Riedl, Mark
The Goofus & Gallant Story Corpus for Practical Value Alignment
Nahian, Md Sultan Al, Tasrin, Tasmia, Frazier, Spencer, Riedl, Mark, Harrison, Brent
Values or principles are key elements of human society that influence people to behave and function according to an accepted standard set of social rules to maintain social order. As AI systems are becoming ubiquitous in human society, it is a major concern that they could violate these norms or values and potentially cause harm. Thus, to prevent intentional or unintentional harm, AI systems are expected to take actions that align with these principles. Training systems to exhibit this type of behavior is difficult and often requires a specialized dataset. This work presents a multi-modal dataset illustrating normative and non-normative behavior in real-life situations described through natural language and artistic images. This training set contains curated sets of images that are designed to teach young children about social principles. We argue that this is an ideal dataset to use for training socially normative agents given this fact.
Multi-Attribute Constraint Satisfaction via Language Model Rewriting
Baheti, Ashutosh, Chakraborty, Debanjana, Brahman, Faeze, Bras, Ronan Le, Lu, Ximing, Dziri, Nouha, Choi, Yejin, Riedl, Mark, Sap, Maarten
Obeying precise constraints on top of multiple external attributes is a common computational problem underlying seemingly different domains, from controlled text generation to protein engineering. Existing language model (LM) controllability methods for multi-attribute constraint satisfaction often rely on specialized architectures or gradient-based classifiers, limiting their flexibility to work with arbitrary black-box evaluators and pretrained models. Current general-purpose large language models, while capable, cannot achieve fine-grained multi-attribute control over external attributes. Thus, we create Multi-Attribute Constraint Satisfaction (MACS), a generalized method capable of finetuning language models on any sequential domain to satisfy user-specified constraints on multiple external real-value attributes. Our method trains LMs as editors by sampling diverse multi-attribute edit pairs from an initial set of paraphrased outputs. During inference, LM iteratively improves upon its previous solution to satisfy constraints for all attributes by leveraging our designed constraint satisfaction reward. We additionally experiment with reward-weighted behavior cloning to further improve the constraint satisfaction rate of LMs. To evaluate our approach, we present a new Fine-grained Constraint Satisfaction (FineCS) benchmark, featuring two challenging tasks: (1) Text Style Transfer, where the goal is to simultaneously modify the sentiment and complexity of reviews, and (2) Protein Design, focusing on modulating fluorescence and stability of Green Fluorescent Proteins (GFP). Our empirical results show that MACS achieves the highest threshold satisfaction in both FineCS tasks, outperforming strong domain-specific baselines. Our work opens new avenues for generalized and real-value multi-attribute control, with implications for diverse applications spanning NLP and bioinformatics.
Beyond Following: Mixing Active Initiative into Computational Creativity
Lin, Zhiyu, Ehsan, Upol, Agarwal, Rohan, Dani, Samihan, Vashishth, Vidushi, Riedl, Mark
Generative Artificial Intelligence (AI) encounters limitations in efficiency and fairness within the realm of Procedural Content Generation (PCG) when human creators solely drive and bear responsibility for the generative process. Alternative setups, such as Mixed-Initiative Co-Creative (MI-CC) systems, exhibited their promise. Still, the potential of an active mixed initiative, where AI takes a role beyond following, is understudied. This work investigates the influence of the adaptive ability of an active and learning AI agent on creators' expectancy of creative responsibilities in an MI-CC setting. We built and studied a system that employs reinforcement learning (RL) methods to learn the creative responsibility preferences of a human user during online interactions. Situated in story co-creation, we develop a Multi-armed-bandit agent that learns from the human creator, updates its collaborative decision-making belief, and switches between its capabilities during an MI-CC experience. With 39 participants joining a human subject study, Our developed system's learning capabilities are well recognized compared to the non-learning ablation, corresponding to a significant increase in overall satisfaction with the MI-CC experience. These findings indicate a robust association between effective MI-CC collaborative interactions, particularly the implementation of proactive AI initiatives, and deepened understanding among all participants.
External Model Motivated Agents: Reinforcement Learning for Enhanced Environment Sampling
Bhagat, Rishav, Balloch, Jonathan, Lin, Zhiyu, Kim, Julia, Riedl, Mark
Unlike reinforcement learning (RL) agents, humans remain capable multitaskers in changing environments. In spite of only experiencing the world through their own observations and interactions, people know how to balance focusing on tasks with learning about how changes may affect their understanding of the world. This is possible by choosing to solve tasks in ways that are interesting and generally informative beyond just the current task. Motivated by this, we propose an agent influence framework for RL agents to improve the adaptation efficiency of external models in changing environments without any changes to the agent's rewards. Our formulation is composed of two self-contained modules: interest fields and behavior shaping via interest fields. We implement an uncertainty-based interest field algorithm as well as a skill-sampling-based behavior-shaping algorithm to use in testing this framework. Our results show that our method outperforms the baselines in terms of external model adaptation on metrics that measure both efficiency and performance.
Creating Suspenseful Stories: Iterative Planning with Large Language Models
Xie, Kaige, Riedl, Mark
Automated story generation has been one of the long-standing challenges in NLP. Among all dimensions of stories, suspense is very common in human-written stories but relatively under-explored in AI-generated stories. While recent advances in large language models (LLMs) have greatly promoted language generation in general, state-of-the-art LLMs are still unreliable when it comes to suspenseful story generation. We propose a novel iterative-prompting-based planning method that is grounded in two theoretical foundations of story suspense from cognitive psychology and narratology. This theory-grounded method works in a fully zero-shot manner and does not rely on any supervised story corpora. To the best of our knowledge, this paper is the first attempt at suspenseful story generation with LLMs. Extensive human evaluations of the generated suspenseful stories demonstrate the effectiveness of our method.
Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoning
Peng, Xiangyu, Li, Siyan, Wiegreffe, Sarah, Riedl, Mark
Transformer-based language model approaches to automated story generation currently provide state-of-the-art results. However, they still suffer from plot incoherence when generating narratives over time, and critically lack basic commonsense reasoning. Furthermore, existing methods generally focus only on single-character stories, or fail to track characters at all. To improve the coherence of generated narratives and to expand the scope of character-centric narrative generation, we introduce Commonsense-inference Augmented neural StoryTelling (CAST), a framework for introducing commonsense reasoning into the generation process with the option to model the interaction between multiple characters. We find that our CAST method produces significantly more coherent, on-topic, enjoyable and fluent stories than existing models in both the single-character and two-character settings in three storytelling domains.
An Ontology of Co-Creative AI Systems
Lin, Zhiyu, Riedl, Mark
The term co-creativity has been used to describe a wide variety of human-AI assemblages in which human and AI are both involved in a creative endeavor. In order to assist with disambiguating research efforts, we present an ontology of co-creative systems, focusing on how responsibilities are divided between human and AI system and the information exchanged between them. We extend Lubart's original ontology of creativity support tools with three new categories emphasizing artificial intelligence: computer-as-subcontractor, computer-as-critic, and computer-as-teammate, some of which have sub-categorizations.
Improving Language Models with Advantage-based Offline Policy Gradients
Baheti, Ashutosh, Lu, Ximing, Brahman, Faeze, Bras, Ronan Le, Sap, Maarten, Riedl, Mark
Language Models (LMs) achieve substantial language capabilities when finetuned using Reinforcement Learning with Human Feedback (RLHF). However, RLHF is an unstable and data-hungry process that continually requires new high-quality LM-generated data for finetuning. We introduce Advantage-Leftover Lunch RL (A-LoL), a new class of offline policy gradient algorithms that enable RL training on any pre-existing data. By assuming the entire LM output sequence as a single action, A-LoL allows incorporating sequence-level classifiers or human-designed scoring functions as rewards. Subsequently, by using LM's internal sequence-level value estimate, A-LoL filters negative advantage (low-quality) data points during training, making it resilient to noise. Overall, A-LoL is an easy-to-implement LM training recipe that is sample-efficient and stable. We demonstrate the effectiveness of A-LoL and its variants with a set of four different language generation tasks. We compare against both online RL (PPO) and recent preference-based (DPO, PRO) and reward-based (GOLD) offline RL baselines. On the commonly-used RLHF benchmark, Helpful and Harmless Assistant (HHA), LMs trained with A-LoL methods achieve the highest diversity while also being rated more safe and helpful than baselines according to humans. Additionally, in the remaining three tasks, A-LoL could optimize multiple distinct reward functions even when using noisy or suboptimal training data. We also release our experimental code. https://github.com/abaheti95/LoL-RL
A Controllable Co-Creative Agent for Game System Design
Agarwal, Rohan, Lin, Zhiyu, Riedl, Mark
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically limited to specific genres, rules, or games, limiting the creativity of the designer. We seek to model games abstractly enough to apply to any genre, focusing on designing game systems and mechanics, and create a controllable, co-creative agent that can collaborate on these designs. We present a model of games using state-machine-like components and resource flows, a set of controllable metrics, a design evaluator simulating playthroughs with these metrics, and an evolutionary design balancer and generator. We find this system to be both able to express a wide range of games and able to be human-controllable for future co-creative applications.
Thespian: Multi-Character Text Role-Playing Game Agents
Cui, Christopher, Peng, Xiangyu, Riedl, Mark
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.