An example may be CoinRun, where the character sprite is always centred in the camera view, while the environment moves as a result of player input.
To me, this sounds like egocentric vision, although the wikipedia page seems to rely heavily on the notion of a wearable camera in the definition, and the treatment seems to ignore 2D environments, directly jumping to the 3D case.
If this (CoinRun, other similar platformers, etc.) is indeed not an example of an egocentric vision problem, what is it an example of? Is there a formal way of expressing the difference between platformers where the camera is centred about the character vs platformers where the camera is centred about the environment?
I am particularly interested in this to help me with formalizing differences in environments in an RL context, where environment state is perceived visually, for example through a CNN.