the
performance of similar strategies based on their policies. One key
area we plan to explore is adding a temporal aspect to the t-SNE
graphs. Although not represented in our current visualizations, we
do have the screenshots numbered temporarily, so we expect that
we can connect the paths to show the progression of game play.
Additionally, visualizing novice human data, in addition to the
expert and agent data, could provide useful strategy comparisons.
This could help developers of educational games find where their
novice learners seem to struggle the most, from a visual
standpoint.</p>
    </sec>
    <sec id="sec-15">
      <title>ACKNOWLEDGMENTS</title>
      <p>The research reported here was supported in part by a training
grant from the Institute of Education Sciences (R305B150008).
Opinions expressed do not represent the views of the U.S.
Department of Education.</p>
    </sec>
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