CR-Eyes: A Computational Rational Model of Visual Sampling Behavior in Atari Games
Martin Lorenz, Niko Konzack, Alexander Lingler, Philipp Wintersberger, Patrick Ebel

TL;DR
CR-Eyes is a reinforcement learning-based computational model that simulates human-like visual sampling and decision-making in Atari games, accounting for perceptual and cognitive constraints.
Contribution
It introduces a novel, goal-directed visual sampling model trained via reinforcement learning that explicitly integrates perception and action in pixel-based environments.
Findings
CR-Eyes aligns well with human task performance and saliency patterns.
The model reveals systematic differences in scanpaths compared to humans.
It demonstrates the feasibility of scalable, theory-grounded user models for interactive system design.
Abstract
Designing mobile and interactive technologies requires understanding how users sample dynamic environments to acquire information and make decisions under time pressure. However, existing computational user models either rely on hand-crafted task representations or are limited to static or non-interactive visual inputs, restricting their applicability to realistic, pixel-based environments. We present CR-Eyes, a computationally rational model that simulates visual sampling and gameplay behavior in Atari games. Trained via reinforcement learning, CR-Eyes operates under perceptual and cognitive constraints and jointly learns where to look and how to act in a time-sensitive setting. By explicitly closing the perception-action loop, the model treats eye movements as goal-directed actions rather than as isolated saliency predictions. Our evaluation shows strong alignment with human data in…
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