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Exploration Based Language Learning for Text-Based Games

arXiv.org Artificial Intelligence

This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and expect the player to interact with the game using text. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning environment in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.


Graph Constrained Reinforcement Learning for Natural Language Action Spaces

arXiv.org Artificial Intelligence

Interactive Fiction games are text-based simulations in which an agent interacts with the world purely through natural language. They are ideal environments for studying how to extend reinforcement learning agents to meet the challenges of natural language understanding, partial observability, and action generation in combinatorially-large text-based action spaces. We present KG-A2C, an agent that builds a dynamic knowledge graph while exploring and generates actions using a template-based action space. We contend that the dual uses of the knowledge graph to reason about game state and to constrain natural language generation are the keys to scalable exploration of combinatorially large natural language actions. Results across a wide variety of IF games show that KG-A2C outperforms current IF agents despite the exponential increase in action space size.


Socially intelligent task and motion planning for human-robot interaction

arXiv.org Artificial Intelligence

As social beings, much human behavior is predicated on social context - the ambient social state that includes cultural norms, social signals, individual preferences, etc. In this paper, we propose a socially-aware task and motion planning algorithm that considers social context to generate appropriate and effective plans in human social environments (HSEs). The key strength of our proposed approach is that it explicitly models how potential actions not only affect objective cost, but also transform the social context in which it plans and acts. We investigate strategies to limit the complexity of our algorithm, so that our planner will remain tractable for mobile platforms in complex HSEs like hospitals and factories. The planner will also consider the relative importance and urgency of its tasks, which it uses to determine when it is and is not appropriate to violate social expectations to achieve its objective. This social awareness will allow robots to understand a fundamental rule of society: just because something makes your job easier, does not make it the right thing to do! To our knowledge, the proposed work is the first task and motion planning approach that supports socially intelligent robot policy for HSEs. Through this ongoing work, robots will be able to understand, respect, and leverage social context accomplish tasks both acceptably and effectively in HSEs.


Regret Bounds for Reinforcement Learning via Markov Chain Concentration

Journal of Artificial Intelligence Research

We give a simple optimistic algorithm for which it is easy to derive regret bounds of O(sqrt{t-mix SAT}) steps in uniformly ergodic Markov decision processes with S states, A actions, and mixing time parameter t-mix. These bounds are the first regret bounds in the general, non-episodic setting with an optimal dependence on all given parameters. They could only be improved by using an alternative mixing time parameter.


Improving Interaction Quality Estimation with BiLSTMs and the Impact on Dialogue Policy Learning

arXiv.org Artificial Intelligence

Learning suitable and well-performing dialogue behaviour in statistical spoken dialogue systems has been in the focus of research for many years. While most work which is based on reinforcement learning employs an objective measure like task success for modelling the reward signal, we use a reward based on user satisfaction estimation. We propose a novel estimator and show that it outperforms all previous estimators while learning temporal dependencies implicitly. Furthermore, we apply this novel user satisfaction estimation model live in simulated experiments where the satisfaction estimation model is trained on one domain and applied in many other domains which cover a similar task. We show that applying this model results in higher estimated satisfaction, similar task success rates and a higher robustness to noise.


Emergence of Pragmatics from Referential Game between Theory of Mind Agents

arXiv.org Artificial Intelligence

Pragmatics studies how context can contribute to language meanings [1]. In human communication, language is never interpreted out of context, and sentences can usually convey more information than their literal meanings [2]. However, this mechanism is missing in most multi-agent systems [3, 4, 5, 6], restricting the communication efficiency and the capability of human-agent interaction. In this paper, we propose an algorithm, using which agents can spontaneously learn the ability to "read between lines" without any explicit hand-designed rules. We integrate the theory of mind (ToM) [7, 8] in a cooperative multi-agent pedagogical situation and propose an adaptive reinforcement learning (RL) algorithm to develop a communication protocol. ToM is a profound cognitive science concept, claiming that people regularly reason about other's mental states, including beliefs, goals, and intentions, to obtain performance advantage in competition, cooperation or coalition. With this ability, agents consider language as not only messages but also rational acts reflecting others' hidden states. Our experiments demonstrate the advantage of pragmatic protocols over non-pragmatic protocols. We also show the teaching complexity following the pragmatic protocol empirically approximates to recursive teaching dimension (RTD).


Stochastic Finite State Control of POMDPs with LTL Specifications

arXiv.org Artificial Intelligence

Partially observable Markov decision processes (POMDPs) provide a modeling framework for autonomous decision making under uncertainty and imperfect sensing, e.g. robot manipulation and self-driving cars. However, optimal control of POMDPs is notoriously intractable. This paper considers the quantitative problem of synthesizing sub-optimal stochastic finite state controllers (sFSCs) for POMDPs such that the probability of satisfying a set of high-level specifications in terms of linear temporal logic (LTL) formulae is maximized. We begin by casting the latter problem into an optimization and use relaxations based on the Poisson equation and McCormick envelopes. Then, we propose an stochastic bounded policy iteration algorithm, leading to a controlled growth in sFSC size and an any time algorithm, where the performance of the controller improves with successive iterations, but can be stopped by the user based on time or memory considerations. We illustrate the proposed method by a robot navigation case study.


Implementations in Machine Ethics: A Survey

arXiv.org Artificial Intelligence

Increasingly complex and autonomous systems require machine ethics to maximize the benefits and minimize the risks to society arising from the new technology. It is challenging to decide which type of ethical theory to employ and how to implement it effectively. This survey provides a threefold contribution. Firstly, it introduces a taxonomy to analyze the field of machine ethics from an ethical, implementational, and technical perspective. Secondly, an exhaustive selection and description of relevant works is presented. Thirdly, applying the new taxonomy to the selected works, dominant research patterns and lessons for the field are identified, and future directions for research are suggested.



Intelligence, physics and information -- the tradeoff between accuracy and simplicity in machine learning

arXiv.org Machine Learning

How can we enable machines to make sense of the world, and become better at learning? To approach this goal, I believe viewing intelligence in terms of many integral aspects, and also a universal two-term tradeoff between task performance and complexity, provides two feasible perspectives. In this thesis, I address several key questions in some aspects of intelligence, and study the phase transitions in the two-term tradeoff, using strategies and tools from physics and information. Firstly, how can we make the learning models more flexible and efficient, so that agents can learn quickly with fewer examples? Inspired by how physicists model the world, we introduce a paradigm and an AI Physicist agent for simultaneously learning many small specialized models (theories) and the domain they are accurate, which can then be simplified, unified and stored, facilitating few-shot learning in a continual way. Secondly, for representation learning, when can we learn a good representation, and how does learning depend on the structure of the dataset? We approach this question by studying phase transitions when tuning the tradeoff hyperparameter. In the information bottleneck, we theoretically show that these phase transitions are predictable and reveal structure in the relationships between the data, the model, the learned representation and the loss landscape. Thirdly, how can agents discover causality from observations? We address part of this question by introducing an algorithm that combines prediction and minimizing information from the input, for exploratory causal discovery from observational time series. Fourthly, to make models more robust to label noise, we introduce Rank Pruning, a robust algorithm for classification with noisy labels. I believe that building on the work of my thesis we will be one step closer to enable more intelligent machines that can make sense of the world.