Educational Technology
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Statistical Reinforcement Learning in the Real World: A Survey of Challenges and Future Directions
Gazi, Asim H., Guo, Yongyi, Gao, Daiqi, Xu, Ziping, Zhang, Kelly W., Murphy, Susan A.
Reinforcement learning (RL) has achieved remarkable success in real-world decision-making across diverse domains, including gaming, robotics, online advertising, public health, and natural language processing. Despite these advances, a substantial gap remains between RL research and its deployment in many practical settings. Two recurring challenges often underlie this gap. First, many settings offer limited opportunity for the agent to interact extensively with the target environment due to practical constraints. Second, many target environments often undergo substantial changes, requiring redesign and redeployment of RL systems (e.g., advancements in science and technology that change the landscape of healthcare delivery). Addressing these challenges and bridging the gap between basic research and application requires theory and methodology that directly inform the design, implementation, and continual improvement of RL systems in real-world settings. In this paper, we frame the application of RL in practice as a three-component process: (i) online learning and optimization during deployment, (ii) post- or between-deployment offline analyses, and (iii) repeated cycles of deployment and redeployment to continually improve the RL system. We provide a narrative review of recent advances in statistical RL that address these components, including methods for maximizing data utility for between-deployment inference, enhancing sample efficiency for online learning within-deployment, and designing sequences of deployments for continual improvement. We also outline future research directions in statistical RL that are use-inspired -- aiming for impactful application of RL in practice.
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Off-Policy Selection for Initiating Human-Centric Experimental Design
In human-centric applications like healthcare and education, the \textit{heterogeneity} among patients and students necessitates personalized treatments and instructional interventions. While reinforcement learning (RL) has been utilized in those tasks, off-policy selection (OPS) is pivotal to close the loop by offline evaluating and selecting policies without online interactions, yet current OPS methods often overlook the heterogeneity among participants. Our work is centered on resolving a \textit{pivotal challenge} in human-centric systems (HCSs): \textbf{\textit{how to select a policy to deploy when a new participant joining the cohort, without having access to any prior offline data collected over the participant?}} We introduce First-Glance Off-Policy Selection (FPS), a novel approach that systematically addresses participant heterogeneity through sub-group segmentation and tailored OPS criteria to each sub-group. By grouping individuals with similar traits, FPS facilitates personalized policy selection aligned with unique characteristics of each participant or group of participants. FPS is evaluated via two important but challenging applications, intelligent tutoring systems and a healthcare application for sepsis treatment and intervention. FPS presents significant advancement in enhancing learning outcomes of students and in-hospital care outcomes.
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Video-Mined Task Graphs for Keystep Recognition in Instructional Videos
Procedural activity understanding requires perceiving human actions in terms of a broader task, where multiple keysteps are performed in sequence across a long video to reach a final goal state---such as the steps of a recipe or the steps of a DIY fix-it task. Prior work largely treats keystep recognition in isolation of this broader structure, or else rigidly confines keysteps to align with a particular sequential script. We propose discovering a task graph automatically from how-to videos to represent probabilistically how people tend to execute keysteps, then leverage this graph to regularize keystep recognition in novel videos. On multiple datasets of real-world instructional video, we show the impact: more reliable zero-shot keystep localization and improved video representation learning, exceeding the state of the art.
IKEA Manuals at Work: 4D Grounding of Assembly Instructions on Internet Videos
Shape assembly is a ubiquitous task in daily life, integral for constructing complex 3D structures like IKEA furniture. While significant progress has been made in developing autonomous agents for shape assembly, existing datasets have not yet tackled the 4D grounding of assembly instructions in videos, essential for a holistic understanding of assembly in 3D space over time. We introduce IKEA Video Manuals, a dataset that features 3D models of furniture parts, instructional manuals, assembly videos from the Internet, and most importantly, annotations of dense spatio-temporal alignments between these data modalities. To demonstrate the utility of IKEA Video Manuals, we present five applications essential for shape assembly: assembly plan generation, part-conditioned segmentation, part-conditioned pose estimation, video object segmentation, and furniture assembly based on instructional video manuals. For each application, we provide evaluation metrics and baseline methods. Through experiments on our annotated data, we highlight many challenges in grounding assembly instructions in videos to improve shape assembly, including handling occlusions, varying viewpoints, and extended assembly sequences.
VideoGUI: A Benchmark for GUI Automation from Instructional Videos
Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Pho-toshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.