Learning from Demonstration (LfD) is a popular technique for building decision-making agents from human help. Traditional LfD methods use demonstrations as training examples for supervised learning, but complex tasks can require more examples than is practical to obtain. We present Abstraction from Demonstration (AfD), a novel form of LfD that uses demonstrations to infer state abstractions and reinforcement learning (RL) methods in those abstract state spaces to build a policy. Empirical results show that AfD is greater than an order of magnitude more sample efficient than just using demonstrations as training examples, and exponentially faster than RL alone.
The Markov Decision Problem (MDP) is a widely applied mathematical model useful for describing a wide array of real world decision problems ranging from navigation to scheduling to robotics. Existing methods for solving MDPs scale poorly when applied to large domains where there are many components and factors to consider. In this dissertation, I study the use of non-tabular representations and human input as scaling techniques. I will show that the joint approach has desirable optimality and convergence guarantees, and demonstrates several orders of magnitude speedup over conventional tabular methods. Empirical studies of speedup were performed using several domains including a clone of the classic video game, Super Mario Bros. In the course of this work, I will address several issues including: how approximate representations can be used without losing convergence and optimality properties, how human input can be solicited to maximize speedup and user engagement, and how that input should be used so as to insulate against possible errors.
In complex real-world environments, traditional (tabular) techniques for solving Reinforcement Learning (RL) do not scale. Function approximation is needed, but unfortunately, existing approaches generally have poor convergence and optimality guarantees. Additionally, for the case of human environments, it is valuable to be able to leverage human input. In this paper we introduce Expanding Value Function Approximation (EVFA), a function approximation algorithm that returns the optimal value function given sufficient rounds. To leverage human input, we introduce a new human-agent interaction scheme, training regimens, which allow humans to interact with and improve agent learning in the setting of a machine learning game. In experiments, we show EVFA compares favorably to standard value approximation approaches. We also show that training regimens enable humans to further improve EVFA performance. In our user study, we find that non-experts are able to provide effective regimens and that they found the game fun.
Copyright © 2010 by the International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS).
Agents that operate in human environments will need to be able to learn new skills from everyday people. Learning from demonstration (LfD) is a popular paradigm for this. Drawing from our interest in Socially Guided Machine Learning, we explore the impact of interactivity on learning from demonstration. We present findings from a study with human subjects showing people who are able to interact with the learning agent provide better demonstrations (in part) by adapting based on learner performance which results in improved learning performance. We also find that interactivity increases a sense of engagement and may encourage players to participate longer. Our exploration of interactivity sheds light on how best to obtain demonstrations for LfD applications.
While space does not permit a complete discussion, there are a variety of methods for leveraging humans for teaching machine agents. One common method is demonstration, where solutions to example problems are shown to the learner. Other methods have humans decompose problems so the learner need only solve a series of small problems (e.g., hierarchical decompositions (Dietterich, 1998), goalbased decomposition (Karlsson, 1997), or explicit training of skills (Stanley et al., 2005)). Still other methods, like reward shaping (Dorigo & Colombetti, 1994) leverage human input to guide agent exploration.
We present a novel technique for automated problem decomposition to address the problem of scalability in reinforcement learning. Our technique makes use of a set of near-optimal trajectories to discover options and incorporates them into the learning process, dramatically reducing the time it takes to solve the underlying problem. We run a series of experiments in two different domains and show that our method offers up to 30 fold speedup over the baseline.
Although most classification methods benefit from the in- corporation of domain knowledge, some situations call for a single algorithm that applies to a wide range of diverse do- mains. In such cases, the techniques and biases that prove useful in one domain may be irrelevant or even harmful in another. This paper addresses the problem of constructing a domain agnostic time series classification algorithm that al- lows safe inclusion of domain-specific methods that may be highly eective in some domains yet detrimental in others. Our approach combines MBoost, an extension to AdaBoost that allows robust boosting of multiple weak learners, with SAMME, a multiclass extension of AdaBoost which does not rely on a reduction to a set of binary problems. The result- ing algorithm allows the safe and ecient combination of multiple learning algorithms for multiclass classification.
We present a horizon-based value iteration algorithm called Reverse Value Iteration (RVI). Empirical results on a variety of domains, both synthetic and real, show RVI often yields speedups of several orders of magnitude. RVI does this by ordering backups by horizons, with preference given to closer horizons, thereby avoiding many unnecessary and incorrect backups. We also compare to related work, including prioritized and partitioned value iteration approaches, and show that our technique performs favorably. The techniques presented in RVI are complementary and can be used in conjunction with previous techniques. We prove that RVI converges and often has better (but never worse) complexity than standard value iteration. To the authors’ knowledge, this is the first comprehensive theoretical and empirical treatment of such an approach to value iteration.
We present MBoost, a novel extension to AdaBoost that extends boosting to use multiple weak learners explicitly, and provides robustness to learning models that overfit or are poorly matched to data. We demonstrate MBoost on a variety of problems and compare it to cross validation for model selection.
Typically, autonomous believable agents are implemented using static, hand-authored reactive behaviors or scripts. This hand-authoring allows designers to craft expressive behavior for characters, but can lead to excessive authorial burden, as well as result in characters that are brittle to changing world dynamics. In this paper, we present an approach for the runtime adaptation of reactive behaviors for autonomous believable characters. Extending transformational planning, our system allows autonomous characters to monitor and reason about their behavior execution and to use this reasoning to dynamically rewrite their behaviors. In our evaluation, we transplant two characters in a sample tag game from the original world they were written for into a different one, resulting in behavior that violates the author intended personality. The reasoning layer successfully adapts the character's behaviors so as to bring its long-term behavior back into agreement with its personality.