arxiv.org·2026/10/22·Ash Simmons / George De Ath 等
为什么重要 用反应延迟与感知限制构造模拟伙伴,初步证据显示可匹配强 cross-play 基线,为实时人机协作训练与评估提供参考。
有效的人机协作需要能够与不可预测的人类伙伴进行协调的智能体。来自实时人类反馈或大规模行为数据集的强化学习成本高昂,而纯模拟训练会过拟合人工惯例,并在与真实人类的 Zero-Shot Coordination 中失败。
我们提出一个框架,训练团队协作智能体对抗 Cognitively Constrained Partners:模拟伙伴的多样性来自基于人类生理文献的程序性约束,特别是反应延迟和感知限制,而不是来自奖励塑形或历史训练检查点。在修改版 Lunar Lander 环境中,我们报告初步证据:这些伙伴比无约束智能体表现得更像真实人类,并且针对它们训练的智能体匹配最强的 cross-play baselines,同时是唯一其性能不依赖训练伙伴生成方式的智能体。我们还描述了一项人类参与者研究,其设计使排名能够直接与 cross-play 比较,以测试该标准评估在多大程度上预测真实的人机协作。
Effective human-machine teaming requires agents that coordinate with unpredictable human partners.
Reinforcement learning from live human feedback or large behavioural datasets is expensive, while purely simulated training overfits to artificial conventions and fails at Zero-Shot Coordination with real people.
We propose a framework for training teaming agents against Cognitively Constrained Partners: simulated partners whose diversity emerges from procedural constraints grounded in human physiological literature, specifically reaction delays and perceptual limitations, rather than from reward shaping or historical training checkpoints.
In a modified Lunar Lander environment, we report preliminary evidence that these partners play more like real people than unconstrained agents do, and that agents trained against them match the strongest cross-play baselines while being the only ones whose performance does not depend on how their training partners were generated.
We also describe a human-participant study designed so that its rankings can be compared directly against cross-play, testing how well that standard evaluation predicts real human-agent teaming.
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