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RLPeri: Accelerating Visual Perimetry Test with Reinforcement Learning and Convolutional Feature Extraction
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Proposes RLPeri, a branching dueling Q-network agent that learns the sequence of test locations and initial stimulus values for visual perimetry, using potential-based reward shaping and a pair of 3D seen/not-seen state matrices with group-wise and pointwise convolutions, and reports about 10-20% fewer stimuli than ZEST and SORS at comparable MSE.
Problem
Visual perimetry tests are long and tiring for patients, and reducing examination time trades off against threshold estimation accuracy.
Approach
Formulates perimetry as an MDP in which an RL agent (BDQ-style branching dueling network) picks the next location and starting stimulus, with ZEST estimating thresholds; state is a pair of 3D seen/not-seen count matrices processed by group-wise and pointwise convolutions, and reward is shaped by a potential equal to negative MSE of discovered locations.
Key results
- RLPeri used 310.56 stimuli vs 348.15 for ZEST at sigma=1 (MSE 0.938 vs 0.949), about 10-15% faster than ZEST across stopping criteria.
- RLPeri is about 15-20% faster than SORS (e.g., 221.19 vs 279.29 stimuli at sigma=3).
- TOP and DS are faster (54 and 156.31 stimuli) but have much higher MSE (32.35 and 15.17), and PASS with all locations has MSE 15.03.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use RLPeri's learned location sequence and initial stimulus values rather than ZEST with random choices | Visual field testing at σ=1 · Rotterdam visual field | number of stimuli presented: 348.15 (0.66) -> 310.56 (3.2) | Helped |
| use RLPeri rather than ZEST | Visual field testing at σ=2 · Rotterdam visual field | number of stimuli presented: 278.68 (0.54) -> 240.94 (2.48) | Helped |
| use RLPeri rather than ZEST | Visual field testing at σ=3 · Rotterdam visual field | MSE: 1.897 (0.017) -> 1.906 (0.083) | Hurt |
| replace potential-based shaping with number-of-stimuli reward (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | number of stimuli presented: 329.42 (33.72); 254.32 (26.43); 216.82 (4.92) | Mixed |
| replace potential-based shaping with number-of-stimuli reward (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | MSE: 0.938 (0.013) -> 0.952 (0.013); 1.448 (0.027) -> 1.482 (0.033); 1.906 (0.083) -> 1.978 (0.166) | Hurt |
| replace potential-based shaping with reconstruction reward (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | number of stimuli presented: 310.56 (3.2) -> 347.09 (30.43); 240.94 (2.48) -> 276.25 (35.50); 221.19 (3.10) -> 251.19 (31.77) | Hurt |
| replace potential-based shaping with reconstruction reward (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | MSE: 0.938 (0.013) -> 0.932 (0.004); 1.448 (0.027) -> 1.442 (0.009); 1.906 (0.083) -> 1.82 (0.095) | Helped |
| use a 2D threshold matrix instead of paired 3D seen/not-seen matrices (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | number of stimuli presented: 328.99 (14.26) vs 310.56 (3.2); 257.41 (10.9) vs 240.94 (2.48); 235.67 (21.42) vs 221.19 (3.10) | Hurt |
| use a 2D threshold matrix instead of paired 3D seen/not-seen matrices (ablation) | RLPeri · Rotterdam visual field, σ=1–3 | MSE: 0.952 (0.008) vs 0.938 (0.013); 1.486 (0.009) vs 1.448 (0.027); 1.965 (0.091) vs 1.906 (0.083) | Hurt |
Surprising findings
- Using the number of stimuli as the reward did not consistently produce faster tests, which the authors attribute to neglecting initial stimulus recommendation.
Limitations
- Evaluation is done in a simulator built from the Rotterdam dataset with estimated FOS curves using a fixed standard deviation, not on real patients.
- MSE differences from ZEST and SORS are small, and SORS-only MSE is better at sigma=3, so accuracy is only comparable.
- Some baseline results (DS, TOP) are taken from prior paper rather than re-run.
Experimental setup
Datasets: Rotterdam visual field dataset
Benchmarks: Rotterdam visual field dataset (simulated perimetry)
Metrics: number of stimuli presented mean squared error
Baselines: ZEST SORS PASS DS TOP
Builds on: ZEST Branching Dueling Q-Network DQN potential-based reward shaping
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