Abstract: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. We tested ATOMs on three variations of a Pong game, each designed to teach the agent distinct behaviours, complemented by a behavioural assessment. Our findings reveal that 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 games. Finally, we noted that the agent's attention to its paddle emerged relatively late in the training and coincided with a marked increase in its performance score. Overall, we believe that ATOMs could significantly enhance our understanding of RL agents' learning processes, which is essential for improving their reliability and efficiency.
Abstract:Since the advent of Deepfakes in digital media, the development of robust and reliable detection mechanism is urgently called for. In this study, we explore a novel approach to Deepfake detection by utilizing electroencephalography (EEG) measured from the neural processing of a human participant who viewed and categorized Deepfake stimuli from the FaceForensics++ datset. These measurements serve as input features to a binary support vector classifier, trained to discriminate between real and manipulated facial images. We examine whether EEG data can inform Deepfake detection and also if it can provide a generalized representation capable of identifying Deepfakes beyond the training domain. Our preliminary results indicate that human neural processing signals can be successfully integrated into Deepfake detection frameworks and hint at the potential for a generalized neural representation of artifacts in computer generated faces. Moreover, our study provides next steps towards the understanding of how digital realism is embedded in the human cognitive system, possibly enabling the development of more realistic digital avatars in the future.