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In Pursuit of Predictive Models of Human Preferences Toward AI Teammates

arXiv.org Artificial Intelligence

We seek measurable properties of AI agents that make them better or worse teammates from the subjective perspective of human collaborators. Our experiments use the cooperative card game Hanabi -- a common benchmark for AI-teaming research. We first evaluate AI agents on a set of objective metrics based on task performance, information theory, and game theory, which are measurable without human interaction. Next, we evaluate subjective human preferences toward AI teammates in a large-scale (N=241) human-AI teaming experiment. Finally, we correlate the AI-only objective metrics with the human subjective preferences. Our results refute common assumptions from prior literature on reinforcement learning, revealing new correlations between AI behaviors and human preferences. We find that the final game score a human-AI team achieves is less predictive of human preferences than esoteric measures of AI action diversity, strategic dominance, and ability to team with other AI. In the future, these correlations may help shape reward functions for training human-collaborative AI.


From Lived Experience to Insight: Unpacking the Psychological Risks of Using AI Conversational Agents

arXiv.org Artificial Intelligence

Recent gain in popularity of AI conversational agents has led to their increased use for improving productivity and supporting well-being. While previous research has aimed to understand the risks associated with interactions with AI conversational agents, these studies often fall short in capturing the lived experiences. Additionally, psychological risks have often been presented as a sub-category within broader AI-related risks in past taxonomy works, leading to under-representation of the impact of psychological risks of AI use. To address these challenges, our work presents a novel risk taxonomy focusing on psychological risks of using AI gathered through lived experience of individuals. We employed a mixed-method approach, involving a comprehensive survey with 283 individuals with lived mental health experience and workshops involving lived experience experts to develop a psychological risk taxonomy. Our taxonomy features 19 AI behaviors, 21 negative psychological impacts, and 15 contexts related to individuals. Additionally, we propose a novel multi-path vignette based framework for understanding the complex interplay between AI behaviors, psychological impacts, and individual user contexts. Finally, based on the feedback obtained from the workshop sessions, we present design recommendations for developing safer and more robust AI agents. Our work offers an in-depth understanding of the psychological risks associated with AI conversational agents and provides actionable recommendations for policymakers, researchers, and developers.


On the Utility of Accounting for Human Beliefs about AI Behavior in Human-AI Collaboration

arXiv.org Artificial Intelligence

To enable effective human-AI collaboration, merely optimizing AI performance while ignoring humans is not sufficient. Recent research has demonstrated that designing AI agents to account for human behavior leads to improved performance in human-AI collaboration. However, a limitation of most existing approaches is their assumption that human behavior is static, irrespective of AI behavior. In reality, humans may adjust their action plans based on their observations of AI behavior. In this paper, we address this limitation by enabling a collaborative AI agent to consider the beliefs of its human partner, i.e., what the human partner thinks the AI agent is doing, and design its action plan to facilitate easier collaboration with its human partner. Specifically, we developed a model of human beliefs that accounts for how humans reason about the behavior of their AI partners. Based on this belief model, we then developed an AI agent that considers both human behavior and human beliefs in devising its strategy for working with humans. Through extensive real-world human-subject experiments, we demonstrated that our belief model more accurately predicts humans' beliefs about AI behavior. Moreover, we showed that our design of AI agents that accounts for human beliefs enhances performance in human-AI collaboration.


The Reasonable Person Standard for AI

arXiv.org Artificial Intelligence

As AI systems are increasingly incorporated into domains where human behavior has set the norm, a challenge for AI governance and AI alignment research is to regulate their behavior in a way that is useful and constructive for society. One way to answer this question is to ask: how do we govern the human behavior that the models are emulating? To evaluate human behavior, the American legal system often uses the "Reasonable Person Standard." The idea of "reasonable" behavior comes up in nearly every area of law. The legal system often judges the actions of parties with respect to what a reasonable person would have done under similar circumstances. This paper argues that the reasonable person standard provides useful guidelines for the type of behavior we should develop, probe, and stress-test in models. It explains how reasonableness is defined and used in key areas of the law using illustrative cases, how the reasonable person standard could apply to AI behavior in each of these areas and contexts, and how our societal understanding of "reasonable" behavior provides useful technical goals for AI researchers.


Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools

arXiv.org Artificial Intelligence

Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.


Towards A Process Model for Co-Creating AI Experiences

arXiv.org Artificial Intelligence

Thinking of technology as a design material is appealing. It encourages designers to explore the material's properties to understand its capabilities and limitations, a prerequisite to generative design thinking. However, as a material, AI resists this approach because its properties emerge as part of the design process itself. Therefore, designers and AI engineers must collaborate in new ways to create both the material and its application experience. We investigate the co-creation process through a design study with 10 pairs of designers and engineers. We find that design 'probes' with user data are a useful tool in defining AI materials. Through data probes, designers construct designerly representations of the envisioned AI experience (AIX) to identify desirable AI characteristics. Data probes facilitate divergent thinking, material testing, and design validation. Based on our findings, we propose a process model for co-creating AIX and offer design considerations for incorporating data probes in design tools.


Why you need to pay more attention to combatting AI bias

#artificialintelligence

As artificial intelligence (AI) continues its march into enterprises, many IT pros are beginning to express concern about potential AI bias in the systems they use. A new report from DataRobot finds that nearly half (42%) of AI professionals in the US and UK are "very" to "extremely" concerned about AI bias. The report, conducted last June of more than 350 US- and UK-based CIOs, CTOs, VPs, and IT managers involved in AI and machine learning (ML) purchasing decisions, also found that "compromised brand reputation" and "loss of customer trust" are the most concerning repercussions of AI bias. This prompted 93% of respondents to say they plan to invest more in AI bias prevention initiatives in the next 12 months. SEE: The ethical challenges of AI: A leader's guide (free PDF) (TechRepublic) Despite the fact that many organizations see AI as a game changer, many organizations are still using untrustworthy AI systems, said Ted Kwartler, vice president of trusted AI, at DataRobot.


Artificial Intelligence and the Law: Five Observations Stanford Law School

#artificialintelligence

September 13, 2019: Brain-machine interfaces (BMI) applications, be they noninvasive (positioned on the body) or invasive (inserted into the body) significantly amplify the liability concerns that we are already familiar with through experience with, for example, implantable medical devices. The liability amplifying variable here is capability: the BMI's potential to cause wide-ranging harm is far greater than a legacy medical device. For instance, injecting a virus carrying nanobots to fight a disease or to carry out another mission is vastly different and carries an intrinsic operational risk that is vastly greater than implanting a pacemaker. Iterative liability, XAI, and the regulation of AI discussed in this post coalesce into a normative and legal safety net that can help mitigate the risks associated with BMI. July 19, 2019: Regulating AI behavior is necessary in order to mitigate harm.


Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees

AAAI Conferences

The creative nature of games makes trying new ideas desirable, but these changes are sometimes very risky. We need to find ways to minimize risks while we build innovative experiences. Driver San Francisco did this by using Hinted-execution Behavior Trees; this technique allows developers to modify existing AI behaviors dynamically with very low risk, and was used to adapt Driver’s getaway AI to players’ skills.