Sightless Showdown: a Comparative Study of AI and Human Performance Without Vision in a Fighting Game

This paper presents a comparative evaluation of a blind reinforcement learning agent and visually impaired human players in a fighting game using only audio inputs. The study employs DareFightingICE, a fighting game platform with enhanced sound design tailored for visually impaired users, to assess whether a blind AI trained with audio inputs can perform comparably to domain-expert human players under sightless conditions. The blind Artificial Intelligence (AI), trained over 900 rounds using three audio encoders (1D convolutional neural networks, fast Fourier transform, and Mel-spectrogram) and data from 25 domain-expert human players (21 male, 3 female, 1 non-binary; age range = 18–35 years), was tested against a weakened Monte Carlo Tree Search opponent. Results indicate no statistically significant difference in performance between the blind AI and human players, suggesting that audio-driven AI can serve as a viable proxy for human testing during early-stage sound design validation in accessible game development.

Authors

Institutions

Publication Details

Published
2025-09-23
DOI
https://doi.org/10.1109/gcce65946.2025.11274764
Primary Topic
Tactile and Sensory Interactions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Sightless Showdown: a Comparative Study of AI and Human Performance Without Vision in a Fighting Game

Antonio Lanatà, Ruck Thawonmas, Mustafa Can Gursesli, Ibrahim Ahmed Khan
Tactile and Sensory Interactions
article

Sightless Showdown: a Comparative Study of AI and Human Performance Without Vision in a Fighting Game

Antonio Lanatà, Ruck Thawonmas, Mustafa Can Gursesli, Ibrahim Ahmed Khan
article en

Abstract

This paper presents a comparative evaluation of a blind reinforcement learning agent and visually impaired human players in a fighting game using only audio inputs. The study employs DareFightingICE, a fighting game platform with enhanced sound design tailored for visually impaired users, to assess whether a blind AI trained with audio inputs can perform comparably to domain-expert human players under sightless conditions. The blind Artificial Intelligence (AI), trained over 900 rounds using three audio encoders (1D convolutional neural networks, fast Fourier transform, and Mel-spectrogram) and data from 25 domain-expert human players (21 male, 3 female, 1 non-binary; age range = 18–35 years), was tested against a weakened Monte Carlo Tree Search opponent. Results indicate no statistically significant difference in performance between the blind AI and human players, suggesting that audio-driven AI can serve as a viable proxy for human testing during early-stage sound design validation in accessible game development.

Ritsumeikan University (JP), Tampere University (FI), University of Florence (IT)
Openalex Percentile: Top 60%
Tactile and Sensory Interactions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.