This paper presents a comparative evaluation of a blind reinforcement learning agent and visually impaired human players in a fighting game using only audio inputs. The study employs DareFightingICE, a fighting game platform with enhanced sound design tailored for visually impaired users, to assess whether a blind AI trained with audio inputs can perform comparably to domain-expert human players under sightless conditions. The blind Artificial Intelligence (AI), trained over 900 rounds using three audio encoders (1D convolutional neural networks, fast Fourier transform, and Mel-spectrogram) and data from 25 domain-expert human players (21 male, 3 female, 1 non-binary; age range = 18-35 years), was tested against a weakened Monte Carlo Tree Search opponent. Results indicate no statistically significant difference in performance between the blind AI and human players, suggesting that audio-driven AI can serve as a viable proxy for human testing during early-stage sound design validation in accessible game development.
Sightless Showdown: a Comparative Study of AI and Human Performance Without Vision in a Fighting Game / Khan, Ibrahim; Gursesli, Mustafa Can; Thawonmas, Ruck; Lanata, Antonio. - ELETTRONICO. - (2025), pp. 1071-1075. ( 14th IEEE Global Conference on Consumer Electronics, GCCE 2025 Osaka International Convention Center, jpn 2025) [10.1109/gcce65946.2025.11274764].
Sightless Showdown: a Comparative Study of AI and Human Performance Without Vision in a Fighting Game
Gursesli, Mustafa Can;Lanata, Antonio
2025
Abstract
This paper presents a comparative evaluation of a blind reinforcement learning agent and visually impaired human players in a fighting game using only audio inputs. The study employs DareFightingICE, a fighting game platform with enhanced sound design tailored for visually impaired users, to assess whether a blind AI trained with audio inputs can perform comparably to domain-expert human players under sightless conditions. The blind Artificial Intelligence (AI), trained over 900 rounds using three audio encoders (1D convolutional neural networks, fast Fourier transform, and Mel-spectrogram) and data from 25 domain-expert human players (21 male, 3 female, 1 non-binary; age range = 18-35 years), was tested against a weakened Monte Carlo Tree Search opponent. Results indicate no statistically significant difference in performance between the blind AI and human players, suggesting that audio-driven AI can serve as a viable proxy for human testing during early-stage sound design validation in accessible game development.| File | Dimensione | Formato | |
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Sightless_Showdown_a_Comparative_Study_of_AI_and_Human_Performance_Without_Vision_in_a_Fighting_Game.pdf
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