Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain
Yiming Gao, Feiyu Liu, Liang Wang, Zhenjie Lian, Dehua Zheng, Weixuan Wang, Wenjin Yang, Siqin Li, Xianliang Wang, Wenhui Chen, Jing Dai, Qiang Fu, Wei Yang, Lanxiao Huang, Wei Liu
TL;DR
This work tackles the gap between task-focused game-AI optimization and human experience in human-agent collaboration by introducing Reinforcement Learning from Human Gain (RLHG). RLHG partitions human contribution into a primitive baseline and a positive gain, enabling agents to learn enhancements that help humans achieve their goals while preserving task performance. The method formalizes a human-centered objective $J(\boldsymbol{\theta})= V^{\boldsymbol{\pi_\theta},\boldsymbol{\pi_H}}(s) + \alpha \cdot V_H^{\boldsymbol{\pi_\theta},\boldsymbol{\pi_H}}(s)$ and reweights policy updates with human gains via $\widehat{A}_H(s,a)$, using a two-stage training schedule: Stage I estimates the human primitive value $V_\phi$, Stage II optimizes for both task and human enhancement with a human-policy embedding. Experiments in Honor of Kings (MOBA) show RLHG improves objective human-goal achievement and elevates subjective gaming experience for players of varying skill, demonstrating practical impact for assistive AI and cooperative gameplay. The results also highlight a trade-off between task mastery and human experience, which can be managed with an adaptive task-gate mechanism guided by the agent’s original value estimates.
Abstract
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
