nips nips2001 nips2001-51 knowledge-graph by maker-knowledge-mining

51 nips-2001-Cobot: A Social Reinforcement Learning Agent


Source: pdf

Author: Charles Lee Isbell Jr., Christian R. Shelton

Abstract: We report on the use of reinforcement learning with Cobot, a software agent residing in the well-known online community LambdaMOO. Our initial work on Cobot (Isbell et al.2000) provided him with the ability to collect social statistics and report them to users. Here we describe an application of RL allowing Cobot to take proactive actions in this complex social environment, and adapt behavior from multiple sources of human reward. After 5 months of training, and 3171 reward and punishment events from 254 different LambdaMOO users, Cobot learned nontrivial preferences for a number of users, modifing his behavior based on his current state. Here we describe LambdaMOO and the state and action spaces of Cobot, and report the statistical results of the learning experiment. 1

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 Here we describe an application of RL allowing Cobot to take proactive actions in this complex social environment, and adapt behavior from multiple sources of human reward. [sent-6, score-0.317]

2 After 5 months of training, and 3171 reward and punishment events from 254 different LambdaMOO users, Cobot learned nontrivial preferences for a number of users, modifing his behavior based on his current state. [sent-7, score-0.39]

3 These previous studies focus on systems that encounter human users one at a time, such as spoken dialogue systems (Singh et al. [sent-11, score-0.324]

4 In this paper, we report on an RL-based agent for LambdaMOO, a complex, open-ended, multi-user chat environment, populated by a community of human users with rich and often enduring social relationships. [sent-13, score-0.525]

5 Our long-term goal is to build an agent who can learn to perform useful, interesting and entertaining actions in LambdaMOO on the basis of user feedback. [sent-14, score-0.484]

6 how frequently and in what ways users interacted with one another), and provided summaries of these statistics as a service. [sent-21, score-0.322]

7 Cobot’s description to users indicates that he is male. [sent-29, score-0.286]

8 £ when each action is appropriate (rules that would be inaccurate and quickly become stale), we wanted Cobot to learn the individual and communal preferences of users. [sent-30, score-0.209]

9 Thus, we provided a mechanism for users to reward or punish Cobot, and programmed Cobot to use RL algorithms to alter his behavior on the basis of this feedback. [sent-31, score-0.483]

10 These should include social information such as which users are present, how experienced they are in LambdaMOO, how frequently they interact with one another, and so on. [sent-34, score-0.397]

11 Cobot lives in an environment with multiple, often conflicting sources of reward from different human users. [sent-36, score-0.201]

12 Inconsistency and drift of user rewards and desires. [sent-38, score-0.345]

13 Individual users may be inconsistent in the rewards they provide (even when they implicitly have a fixed set of preferences), and their preferences may change over time (for example, due to becoming bored or irritated with an action). [sent-39, score-0.498]

14 Even when their rewards are consistent, there can be great temporal variation in their reward pattern. [sent-40, score-0.191]

15 Training data is scarce for many reasons, including user fickleness, and the need to prevent Cobot from generating too much spam in the environment. [sent-44, score-0.28]

16 Reasons include that user preferences are not stationary, but drift as users become habituated or bored with Cobot’s behavior; and the tendency for satisfied users to stop providing Cobot with any feedback, positive or negative. [sent-50, score-0.999]

17 While many users provided only a moderate or small amount of RL training (rewards and punishments) to Cobot, a handful of users did invest significant time in training him. [sent-53, score-0.61]

18 While many of the users that trained Cobot did not exhibit clear preferences for any of his actions over the others, some users clearly and consistently rewarded and punished particular actions over the others. [sent-55, score-0.959]

19 For those users who exhibited clear preferences through their rewards and punishments, Cobot successfully learned corresponding policies of behavior. [sent-57, score-0.561]

20 For those users who invested the most training time in Cobot, the observed distribution of his actions is significantly altered by their presence. [sent-59, score-0.413]

21 Although some users for whom we have sufficient data seem to have preferences that do not depend upon the social state features we constructed for the RL, others do in fact appear to change their preferences depending upon prevailing social conditions. [sent-61, score-0.866]

22 In Sections 5, 6 and 7 we describe our implementation of Cobot’s RL action space, reward mechanisms and state features, respectively. [sent-66, score-0.224]

23 LambdaMOO appears as a series of interconnected rooms, populated by users and objects who may move between them. [sent-70, score-0.314]

24 ” In addition to speech, users express themselves via a large collection of verbs, allowing a rich set of simulated actions, and the expression of emotional states: (1) (2) (3) (4) (5) (6) Buster is overwhelmed by all these deadlines. [sent-72, score-0.3]

25 Lines (1) and (2) are initiated by verb commands by user Buster, expressing his emotional state, while lines (3) and (4) are examples of verbs and speech acts, respectively, by HFh. [sent-79, score-0.36]

26 The rooms and objects in LambdaMOO are created by users themselves, who devise descriptions, and control access by other users. [sent-82, score-0.316]

27 As last count, the database contains 118,154 objects, including 4836 active user accounts. [sent-84, score-0.266]

28 Many users have interacted extensively with each other over many years, and users are widely acknowledged for their contribution of interesting objects. [sent-86, score-0.608]

29 The population is generally curious and technically savvy, and users are interested in automated objects meant to display some form of intelligence. [sent-88, score-0.314]

30 Like a human user, he connects via telnet, and from the point of view of the LambdaMOO server, is a user with all the rights and responsibilities implied. [sent-90, score-0.29]

31 The Living Room is a central public place, frequented both by many regulars, and by users new to LambdaMOO. [sent-92, score-0.286]

32 5 million separate events (about one event every eleven seconds) Previously, we implemented a variety of functionality on Cobot centering around gathering and reporting social statistics. [sent-96, score-0.192]

33 It is impossible to program rules anticipating when any given action is appropriate in such a complex and dynamic environment, so we applied reinforcement learning to adapt directly from user feedback. [sent-106, score-0.367]

34 Introduce two users who have not yet interacted in front of Cobot. [sent-119, score-0.31]

35 In the MDP framework, at each time step the agent senses the state of the environment, and chooses and executes an action from the set of actions available to it in that state. [sent-122, score-0.289]

36 The agent’s goal is to choose actions so as to maximize the expected sum of rewards over some time horizon. [sent-125, score-0.192]

37 An optimal policy is a mapping from states to actions that achieves the agent’s goal. [sent-126, score-0.189]

38 The learned value function is used to choose actions stochastically, so that in each state, actions with higher value are chosen with higher probability. [sent-129, score-0.288]

39 5 Cobot’s RL Actions To have any hope of learning to behave in a way interesting to LambdaMOO users, Cobot’s actions must “make sense” to them, fit in with the social chat-based environment, and minimize the risk of causing irritation. [sent-142, score-0.25]

40 Any rewards or punishments received before the next RL action are attributed to the current action, and used to update Cobot’s value functions. [sent-147, score-0.207]

41 It is worth remembering that Cobot has two different categories of action: those actions taken proactively as a result of the RL, and those actions taken in response to a user’s action towards Cobot. [sent-148, score-0.317]

42 Some users are certainly aware of the distinction and can easily determine which actions fall into which category, but other users may occasionally reward or punish Cobot in response to a reactive action. [sent-149, score-0.898]

43 6 The RL Reward Function Cobot learns to behave directly from the feedback of LambdaMOO users, any of whom can reward or punish him. [sent-151, score-0.225]

44 We implemented explicit reward and punish verbs on Cobot that LambdaMOO users can invoke at any time. [sent-153, score-0.505]

45 The signal is attributed as immediate feedback for the current state and RL action, and “backed up” to previous states and actions in accordance with the standard RL algorithms. [sent-155, score-0.207]

46 One fundamental design choice is whether to learn a single value function for the entire community, or to learn separate value functions for each user based on individual feedback, combining the value functions of those present to determine how to act at each moment. [sent-159, score-0.306]

47 First, it was clear that for learning to have any hope of success, ths system must represent who is present at any given moment—different users simply have different personalities and preferences. [sent-161, score-0.286]

48 We felt that representing which users are present as additional state features would throw away valuable domain information, as the RL would have to discover on its own the primacy of user identity. [sent-162, score-0.635]

49 Having separate reward functions for each user is thus a way of asserting the importance of identity to the learning process. [sent-163, score-0.406]

50 Without a clear sense that their ( training has some impact on Cobot’s behavior, users will quickly lose interest in providing feedback. [sent-165, score-0.297]

51 ££¡ ¥¤¢  Third, we (correctly) anticipated the fact that certain users would provide an inordinate amount of training to Cobot, and we did not want the overall policy followed by Cobot to be dominated by the preferences of these individuals. [sent-170, score-0.481]

52 By learning separate policies for each user, and then combining these policies among those users present, we can limit the impact any single user can have on Cobot’s actions. [sent-171, score-0.639]

53 7 Cobot’s RL State Features The decision to maintain and learn separate value functions for each user means that we can maintain separate state spaces as well, in the hopes of simplifying states and speeding learning. [sent-172, score-0.372]

54 The state space for a user contains a number of features containing statistics about that particular user. [sent-174, score-0.332]

55 LambdaMOO is a social environment, and Cobot is learning to take social actions, so we felt that his state features should contain information allowing him to gauge social activity and relationships. [sent-175, score-0.416]

56 Even though we have simplified the state space by partitioning by user, the state space for a single user remains sufficiently complex to preclude standard table-based representation of value functions (also, each user’s state space is effectively infinite, as there are real-valued state features). [sent-177, score-0.417]

57 Cobot’s RL actions are then chosen according to a mixture of the policies of the users present. [sent-179, score-0.444]

58 Indicates if Cobot’s currently saved roll call text has been used before, if someone has done a roll call since the last time Cobot did, and if there has been a roll call since the last time Cobot grabbed new text. [sent-188, score-0.414]

59 Each user has one feature that is always “on”; that is, this bias is always set to a value of 1. [sent-189, score-0.299]

60 Each user has his own state space and value function; the table thus describes the state space maintained for a generic user. [sent-192, score-0.348]

61 Upon launching the RL functionality publicly in the Living Room, Cobot logged all RL-related data (states visited, actions taken, rewards received from each user, parameters of the value functions, etc. [sent-197, score-0.256]

62 During this time, 63123 RL actions were taken (in addition, of course, to many more reactive non-RL actions), and 3171 reward and punishment events were received from 254 different users. [sent-199, score-0.377]

63 Instead, as shown in Figure 1a, the average cumulative reward received by Cobot actually goes down. [sent-202, score-0.195]

64 However, rather than indicating that users are becoming more dissatisfied as Cobot learns, the decay in reward reveals some peculiarities of human feedback in such an open-ended environment. [sent-203, score-0.481]

65 There are at least two difficulties with average cumulative reward in an environment of human users. [sent-204, score-0.227]

66 Thus a feature that is popular and exciting to users when it is introduced may eventually become an irritant (there are many examples of this phenomenon). [sent-207, score-0.301]

67 While difficult to quantify in such a complex environment, this phenomenon is sufficiently prevalent in LambdaMOO to cast serious doubts on the use of average cumulative reward as the primary measure of performance. [sent-209, score-0.189]

68 The second and related difficulty is that even when users do maintain relatively fixed preferences, they tend to give Cobot less feedback of either type (reward or punishment) as he manages to learn their preferences accurately. [sent-210, score-0.492]

69 Simply put, once Cobot seems to be behaving as they wish, users feel no need to continually provide reward for his “correct” actions or to punish him for the occasional “mistake. [sent-211, score-0.581]

70 ” This reward pattern is in contrast to typical RL applications, where there is an automated and indefatigable reward source. [sent-212, score-0.264]

71 These two users were among Cobot’s most dedicated trainers, each had strong preferences for certain actions, and Cobot learned to strongly modify his behavior in their presence to match their preferences. [sent-214, score-0.529]

72 Nevertheless, both users tended to provide less frequent feedback to Cobot as the experiment progressed, as shown in Figure 1a. [sent-215, score-0.331]

73 ” Among the 254 users who gave at least one reward or punishment event to Cobot, 218 gave 20 or fewer, while 15 gave 50 or more. [sent-218, score-0.442]

74 Thus, we found that while many users exhibited a passing interest in training Cobot, there was a small group that was willing to invest nontrivial time and effort in teaching Cobot their preferences. [sent-219, score-0.329]

75 User O appears to especially dislike roll call actions when there have been repeated roll calls and/or Cobot is repeating the same roll calls. [sent-223, score-0.512]

76 User C appears to have strong preferences about Cobot’s behavior when a “roll call party” is in progress (i. [sent-231, score-0.181]

77 ¥ £ ¢¥ Table 3: Relevant features for users with non-uniform policies. [sent-237, score-0.317]

78 Several of our top users had some features that deviated from their bias feature. [sent-238, score-0.349]

79 For the users above the double line, we have included only features whose weights had a length greater than 0. [sent-241, score-0.317]

80 Each of these users had bias weights of length greater than 1. [sent-243, score-0.304]

81 For the vast majority of users who participated in the RL training of Cobot, the policy learned was quite close to the uniform distribution. [sent-247, score-0.382]

82 However, we observed that for most users the learned policy’s dependence on state was weak, and the resulting distribution near uniform (though there are interesting and notable exceptions, as we shall see below). [sent-249, score-0.367]

83 This result is perhaps to be expected: most users provided too little feedback for Cobot to detect strong preferences, and may not have been exhibiting strong and consistent preferences in the feedback they did provide. [sent-250, score-0.553]

84 However, there was again a small group of users for whom a highly non-uniform policy was learned. [sent-251, score-0.348]

85 ) Several other users also exhibited less dramatic but still non-uniform distributions. [sent-257, score-0.298]

86 User M seemed to have a strong preference for roll call actions, with the learned policy selecting these with probability 0. [sent-258, score-0.246]

87 99, while User S preferred social commentary actions, with the learned policy giving them probability 0. [sent-259, score-0.219]

88 In Figure 1b, we demonstrate that the policy learned by Cobot for User M does in fact reflect the empirical pattern of rewards received over time. [sent-264, score-0.206]

89 The policies learned by Cobot for users can have strong impact on the empirical distribution of actions he actually ends up taking in LambdaMOO. [sent-268, score-0.52]

90 First, we note that by construction, the RL weights learned for the bias feature described in Table 2 represent the user’s preferences independent of state (since this feature is always on whenever the user is present). [sent-274, score-0.516]

91 Thus, we can determine that a feature is relevant for a user if that feature’s weight vector is far from that user’s bias feature weight vector, and from the all-zero vector. [sent-276, score-0.314]

92 , User M prefers roll calls); however, as we can see in Table 3, Cobot has learned a policy for some users that depends upon state. [sent-280, score-0.514]

93 numerical reward received may be larger or smaller than 1 at any time, as implicit rewards provide fractional reward, and the user may repeatedly reward or punish an action, with the feedback being summed. [sent-281, score-0.714]

94 2 1 reward all users abs reward all users reward user M abs reward user M reward user S abs reward user S 0. [sent-285, score-2.455]

95 b) Rewards received, policy learned, and effect on actions for User M. [sent-301, score-0.189]

96 The blue bars (left) show the average reward given by User M for each action (the average reward given by User M across all actions has been subtracted off to indicate relative preferences). [sent-304, score-0.474]

97 We see that the policy learned by Cobot for User M aligns nicely with the preferences expressed by M and that Cobot’s behavior shifts strongly towards the learned policy for User M whenever M is present. [sent-308, score-0.342]

98 To go beyond a qualitative visual analysis, we have defined a metric that measures the extent to which two rankings of actions agree, while taking into account that some actions are extremely close in the each ranking. [sent-309, score-0.254]

99 9 Conclusions We have reported on our efforts to apply reinforcement learning in a complex human online social environment where many of the standard assumptions (stationary rewards, Markovian behavior, appropriateness of average reward) are clearly violated. [sent-312, score-0.24]

100 Cobot continues to take RL actions and receive rewards and punishments from LambdaMOO users, and we plan to continue and embellish this work as part of our overall efforts on Cobot. [sent-314, score-0.241]


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