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A Strategy-Aware Technique for Learning Behaviors from Discrete Human Feedback
Loftin, Robert Tyler (North Carolina State University) | MacGlashan, James (Brown University) | Peng, Bei (Washington State University) | Taylor, Matthew E. (Washinton State University) | Littman, Michael L. (Brown University) | Huang, Jeff (Brown University) | Roberts, David L. (North Carolina State University)
This paper introduces two novel algorithms for learning behaviors from human-provided rewards. The primary novelty of these algorithms is that instead of treating the feedback as a numeric reward signal, they interpret feedback as a form of discrete communication that depends on both the behavior the trainer is trying to teach and the teaching strategy used by the trainer. For example, some human trainers use a lack of feedback to indicate whether actions are correct or incorrect, and interpreting this lack of feedback accurately can significantly improve learning speed. Results from user studies show that humans use a variety of training strategies in practice and both algorithms can learn a contextual bandit task faster than algorithms that treat the feedback as numeric. Simulated trainers are also employed to evaluate the algorithms in both contextual bandit and sequential decision-making tasks with similar results.
Leveraging Fee-Based, Imperfect Advisors in Human-Agent Games of Trust
Buntain, Cody (University of Maryland, College Park) | Azaria, Amos (Bar-Ilan University) | Kraus, Sarit (Bar-Ilan University)
This paper explores whether the addition of costly, imperfect, and exploitable advisors to Berg's investment game enhances or detracts from investor performance in both one-shot and multi-round interactions.We then leverage our findings to develop an automated investor agent that performs as well as or better than humans in these games.To gather this data, we extended Berg's game and conducted a series of experiments using Amazon's Mechanical Turk to determine how humans behave in these potentially adversarial conditions.Our results indicate that, in games of short duration, advisors do not stimulate positive behavior and are not useful in providing actionable advice.In long-term interactions, however, advisors do stimulate positive behavior with significantly increased investments and returns.By modeling human behavior across several hundred participants, we were then able to develop agent strategies that maximized return on investment and performed as well as or significantly better than humans.In one-shot games, we identified an ideal investment value that, on average, resulted in positive returns as long as advisor exploitation was not allowed.For the multi-round games, our agents relied on the corrective presence of advisors to stimulate positive returns on maximum investment.
Signals in the Silence: Models of Implicit Feedback in a Recommendation System for Crowdsourcing
Lin, Christopher H (University of Washington) | Kamar, Ece (Microsoft Research) | Horvitz, Eric (Microsoft Research)
We exploit the absence of signals as informative observations in the context of providing task recommendations in crowdsourcing. Workers on crowdsourcing platforms do not provide explicit ratings about tasks. We present methods that enable a system to leverage implicit signals about task preferences. These signals include types of tasks that have been available and have been displayed, and the number of tasks workers select and complete. In contrast to previous work, we present a general model that can represent both positive and negative implicit signals. We introduce algorithms that can learn these models without exceeding the computational complexity of existing approaches. Finally, using data from a high-throughput crowdsourcing platform, we show that reasoning about both positive and negative implicit feedback can improve the quality of task recommendations.
Sparse Learning for Stochastic Composite Optimization
Zhang, Weizhong (Zhejiang University) | Zhang, Lijun (Michigan State University) | Hu, Yao (Zhejiang University) | Jin, Rong (Michigan State University) | Cai, Deng (Zhejiang University) | He, Xiaofei (Zhejiang University)
In this paper, we focus on Stochastic Composite Optimization (SCO) for sparse learning that aims to learn a sparse solution. Although many SCO algorithms have been developed for sparse learning with an optimal convergence rate $O(1/T)$, they often fail to deliver sparse solutions at the end either because of the limited sparsity regularization during stochastic optimization or due to the limitation in online-to-batch conversion. To improve the sparsity of solutions obtained by SCO, we propose a simple but effective stochastic optimization scheme that adds a novel sparse online-to-batch conversion to the traditional SCO algorithms. The theoretical analysis shows that our scheme can find a solution with better sparse patterns without affecting the convergence rate. Experimental results on both synthetic and real-world data sets show that the proposed methods are more effective in recovering the sparse solution and have comparable convergence rate as the state-of-the-art SCO algorithms for sparse learning.
Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search
Valenzano, Richard Anthony (University of Alberta) | Sturtevant, Nathan R. (University of Denver) | Schaeffer, Jonathan (University of Alberta)
The use of inconsistent heuristics with A* can result in increased runtime due to the need to re-expand nodes. Poor performance can also be seen with Weighted A* if nodes are re-expanded. While the negative impact of re-expansions can often be minimized by setting these algorithms to never expand nodes more than once, the result can be a lower solution quality. In this paper, we formally show that the loss in solution quality can be bounded based on the amount of inconsistency along optimal solution paths. This bound holds regardless of whether the heuristic is admissible or inadmissible, though if the heuristic is admissible the bound can be used to show that not re-expanding nodes can have at most a quadratic impact on the quality of solutions found when using A*. We then show that the bound is tight by describing a process for the construction of graphs for which a best-first search that does not re-expand nodes will find solutions whose quality is arbitrarily close to that given by the bound. Finally, we will use the bound to extend a known result regarding the solution quality of WA* when weighting a consistent heuristic, so that it also applies to other types of heuristic weighting.
Elimination Ordering in Lifted First-Order Probabilistic Inference
Kazemi, Seyed Mehran (University of British Columbia) | Poole, David (University of British Columbia)
Various representations and inference methods have been proposed for lifted probabilistic inference in relational models. Many of these methods choose an order to eliminate (or branch on) the parameterized random variables. Similar to such methods for non-relational probabilistic inference, the order of elimination has a significant role in the performance of the algorithms. Since finding the best order is NP-complete even for non-relational models, heuristics have been proposed to find good orderings in the non-relational models. In this paper, we show that these heuristics are inefficient for relational models, because they fail to consider the population sizes associated with logical variables. We extend existing heuristics for non-relational models and propose new heuristics for relational models. We evaluate the existing and new heuristics on a range of generated relational graphs.
Simpler Bounded Suboptimal Search
Hatem, Matthew (University of New Hampshire) | Ruml, Wheeler (University of New Hampshire)
It is commonly appreciated that solving search problems optimally can take too long. Bounded suboptimal search algorithms trade increased solution cost for reduced solving time. Explicit Estimation Search (EES) is a recent state-of-the-art algorithm specifically designed for bounded suboptimal search. Although it tends to expand fewer nodes than alternative algorithms, such as weighted A* (WA*), its per-node expansion overhead is higher, causing it to sometimes take longer. In this paper, we present simplified variants of EES (SEES) and an earlier algorithm, A*epsilon (SA*epsilon), that use different implementations of the same motivating ideas to significantly reduce search overhead and implementation complexity. In an empirical evaluation, we find that SEES, like EES, outperforms classic bounded suboptimal search algorithms, such as WA*, on domains tested where distance-to-go estimates enable better search guidance. We also confirm that, while SEES and SA*epsilon expand roughly the same number of nodes as their progenitors, they solve problems significantly faster and are much easier to implement. This work widens the applicability of state-of the-art bounded suboptimal search by making it easier to deploy.
Designing Fast Absorbing Markov Chains
Ermon, Stefano (Cornell University) | Gomes, Carla (Cornell University) | Sabharwal, Ashish (IBM Watson Research Center) | Selman, Bart (Cornell University)
Markov Chains are a fundamental tool for the analysis of real world phenomena and randomized algorithms. Given a graph with some specified sink nodes and an initial probability distribution,we consider the problem of designing an absorbing Markov Chain that minimizes the time required to reach a sink node, by selecting transition probabilities subject to some natural regularity constraints. By exploiting the Markovian structure, we obtain closed form expressions for the objective function as well as its gradient, which can be thus evaluated efficiently without any simulation of the underlying process and fed to a gradient-based optimization package. For the special case of designing reversible Markov Chains, we show that global optimum can be efficiently computed by exploiting convexity. We demonstrate how our method can be used for the evaluation and design of local search methods tailored for certain domains.
Parallel Restarted Search
Cire, Andre (Carnegie Mellon University) | Kadioglu, Serdar (Oracle America Inc.) | Sellmann, Meinolf (IBM Research)
We consider the problem of parallelizing restarted backtrack search. With few notable exceptions, most commercial and academic constraint programming solvers do not learn no-goods during search. Depending on the branching heuristics used, this means that there are little to no side-effects between restarts, making them an excellent target for parallelization. We develop a simple technique for parallelizing restarted search deterministically and demonstrate experimentally that we can achieve near-linear speed-ups in practice.
Game-Theoretic Resource Allocation for Protecting Large Public Events
Yin, Yue (University of Chinese Academy of Sciences) | An, Bo (Nanyang Technological University) | Jain, Manish (Virginia Tech)
High profile large scale public events are attractive targets for terrorist attacks. The recent Boston Marathon bombings on April 15, 2013 have further emphasized the importance of protecting public events. The security challenge is exacerbated by the dynamic nature of such events: e.g., the impact of an attack at different locations changes over time as the Boston marathon participants and spectators move along the race track. In addition, the defender can relocate security resources among potential attack targets at any time and the attacker may act at any time during the event. This paper focuses on developing efficient patrolling algorithms for such dynamic domains with continuous strategy spaces for both the defender and the attacker. We aim at computing optimal pure defender strategies, since an attacker does not have an opportunity to learn and respond to mixed strategies due to the relative infrequency of such events. We propose SCOUT-A, which makes assumptions on relocation cost, exploits payoff representation and computes optimal solutions efficiently. We also propose SCOUT-C to compute the exact optimal defender strategy for general cases despite the continuous strategy spaces. SCOUT-C computes the optimal defender strategy by constructing an equivalent game with discrete defender strategy space, then solving the constructed game. Experimental results show that both SCOUT-A and SCOUT-C significantly outperform other existing strategies.