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End-User Programming of Intelligent Learning Agents Prasad Tadepalli, Ron Metoyer, and Margaret Burnett In End-User Programming of Intelligent Learning Agents Prasad Tadepalli, Ron Metoyer, and Margaret Burnett In conjunction with the EUSES Consortium: End Users Shaping Effective Software School of Electrical Engineering and Computer Science Oregon State University

Prasad Tadepalli: Machine Learning • Scaling Averagereward Reinforcement Learning to large spaces • Relational Prasad Tadepalli: Machine Learning • Scaling Averagereward Reinforcement Learning to large spaces • Relational Reinforcement Learning Relational Learning • Relational learning from prior knowledge and sparse user input 2

Ron Metoyer: Computer Graphics & Animation • NSF CAREER Award winner (2003). • Complexities Ron Metoyer: Computer Graphics & Animation • NSF CAREER Award winner (2003). • Complexities of animated content. – Creating characters for training. – Emphasis on usability and realism. • Real-time simulation of evacuation dynamics for large crowds. 3

Margaret Burnett: Visual & End-User Programming • Project director: EUSES Consortium (End Users Shaping Margaret Burnett: Visual & End-User Programming • Project director: EUSES Consortium (End Users Shaping Effective Software) • An ITR project by Oregon State, Carnegie Mellon, Drexel, Nebraska, & Penn State. • Principal architect: • Forms/3, FAR end-user programming support. • Co-architect: • Functions for Excel users (a Microsoft Research project). 4

Motivation • Task Training – Sports – Military Boston Dynamics Inc. Electronic Arts Who Motivation • Task Training – Sports – Military Boston Dynamics Inc. Electronic Arts Who creates the training content? 5

Current Approaches • Joystick Control: – User does all (once, not reusable). • Scripting Current Approaches • Joystick Control: – User does all (once, not reusable). • Scripting Languages – User does all (reusable program). • Programming by Demonstration – User and system share. • Autonomous Agents – System does all. 6

Application: Quarterback Training • QB’s can benefit from 3 D training content • Coaches: Application: Quarterback Training • QB’s can benefit from 3 D training content • Coaches: – Do not program or animate. – Need responsive, semi-intelligent agents that perform football tasks. • Agents: – Should get better over time. – Should do so with few examples. • Agent behavior: – Must morph over time (different opponents). 7

End-User Programming by Demonstration • Generalizing from demonstrations is still an active area of End-User Programming by Demonstration • Generalizing from demonstrations is still an active area of research: – Some viable approaches for particular assumptions, but not a solved problem. • Other systems allow demonstrating only reactive behaviors. – Not used to train people strategy. – Largely distinct from machine learning. 8

Our Approach to End-User Programming • Our approach: demonstrate goals and strategies to achieve Our Approach to End-User Programming • Our approach: demonstrate goals and strategies to achieve the goals. – Allows generalization and planning by agents. – Thus, suited to training: • Agents can simulate both “good” characters for training (desirable strategies). . . • and “bad” characters (strategies we know they employ). 9

Example • Goal: Get the football to Character A. – Demonstration: Start state, goal Example • Goal: Get the football to Character A. – Demonstration: Start state, goal state. – Research issue: “What is relevant”? • Any trees are ignorable background. • Character A can be any character. • The football is a unique object. Start: Goal: 10

Example (cont. ) • Strategy 1: Pass it directly. – Demonstration: Passing to A. Example (cont. ) • Strategy 1: Pass it directly. – Demonstration: Passing to A. – “What’s relevant” issues arise again. • Strategy 2: Pass it to B who passes to A. – New issue: recursiveness. (Need to learn a general strategy of “get it to someone who can get it to closer to A”. ) 11

Machine Learning Challenges • Learning must be on-line. • Users can only give a Machine Learning Challenges • Learning must be on-line. • Users can only give a few examples. • Provide a predictable model of generalization. • Must include support for debugging. • Must allow safety checks. • Expressive representation language. 12

Strategy Languages • Some high-level languages exist to express strategies, e. g. , Golog, Strategy Languages • Some high-level languages exist to express strategies, e. g. , Golog, CML. • Our plan: simpler rule-based languages, suitable for learning. – Starting point: our previous work on a decomposition-rule language: IF Condition(s) and Goal(s) Then Subgoals(s 1, s 2, . . sn) While invariant conditions hold. 13

Requirements of the Learning Algorithms • Follow HCI findings: – User motivation, attention, trust. Requirements of the Learning Algorithms • Follow HCI findings: – User motivation, attention, trust. • Need transparent generalization procedure, e. g. , no neural nets. • Treat user input as examples of highlevel specification of strategy. . . –. . . and fill in the details. – User “steers” agent behaviors to correct faulty generalizations. • Assertions to monitor behavior. – Provided, Inferred, and propagated. 14

Learning from Exercises • Generate examples automatically by searching for successful plans. • Bottom-up Learning from Exercises • Generate examples automatically by searching for successful plans. • Bottom-up learning of skills. – Learn how to solve simple problems first. – Compose known strategies for solving subgoals to solve more complex goals. 15

Oops! That’s Not Right! • Debugging by end-user programmers. – When the agents pick Oops! That’s Not Right! • Debugging by end-user programmers. – When the agents pick the right strategy but it doesn’t work right. – When the agents pick the wrong strategies. • These provide negative examples to the learning component. 16

How to Support Debugging? • User/system collaboration. – User helps narrow the problem. – How to Support Debugging? • User/system collaboration. – User helps narrow the problem. – System revises its rules and runs them on the example until the user is satisfied. • Testing and Assertions – Used for quality control, but designed specifically for end users. – Assertions will be used to rule out bad generalizations. 17

Debugging (cont. ) • Draws from our previous work on end-user software development: – Debugging (cont. ) • Draws from our previous work on end-user software development: – WYSIWYT testing, fault localization, and assertions. – Surprise-Explain-Reward strategy: • Empirically driven research. • Draws from psychology to motivate desired behaviors via surprises (to arouse curiosity). 18

Research Issues • How to learn from a small number of examples? • How Research Issues • How to learn from a small number of examples? • How to let the user “speak” his/her own language? • How to motivate the users and earn their trust? • How to facilitate debugging and maintenance in a natural way? • How to make learning safe? 19

Summary: The Research Question • Is it possible to empower end users. . . Summary: The Research Question • Is it possible to empower end users. . . • . . . to program in evolving task-training environments. . . • . . . using machine learning and programming by demonstration? 20

(The End) 21 (The End) 21

Leftovers 22 Leftovers 22

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How to Support Debugging? • User/system collaboration. • Builds on our previous work: – How to Support Debugging? • User/system collaboration. • Builds on our previous work: – Motivating, suggesting, and supporting. . . –. . . end-user testing, end-user fault localization, and end-user assertions. 24

Web Navigation (**possibly cut) Navigation of the web to satisfy a goal: • Students Web Navigation (**possibly cut) Navigation of the web to satisfy a goal: • Students trying to find an appropriate school that match their interests and constraints. • Shoppers looking for bargain purchases. • Traders searching for appropriate stocks to buy and sell. In each case, the system should learn to retrieve the target information 25

Debugging • Negative examples are used to specialize over-general rules. • Maintain confidences of Debugging • Negative examples are used to specialize over-general rules. • Maintain confidences of rules based on their support among the training examples and suggest possible incorrect rules. • Encourage users to enter assertions to correct errors. • Verify assertions during rule evaluation and warn the user if they are not valid. 26

Agent Behavior Control Autonomous Joystick Controlled Scripting languages Autonomous but “teachable” End-User Agents -program Agent Behavior Control Autonomous Joystick Controlled Scripting languages Autonomous but “teachable” End-User Agents -program by interaction -generalize 27

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