Submitted:
30 September 2025
Posted:
01 October 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
- We present the first symmetrical, cross-genre experimental design that directly compares the performance of blind AI agents against human players of varying skill levels in audio-only gaming environments.
- We test the generalizability of human gaming expertise to the auditory domain, providing evidence on how high-level skills transfer across sensory modalities.
- We offer insights into a set of actionable design strategies to improve the effectiveness and accessibility of audio-first games.
2. Related Work
2.1. Sound in Video Games
2.2. Sound and Performance in First Person Shooter and Fighting Games
2.3. Accessibility in Video Games
2.4. Audio and Player Performance
3. Methodology
3.1. Experimental Platforms & Tasks
3.1.1. FPS Testbed: SonicDoom
3.1.2. Fighting Game Testbed: DareFightingICE
- Heartbeat: This sound plays when the player’s health drops below 50. For player one, the sound plays through the left speaker, and for player two, through the right.
- Energy Increase: This sound plays when the player’s energy rises by 50 from the previous value. For player one, the sound is heard on the left speaker, and for player two, on the right.
- Border Alert: This sound plays when a player reaches the end of the stage on either side. The sound plays on the left side when a player reaches the left end and on the right side when they reach the right end.
3.2. AI Agent Implementation
3.2.1. VizDoom
3.2.2. DareFightingICE
3.3. Human-Participant Study
3.3.1. Procedure
3.3.2. Participants
3.3.3. Measures
3.4. Data Analysis
4. Results
4.1. DareFightingICE
4.1.1. Human Performance Across Modalities
4.1.2. Human vs. AI Comparison
4.2. SonicDoom
4.2.1. Human Performance Across Modalities
4.3. Human vs. AI Comparison in SonicDoom
4.3.1. Blind (Audio-Only) Condition Analysis
| Deadly Corridor Scenario | ||||
|---|---|---|---|---|
| Player Type | Avg. Survival Time (s) ↑ | Avg. Health ↑ | Avg. Kills ↑ | Avg. Deaths ↓ |
| Very familiar | 10.23 | 16.51 | 4.48 | 0.58 |
| Familiar | 7.61 | 10.36 | 3.30 | 0.79 |
| Somewhat familar | 3.31 | -21.60 | 2.44 | 0.96 |
| Overall | 7.74 | 5.92 | 3.09 | 0.74 |
| Blind AI Agent | 1.22 | 154.78 | 3.02 | 0.20 |
| Basic Scenario | ||||
| Player Type | Avg. Completion Time (s) ↓ | - | Avg. Kills ↑ | - |
| Very familiar | 1.56 | - | 1.0 | - |
| Familiar | 2.69 | - | 1.0 | - |
| Somewhat familar | 7.81 | - | 0.80 | - |
| Overall | 3.34 | - | 0.96 | - |
| Blind AI Agent | 0.15 | - | 1.0 | - |
4.3.2. Non-Blind (Vision) Condition Analysis
4.4. Subjective User Experience (GUESS Scores)
5. Discussion
5.1. The Divergence of Human and AI Expertise
5.2. Implications for Accessible Game Design and AI Development
5.3. Limitations and Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| 1D-CNN | one-dimensional Convolutional Neural Network |
| AI | artificial intelligence |
| ANOVA | Analysis of Variance |
| APPI | Act on the Protection of Personal Information |
| ART | Aligned Rank Transform |
| BGM | background music |
| FFT | Fast Fourier Transform |
| FPS | first-person shooter |
| GRU | Gated Recurrent Unit |
| GUESS | Game User Experience Satisfaction Scale |
| HP | Health Point |
| HRTF | Head-Related Transfer Function |
| MCTS | Monte Carlo Tree Search |
| Mel | Mel spectrogram |
| PPO | Proximal Policy Optimization |
| RL | reinforcement learning |
| STFT | short-time Fourier transform |
| VIPs | visually impaired players |
Appendix A. Individual Player Performance Data
Appendix A.1. DareFightingICE: Individual Performance Metrics
| Player | Blind | Non-Blind | ||
|---|---|---|---|---|
| No. | Win Rate (%) | HP diff | Win Rate (%) | HP diff |
| 1 | 78 | 52.78 | 78 | 68.33 |
| 2 | 56 | 20.78 | 67 | 28.89 |
| 3 | 100 | 151.22 | 100 | 219.00 |
| 4 | 78 | 115.89 | 89 | 100.33 |
| 5 | 67 | 14.56 | 67 | 13.11 |
| 6 | 78 | 93.11 | 100 | 145.56 |
| 7 | 89 | 64.33 | 100 | 128.67 |
| 8 | 67 | 18.67 | 33 | -32.89 |
| 9 | 44 | 8.67 | 33 | -35.00 |
| 10 | 78 | 60.89 | 78 | 61.78 |
| Average | 73 | 60.09 | 74 | 69.78 |
| Player | Blind | Non-Blind | ||
|---|---|---|---|---|
| No. | Win Rate (%) | HP diff | Win Rate (%) | HP diff |
| 1 | 56 | 6.22 | 100 | 130.11 |
| 2 | 67 | 44.44 | 78 | 99.00 |
| 3 | 44 | 14.11 | 67 | 44.78 |
| 4 | 89 | 83.56 | 100 | 89.67 |
| 5 | 44 | 1.33 | 67 | 63.22 |
| 6 | 67 | 66.56 | 56 | 26.89 |
| 7 | 33 | -12.67 | 67 | 94.00 |
| 8 | 44 | 21.56 | 56 | 24.33 |
| 9 | 78 | 50.89 | 78 | 23.11 |
| 10 | 56 | 12.78 | 89 | 49.44 |
| 11 | 33 | -35.67 | 78 | 42.11 |
| 12 | 56 | -6.89 | 67 | 63.56 |
| 13 | 67 | 38.22 | 67 | 45.67 |
| Average | 56 | 21.88 | 74 | 61.22 |
| Player | Blind | Non-Blind | ||
|---|---|---|---|---|
| No. | Win Rate (%) | HP diff | Win Rate (%) | HP diff |
| 1 | 44 | -28.11 | 73 | 88.31 |
| 2 | 22 | -22.00 | 89 | 112.89 |
| 3 | 44 | 8.44 | 56 | 20.89 |
| 4 | 33 | -36.44 | 89 | 140.22 |
| 5 | 11 | -38.44 | 56 | 35.67 |
| 6 | 67 | 38.22 | 67 | 45.67 |
| 7 | 11 | -40.00 | 89 | 147.67 |
| 8 | 56 | 25.78 | 56 | 53.44 |
| 9 | 22 | -30.89 | 40 | -50.00 |
| 10 | 44 | -17.56 | 56 | 30.22 |
| 11 | 22 | -27.00 | 22 | -59.78 |
| 12 | 22 | -20.89 | 0 | -100.22 |
| 13 | 57 | -6.89 | 33 | -32.89 |
| 14 | 44 | 1.33 | 33 | -32.89 |
| Average | 36 | -13.89 | 54 | 28.51 |
Appendix A.2. SonicDoom: Individual Performance Metrics
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 2.350 | 1.000 | 32.340 | -8.000 | 3.670 | 1.00 |
| 2 | 11.230 | 1.000 | 34.730 | 34.000 | 5.330 | 0.67 |
| 3 | 3.410 | 1.000 | 27.810 | -6.000 | 3.330 | 1.00 |
| 4 | 7.950 | 0.330 | 18.650 | -14.000 | 1.000 | 1.00 |
| 5 | 8.820 | 0.000 | 12.830 | 36.000 | 2.670 | 0.67 |
| 6 | 8.820 | 0.000 | 20.170 | -14.000 | 2.670 | 1.00 |
| 7 | 4.820 | 0.670 | 34.810 | -14.000 | 4.000 | 1.00 |
| 8 | 5.950 | 1.000 | 46.740 | 10.000 | 4.330 | 0.67 |
| 9 | 1.540 | 1.000 | 37.800 | -12.000 | 2.670 | 1.00 |
| 10 | 2.540 | 1.000 | 35.800 | -12.000 | 2.670 | 0.33 |
| 11 | 6.740 | 0.330 | 15.070 | 66.000 | 3.670 | 0.67 |
| 12 | 4.393 | 0.593 | 30.217 | 15.055 | 3.021 | 1.00 |
| 13 | 4.152 | 0.581 | 30.454 | 16.564 | 2.979 | 0.67 |
| 14 | 3.912 | 0.569 | 30.691 | 18.073 | 2.937 | 1.00 |
| 15 | 3.672 | 0.557 | 30.928 | 19.582 | 2.895 | 0.85 |
| Average | 5.353 | 0.642 | 29.269 | 9.018 | 3.189 | 0.85 |
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 8.820 | 0.000 | 12.150 | -10.000 | 0.330 | 1.00 |
| 2 | 3.720 | 1.000 | 30.430 | -12.000 | 4.670 | 1.00 |
| 3 | 7.950 | 0.333 | 18.650 | -14.000 | 1.000 | 1.00 |
| 4 | 5.390 | 1.000 | 13.120 | -16.000 | 2.000 | 1.00 |
| 5 | 5.340 | 0.667 | 36.820 | -20.000 | 2.000 | 1.00 |
| 6 | 5.950 | 1.000 | 36.740 | 10.000 | 4.330 | 1.00 |
| 7 | 8.950 | 0.333 | 12.650 | -14.000 | 1.000 | 1.00 |
| 8 | 5.080 | 0.333 | 24.550 | -10.000 | 0.330 | 1.00 |
| 9 | 5.810 | 0.667 | 39.700 | -10.000 | 2.670 | 1.00 |
| 10 | 5.884 | 0.648 | 35.605 | -8.000 | 1.926 | 1.00 |
| 11 | 5.794 | 0.659 | 37.508 | -7.467 | 1.904 | 1.00 |
| 12 | 5.704 | 0.670 | 39.411 | -6.933 | 1.882 | 1.00 |
| 13 | 5.614 | 0.681 | 31.314 | -6.400 | 1.859 | 1.00 |
| 14 | 5.524 | 0.693 | 33.217 | -5.867 | 1.837 | 1.00 |
| Average | 6.109 | 0.620 | 28.705 | -9.333 | 1.981 | 1.00 |
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 3.880 | 0.670 | 23.880 | -14.000 | 2.330 | 1.00 |
| 2 | 5.290 | 1.000 | 16.480 | -22.000 | 2.000 | 1.00 |
| 3 | 7.410 | 0.330 | 18.130 | -12.000 | 2.670 | 1.00 |
| 4 | 8.250 | 0.330 | 14.760 | -14.000 | 0.330 | 1.00 |
| 5 | 10.015 | 0.160 | 11.885 | -13.000 | 0.500 | 1.00 |
| 6 | 11.538 | 0.000 | 9.314 | -12.000 | 0.000 | 1.00 |
| 7 | 13.061 | 0.172 | 6.743 | -11.000 | 0.544 | 1.00 |
| 8 | 14.584 | 0.340 | 4.172 | -10.000 | 1.072 | 1.00 |
| Average | 9.254 | 0.375 | 13.171 | -13.500 | 1.181 | 1.00 |
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 1.120 | 1.000 | 10.310 | 34.000 | 5.330 | 0.33 |
| 2 | 1.270 | 1.000 | 4.810 | -16.000 | 3.330 | 1.00 |
| 3 | 1.410 | 1.000 | 11.660 | 22.000 | 6.000 | 0.00 |
| 4 | 4.570 | 1.000 | 3.110 | -12.000 | 1.000 | 1.00 |
| 5 | 1.000 | 1.000 | 7.860 | 24.000 | 5.000 | 0.33 |
| 6 | 1.370 | 1.000 | 8.780 | -12.000 | 3.670 | 1.00 |
| 7 | 2.230 | 1.000 | 8.810 | 2.000 | 3.330 | 0.67 |
| 8 | 1.960 | 1.000 | 7.140 | -12.000 | 3.000 | 0.00 |
| 9 | 0.950 | 1.000 | 11.470 | 46.000 | 6.000 | 1.00 |
| 10 | 0.950 | 1.000 | 15.800 | 56.000 | 6.000 | 0.67 |
| 11 | 1.390 | 1.000 | 12.130 | 8.000 | 4.670 | 0.33 |
| 12 | 1.367 | 1.000 | 19.660 | 24.073 | 4.832 | 0.33 |
| 13 | 1.319 | 1.000 | 11.763 | 25.964 | 4.921 | 1.00 |
| 14 | 1.271 | 1.000 | 9.957 | 27.855 | 5.009 | 0.00 |
| 15 | 1.223 | 1.000 | 10.150 | 29.745 | 5.097 | 1.00 |
| Average | 1.560 | 1.000 | 10.227 | 16.509 | 4.479 | 0.58 |
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 2.590 | 1.000 | 14.240 | -4.000 | 4.670 | 0.67 |
| 2 | 1.480 | 1.000 | 8.020 | -12.000 | 4.330 | 1.00 |
| 3 | 4.570 | 1.000 | 3.110 | -12.000 | 1.000 | 1.00 |
| 4 | 1.390 | 1.000 | 3.120 | 6.000 | 3.670 | 0.67 |
| 5 | 5.820 | 1.000 | 3.280 | -10.000 | 1.000 | 1.00 |
| 6 | 1.960 | 1.000 | 7.140 | -12.000 | 3.000 | 1.00 |
| 7 | 4.570 | 1.000 | 3.110 | -12.000 | 1.000 | 0.33 |
| 8 | 1.750 | 1.000 | 13.130 | 24.000 | 5.000 | 0.33 |
| 9 | 1.390 | 1.000 | 10.970 | 34.000 | 5.000 | 0.67 |
| 10 | 2.551 | 1.000 | 7.869 | 20.389 | 3.407 | 0.67 |
| 11 | 2.494 | 1.000 | 7.974 | 24.422 | 3.452 | 1.00 |
| 12 | 2.437 | 1.000 | 8.078 | 28.456 | 3.496 | 1.00 |
| 13 | 2.380 | 1.000 | 8.183 | 32.489 | 3.540 | 0.67 |
| 14 | 2.323 | 1.000 | 8.287 | 36.522 | 3.585 | 1.00 |
| Average | 2.690 | 1.000 | 7.610 | 10.310 | 3.300 | 0.79 |
| Player | Basic | Deadly Corridor | ||||
|---|---|---|---|---|---|---|
| No. | Time Taken | Enemies Killed | Time Taken | Health | Enemies Killed | Deaths |
| 1 | 1.580 | 1.000 | 7.810 | 20.000 | 5.000 | 1.00 |
| 2 | 1.260 | 1.000 | 10.870 | 16.000 | 4.670 | 1.00 |
| 3 | 1.780 | 1.000 | 6.220 | -4.000 | 2.330 | 1.00 |
| 4 | 8.820 | 0.000 | 3.200 | -16.000 | 0.670 | 1.00 |
| 5 | 8.920 | 1.000 | 2.405 | -28.000 | 0.665 | 0.67 |
| 6 | 11.144 | 1.000 | 0.557 | -40.800 | 2.198 | 1.00 |
| 7 | 13.368 | 0.733 | 1.291 | -53.600 | 1.731 | 1.00 |
| 8 | 15.592 | 0.705 | 3.139 | -66.400 | 2.264 | 1.00 |
| Average | 7.810 | 0.800 | 4.440 | -21.600 | 2.440 | 0.96 |
Insights from Individual Performance
Expertise Directly Correlates with Adaptability in DareFightingICE
- Resilience of Experts: The “Very familiar” group’s average win rate barely changed between conditions (74% Non-Blind vs. 73% Blind). Player 3 exemplifies this, achieving a perfect 100% win rate in both modes, indicating a near-perfect transfer of fighting game fundamentals to the auditory domain.
- Performance Cliff for Non-Experts: In contrast, the “Familiar” group’s average win rate dropped sharply from 74% to 56% when deprived of vision. The “Somewhat familiar” group saw their performance decline from a winning average (54%) to a losing one (36%), with their average HP difference shifting from +28.51 to -13.89. This suggests that while basic competence can be achieved with vision, adapting to audio-only gameplay is a distinct skill that relies heavily on deep-seated expertise.
- Anomalous Performances: Interestingly, two players in the “Very familiar” group (Players 8 and 9) achieved a higher win rate in the blind condition than in the non-blind condition. This suggests that for some individuals, focusing solely on audio cues may be more effective than processing combined audio-visual information, potentially reducing cognitive load or eliminating visual distractions.
High Degree of Performance Variability Within Experience Groups
- Standout Performers and Struggling Players: In the “Somewhat familiar” DareFightingICE group, Player 6 performed exceptionally well, achieving a 67% win rate in both conditions—on par with the “Familiar” group average. Conversely, Player 12 from the same group had a 0% win rate in the non-blind condition, and Player 9 struggled with a negative HP difference even with vision.
- Navigational Disparities inSonicDoom: The blind “Deadly Corridor” scenario revealed a wide gap in navigational aptitude. Within the “Somewhat familiar” group, Player 1 survived for an average of 23.88 seconds, approaching the average of more experienced groups, while Player 8 survived for only 4.17 seconds. This indicates that the ability to interpret spatial audio for navigation and survival varies greatly from person to person, independent of their general FPS experience.
Appendix B. GUESS Scores
| subscale | n | Mean ± SD | Median [IQR] | Min–Max |
|---|---|---|---|---|
| Usability/Playability | 74 | 15.18 ± 3.34 | 15.00 [13.00–18.00] | 4.00–21.00 |
| Play Engrossment | 74 | 13.65 ± 3.49 | 14.00 [11.00–16.00] | 6.00–21.00 |
| Enjoyment | 74 | 14.74 ± 3.78 | 15.00 [13.00–18.00] | 4.00–21.00 |
| Audio Aesthetics | 74 | 16.22 ± 2.73 | 17.00 [15.00–18.00] | 7.00–21.00 |
| Game | Subscale | VeryFamiliar | Familiar | SomewhatFamiliar |
|---|---|---|---|---|
| SonicDoom | Usability/Playability | 15.50 [11.00–17.00] | 14.00 [13.00–16.00] | 16.00 [15.00–18.00] |
| SonicDoom | Play Engrossment | 14.00 [12.50–15.00] | 12.50 [10.25–16.00] | 12.00 [10.00–15.00] |
| SonicDoom | Enjoyment | 16.50 [15.25–18.00] | 15.50 [14.00–17.75] | 16.00 [13.00–18.00] |
| SonicDoom | Audio Aesthetics | 16.00 [15.00–18.00] | 14.50 [13.25–15.75] | 16.00 [15.00–18.00] |
| DareFightingICE | Usability/Playability | 17.00 [14.50–19.00] | 15.00 [13.00–17.50] | 13.00 [13.00–14.25] |
| DareFightingICE | Play Engrossment | 15.00 [12.00–17.00] | 13.00 [12.25–14.00] | 16.00 [11.00–18.25] |
| DareFightingICE | Enjoyment | 15.00 [13.50–19.00] | 15.00 [10.00–16.00] | 15.00 [14.25–15.75] |
| DareFightingICE | Audio Aesthetics | 17.00 [16.00–20.00] | 17.00 [16.25–18.00] | 18.00 [15.00–18.00] |
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| Non-vision Mode (Audio-Only) | Vision Mode (Vision + Audio) | |||
|---|---|---|---|---|
| Expertise | Win Ratio (%) | HP Difference | Win Ratio (%) | HP Difference |
| Very familiar | 73.0 | +60.09 | 74.0 | +69.78 |
| Familiar | 56.0 | +21.88 | 74.0 | +61.22 |
| Somewhat familiar | 36.0 | -13.89 | 54.0 | +28.51 |
| Overall Avg. | 53.0 | +18.13 | 67.0 | +51.31 |
| A. Blind AI vs Human | B. Blind AI on all Encoders | ||||
|---|---|---|---|---|---|
| Type | Win (%) | HP Diff | Type | Win (%) | HP Diff |
| Blind AI | 54.0 | 24.64 | 1D-CNN | 54.0 | 12.66 |
| Human | 53.0 | 18.13 | FFT | 53.0 | 27.03 |
| Mel-spec | 56.0 | 34.23 | |||
| Deadly Corridor Scenario | ||||
|---|---|---|---|---|
| Player Type | Avg. Survival Time (s) ↑ | Avg. Health ↑ | Avg. Kills ↑ | Avg. Deaths ↓ |
| Very familiar | 29.27 | 9.02 | 3.19 | 0.85 |
| Familiar | 28.70 | -9.33 | 1.98 | 1.0 |
| Somewhat familar | 13.17 | -13.50 | 0.78 | 1.0 |
| Overall | 25.57 | -2.79 | 2.21 | 0.94 |
| Blind AI Agent | 5.57 | -1.02 | 2.5 | 0.92 |
| Basic Scenario | ||||
| Player Type | Avg. Completion Time (s) ↓ | - | Avg. Kills ↑ | - |
| Very familiar | 5.35 | - | 0.64 | - |
| Familiar | 6.11 | - | 0.62 | - |
| Somewhat familar | 9.25 | - | 0.37 | - |
| Overall | 6.48 | - | 0.55 | - |
| Blind AI Agent | 1.55 | - | 0.31 | - |
| Kruskal–Wallis | Effect size | ||
|---|---|---|---|
| Subscale | KW H(df) | p (Holm) | eta2[H] (95% CI) |
| SonicDoom | |||
| Usability/Playability | 2.59 (2) | 0.274 (0.822) | 0.02 [-0.05, 0.29] |
| Play Engrossment | 0.67 (2) | 0.715 (1.000) | -0.04 [-0.06, 0.22] |
| Enjoyment | 0.83 (2) | 0.661 (1.000) | -0.03 [-0.06, 0.22] |
| Audio Aesthetics | 3.45 (2) | 0.178 (0.712) | 0.04 [-0.05, 0.34] |
| DareFightingICE | |||
| Usability/Playability | 3.42 (2) | 0.181 (0.724) | 0.04 [-0.05, 0.36] |
| Play Engrossment | 0.81 (2) | 0.666 (1.000) | -0.03 [-0.06, 0.26] |
| Enjoyment | 1.32 (2) | 0.518 (1.000) | -0.02 [-0.06, 0.25] |
| Audio Aesthetics | 0.79 (2) | 0.674 (1.000) | -0.04 [-0.06, 0.23] |
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