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Designing Interactive Reinforcement Learning Applications

Christian Arzate Cruz

Ritsumeikan University
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Interactive RL


Interactive RL

RL-based systems that are continuously improving because of human input.


Objective

Design considerations for interactive RL-based applications.


Introduction


Reinforcement Learning


Interactive Reinforcement Learning

Christian Arzate Cruz, and Takeo Igarashi. "A Survey on Interactive Reinforcement Learning: Design Principles and Open Challenges" In Proceedings of the 2020 on Designing Interactive Systems Conference (DIS), 2020.

Design Overview

Creating interactive RL applications.

Christian Arzate Cruz, and Takeo Igarashi. "Interactive Reinforcement Learning for Autonomous Behavior Design" In Artificial Intelligence for HCI: A Modern Approach (Book Chapter), 2021.

New Interaction Methods

Using different types of high-level feedback.

Personalized Models

How to use different knowledge integration methods.

Explainable RL

Exposing the internal components of the agent.

Research Goals

New interaction methods

Communication channels

Personalized models

Users' intentions

Explainable RL

Tell me why


New Interaction Methods


Design Considerations

We need to consider the high-level feedback

and how to use it.

High-level Feedback

  • Natural language
  • Demonstrations
  • Sketches
  • Eye gaze

Feedback Types

Critique

It's binary feedback that indicates if the last chosen action by the agent was satisfactory.


  • Action: Move forward
  • Feedback: Incorrect

Scalar-Valued

It's a critique with a scalar-valued rating.


  • Action: Move forward
  • Feedback [-1, 1]: -1

Action Advice

The human user provides the agent with the action they believe is optimal.


  • Action: Move forward
  • Feedback: Move right

Guidance

The human user specify the goal object(s) in the environment.


  • Action: Move forward
  • Feedback: Avoid lava,
    Go to the green square

MarioMix


Finding the Right Playstyle

We search for playstyles using gameplay traces by the users.



Christian Arzate Cruz, and Takeo Igarashi. "MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement Learning" In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (CHI Play), 2020.

Demo

Design

  • High-level: Demonstrations
  • Feedback: Action advice

Summary


Personalized Models


Design Considerations

Selecting how to adapt the RL-based model according to the type of feedback.

Reward Shaping

Adapting the reward function by hand to fit the user's intentions.


Original RF
  • Lava: -1
  • Move: 0
  • Goal: 1
Adapted RF
  • Lava: -0.5
  • Move: 0.1
  • Goal: 1

Policy Shaping

Overriding the original policy of the agent.


Original Policy
  • Action: Forward
Adapted Policy
  • Action: Right

RL-based PCG

Co-creativity

Designing game levels with personalized AI suggestions.


Felix Eckert

(Local) Demo

Design

  • High-level: Demonstrations
  • Feedback: Scalar-Valued
  • Knowledge integration: Reward shaping

References

  1. Khalifa, Ahmed, et al. PCGRL: Procedural content generation via reinforcement learning. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Vol. 16. No. 1. 2020.
  2. Jiang, Zehua, et al. Learning Controllable 3D Level Generators. Proceedings of the 17th International Conference on the Foundations of Digital Games. 2022.

Summary


Explainable RL


Design Considerations

Presenting the model in a useful and easy-to-understand manner.

Explainable RL

Display the current policy and why the agent selected a given action.


Why?

  • Reward function
  • Value function
  • Policy
  • State

Explainable RL

Explain the main elements that contribute to selecting an action at different time scales.


Data and time

  • Principal Component Analysis
  • Instant, mid-term, and long-term goals

Interactive Explanations

Interactive Explanations

Natural language templates for a two-way communication method.




Christian Arzate Cruz, and Takeo Igarashi. "Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent Behaviors" In IEEE Conference on Games (CoG), 2021.

Demo

Design

  1. [7, 8] Current action
  2. [1-4] Most relevant elements in the state
  3. [9] The short-term goal
  4. [Center Box] Contrast the taken action with another one

Summary


The End


Interactive RL



New interaction methods

Communication channels

Personalized models

Users' intentions

Explainable
RL

Tell me why


How to use of different high-level feedback and

knowledge integration methods depending on the application.