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Charlotte Beylier

Publications and source records attributed to Charlotte Beylier.

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Visual Bias in Simulated Users: The Impact of Luminance and Contrast on Reinforcement Learning-based Interaction

Reinforcement learning (RL) enables simulations of HCI tasks, yet their validity is questionable when performance is driven by visual rendering artifacts distinct from interaction design. We provide the first systematic analysis of how luminance and contrast affect behavior by training 247 \RV{simulated users using RL} on pointing and tracking tasks. We vary the luminance of task-relevant objects, distractors, and background under no distractor, static distractor, and moving distractor conditions, and evaluate task performance and robustness to unseen luminances. Results show luminance becomes critical with static distractors, substantially degrading performance and robustness, whereas motion cues mitigate this issue. Furthermore, robustness depends on preserving relational ordering between luminances rather than matching absolute values. Extreme luminances, especially black, often yield high performance but poor robustness. Overall, seemingly minor luminance changes can strongly shape learned behavior, revealing critical insights into what RL-driven simulated users actually learn.

cs.HC

Attention Trajectories as a Diagnostic Axis for Deep Reinforcement Learning

The emergence and evolution of feature reliance in deep reinforcement learning agents remain poorly understood. Here, we introduce a methodological framework for analyzing the learning process through quantitative analysis of saliency maps. This approach aggregates saliency information at the object and modality level into hierarchical attention profiles, quantifying how agents allocate attention over time, thereby forming attention trajectories throughout training. These profiles are then compared across controlled conditions, connected to behavioral measurements and reproduced with different saliency methods to assess the robustness of the findings. Applied to Atari 2600 benchmarks, custom Pong environments, and biomechanical user simulations in visuomotor tasks, this framework uncovers algorithm-specific attention biases, diagnosed unintended reward-driven strategies, and overfitting to redundant sensory channels. These patterns correspond to measurable behavioral differences, demonstrating empirical links between attention profiles, learning dynamics, and agent behavior. The results establish attention trajectories as a promising diagnostic axis for tracing how feature reliance develops during training and for identifying biases and vulnerabilities invisible to performance metrics alone.

cs.LG

Curvature as a tool for evaluating dimensionality reduction and estimating intrinsic dimension

Utilizing recently developed abstract notions of sectional curvature, we introduce a method for constructing a curvature-based geometric profile of discrete metric spaces. The curvature concept that we use here captures the metric relations between triples of points and other points. More significantly, based on this curvature profile, we introduce a quantitative measure to evaluate the effectiveness of data representations, such as those produced by dimensionality reduction techniques. Furthermore, Our experiments demonstrate that this curvature-based analysis can be employed to estimate the intrinsic dimensionality of datasets. We use this to explore the large-scale geometry of empirical networks and to evaluate the effectiveness of dimensionality reduction techniques.

cs.CV

Revealing the Learning Process in Reinforcement Learning Agents Through Attention-Oriented Metrics

The learning process of a reinforcement learning (RL) agent remains poorly understood beyond the mathematical formulation of its learning algorithm. To address this gap, we introduce attention-oriented metrics (ATOMs) to investigate the development of an RL agent's attention during training. In a controlled experiment, we tested ATOMs on three variations of a Pong game, each designed to teach the agent distinct behaviours, complemented by a behavioural assessment. ATOMs successfully delineate the attention patterns of an agent trained on each game variation, and that these differences in attention patterns translate into differences in the agent's behaviour. Through continuous monitoring of ATOMs during training, we observed that the agent's attention developed in phases, and that these phases were consistent across game variations. Overall, we believe that ATOM could help improve our understanding of the learning processes of RL agents and better understand the relationship between attention and learning.

cs.LG