2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848088
|View full text |Cite
|
Sign up to set email alerts
|

“Did You Hear That?” Learning to Play Video Games from Audio Cues

Abstract: Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us. In particular, sounds and music are key to how many of us perceive the world and influence the decisions we make. In this paper, we present initial experiments on game-playing agents learning to play video games solely from audio cues. We expand the Video Game Description L… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
5
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 9 publications
(6 citation statements)
references
References 8 publications
(6 reference statements)
0
5
0
Order By: Relevance
“…Adversarial attacks on speech recognition systems also have been studied [10], [8], [79]. Nicholas et al [8] attacked DeepSpeech [80] by crafting adversarial voices in the whitebox setting, but failed to attack when playing over the air.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Adversarial attacks on speech recognition systems also have been studied [10], [8], [79]. Nicholas et al [8] attacked DeepSpeech [80] by crafting adversarial voices in the whitebox setting, but failed to attack when playing over the air.…”
Section: Related Workmentioning
confidence: 99%
“…In the black-box setting, Rohan et al [10] combined a genetic algorithm with finite difference gradient estimation to craft adversarial voices for DeepSpeech, but achieved a limited success rate with strict length restriction over the voices. Alzantot et al [79] presented the first black-box adversarial attack on a CNN-based speech command classification model by exploiting a genetic algorithm. However, due to the difference between speaker recognition and speech recognition, these works are orthogonal to our work and cannot be applied to ivector-PLDA and GMM-UBM based SRSs.…”
Section: Related Workmentioning
confidence: 99%
“…There have been a number of prior studies relating to game playing AIs with sound. Gaina and Stephenson [5] expanded the General Video Game AI framework to support sound and trained an AI that played the game from sound only. Hegde et al [25] extended the VizDoom framework to provide the ingame sound to AIs and trained them in several scenarios with increasing difficulty to test the perception of sound.…”
Section: B Ai Interface and Blind Aismentioning
confidence: 99%
“…One of which is visually impaired players (VIs), which have been mostly ignored in the past [4]. Game developers or researchers are adding new features such as specific audio cues so that VIs can also experience and enjoy the games [5].…”
Section: Introductionmentioning
confidence: 99%
“…A number of prior projects explored RL with audio observations. Gaina and Stephenson [8] augmented General Video Game AI framework to support sound, focusing on 2D spritebased games. Fig.…”
Section: Related Workmentioning
confidence: 99%