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Adish Singla

Publications and source records attributed to Adish Singla.

At least 55 records · Page 3Linked to original sources

Exploring the Impact of Quizzes Interleaved with Write-Code Tasks in Elementary-Level Visual Programming

We explore the role of quizzes in elementary visual programming domains popularly used for K-8 computing education. Prior work has studied various quiz types, such as fill-in-the-gap write-code questions. However, the overall impact of these quizzes is unclear: studies often show utility in the learning phase when enhanced with quizzes, though limited transfer of utility in the post-learning phase. In this paper, we aim to better understand the impact of different quiz types and whether quizzes focusing on diverse skills (e.g., code debugging and task design) would have higher utility. We design a study with Hour of Code: Maze Challenge by code.org as the base curriculum, interleaved with different quiz types. Specifically, we examine two learning groups: (i) HoC-ACE with diverse quizzes including solution tracing, code debugging, code equivalence, and task design; (ii) HoC-Fill with simple quizzes on solution finding. We conducted a large-scale study with 405 students in grades 6--7. Our results highlight that the curriculum enhanced with richer quizzes led to higher utility during the post-learning phase.

cs.CY↗

Automating Human Tutor-Style Programming Feedback: Leveraging GPT-4 Tutor Model for Hint Generation and GPT-3.5 Student Model for Hint Validation

Generative AI and large language models hold great promise in enhancing programming education by automatically generating individualized feedback for students. We investigate the role of generative AI models in providing human tutor-style programming hints to help students resolve errors in their buggy programs. Recent works have benchmarked state-of-the-art models for various feedback generation scenarios; however, their overall quality is still inferior to human tutors and not yet ready for real-world deployment. In this paper, we seek to push the limits of generative AI models toward providing high-quality programming hints and develop a novel technique, GPT4Hints-GPT3.5Val. As a first step, our technique leverages GPT-4 as a ``tutor'' model to generate hints -- it boosts the generative quality by using symbolic information of failing test cases and fixes in prompts. As a next step, our technique leverages GPT-3.5, a weaker model, as a ``student'' model to further validate the hint quality -- it performs an automatic quality validation by simulating the potential utility of providing this feedback. We show the efficacy of our technique via extensive evaluation using three real-world datasets of Python programs covering a variety of concepts ranging from basic algorithms to regular expressions and data analysis using pandas library.

cs.AI↗

Reward Model Learning vs. Direct Policy Optimization: A Comparative Analysis of Learning from Human Preferences

In this paper, we take a step towards a deeper understanding of learning from human preferences by systematically comparing the paradigm of reinforcement learning from human feedback (RLHF) with the recently proposed paradigm of direct preference optimization (DPO). We focus our attention on the class of loglinear policy parametrization and linear reward functions. In order to compare the two paradigms, we first derive minimax statistical bounds on the suboptimality gap induced by both RLHF and DPO, assuming access to an oracle that exactly solves the optimization problems. We provide a detailed discussion on the relative comparison between the two paradigms, simultaneously taking into account the sample size, policy and reward class dimensions, and the regularization temperature. Moreover, we extend our analysis to the approximate optimization setting and derive exponentially decaying convergence rates for both RLHF and DPO. Next, we analyze the setting where the ground-truth reward is not realizable and find that, while RLHF incurs a constant additional error, DPO retains its asymptotically decaying gap by just tuning the temperature accordingly. Finally, we extend our comparison to the Markov decision process setting, where we generalize our results with exact optimization. To the best of our knowledge, we are the first to provide such a comparative analysis for RLHF and DPO.

cs.LG↗

Learning Embeddings for Sequential Tasks Using Population of Agents

We present an information-theoretic framework to learn fixed-dimensional embeddings for tasks in reinforcement learning. We leverage the idea that two tasks are similar if observing an agent's performance on one task reduces our uncertainty about its performance on the other. This intuition is captured by our information-theoretic criterion which uses a diverse agent population as an approximation for the space of agents to measure similarity between tasks in sequential decision-making settings. In addition to qualitative assessment, we empirically demonstrate the effectiveness of our techniques based on task embeddings by quantitative comparisons against strong baselines on two application scenarios: predicting an agent's performance on a new task by observing its performance on a small quiz of tasks, and selecting tasks with desired characteristics from a given set of options.

cs.LG↗

Large Language Models for In-Context Student Modeling: Synthesizing Student's Behavior in Visual Programming

Student modeling is central to many educational technologies as it enables predicting future learning outcomes and designing targeted instructional strategies. However, open-ended learning domains pose challenges for accurately modeling students due to the diverse behaviors and a large space of possible misconceptions. To approach these challenges, we explore the application of large language models (LLMs) for in-context student modeling in open-ended learning domains. More concretely, given a particular student's attempt on a reference task as observation, the objective is to synthesize the student's attempt on a target task. We introduce a novel framework, LLM for Student Synthesis (LLM-SS), that leverages LLMs for synthesizing a student's behavior. Our framework can be combined with different LLMs; moreover, we fine-tune LLMs to boost their student modeling capabilities. We instantiate several methods based on LLM-SS framework and evaluate them using an existing benchmark, StudentSyn, for student attempt synthesis in a visual programming domain. Experimental results show that our methods perform significantly better than the baseline method NeurSS provided in the StudentSyn benchmark. Furthermore, our method using a fine-tuned version of the GPT-3.5 model is significantly better than using the base GPT-3.5 model and gets close to human tutors' performance.

cs.CL↗

Task Synthesis for Elementary Visual Programming in XLogoOnline Environment

In recent years, the XLogoOnline programming platform has gained popularity among novice learners. It integrates the Logo programming language with visual programming, providing a visual interface for learning computing concepts. However, XLogoOnline offers only a limited set of tasks, which are inadequate for learners to master the computing concepts that require sufficient practice. To address this, we introduce XLogoSyn, a novel technique for synthesizing high-quality tasks for varying difficulty levels. Given a reference task, XLogoSyn can generate practice tasks at varying difficulty levels that cater to the varied needs and abilities of different learners. XLogoSyn achieves this by combining symbolic execution and constraint satisfaction techniques. Our expert study demonstrates the effectiveness of XLogoSyn. We have also deployed synthesized practice tasks into XLogoOnline, highlighting the educational benefits of these synthesized practice tasks.

cs.HC↗

Proximal Curriculum with Task Correlations for Deep Reinforcement Learning

Curriculum design for reinforcement learning (RL) can speed up an agent's learning process and help it learn to perform well on complex tasks. However, existing techniques typically require domain-specific hyperparameter tuning, involve expensive optimization procedures for task selection, or are suitable only for specific learning objectives. In this work, we consider curriculum design in contextual multi-task settings where the agent's final performance is measured w.r.t. a target distribution over complex tasks. We base our curriculum design on the Zone of Proximal Development concept, which has proven to be effective in accelerating the learning process of RL agents for uniform distribution over all tasks. We propose a novel curriculum, ProCuRL-Target, that effectively balances the need for selecting tasks that are not too difficult for the agent while progressing the agent's learning toward the target distribution via leveraging task correlations. We theoretically justify the task selection strategy of ProCuRL-Target by analyzing a simple learning setting with REINFORCE learner model. Our experimental results across various domains with challenging target task distributions affirm the effectiveness of our curriculum strategy over state-of-the-art baselines in accelerating the training process of deep RL agents.

cs.LG↗

Towards Generalizable Agents in Text-Based Educational Environments: A Study of Integrating RL with LLMs

There has been a growing interest in developing learner models to enhance learning and teaching experiences in educational environments. However, existing works have primarily focused on structured environments relying on meticulously crafted representations of tasks, thereby limiting the agent's ability to generalize skills across tasks. In this paper, we aim to enhance the generalization capabilities of agents in open-ended text-based learning environments by integrating Reinforcement Learning (RL) with Large Language Models (LLMs). We investigate three types of agents: (i) RL-based agents that utilize natural language for state and action representations to find the best interaction strategy, (ii) LLM-based agents that leverage the model's general knowledge and reasoning through prompting, and (iii) hybrid LLM-assisted RL agents that combine these two strategies to improve agents' performance and generalization. To support the development and evaluation of these agents, we introduce PharmaSimText, a novel benchmark derived from the PharmaSim virtual pharmacy environment designed for practicing diagnostic conversations. Our results show that RL-based agents excel in task completion but lack in asking quality diagnostic questions. In contrast, LLM-based agents perform better in asking diagnostic questions but fall short of completing the task. Finally, hybrid LLM-assisted RL agents enable us to overcome these limitations, highlighting the potential of combining RL and LLMs to develop high-performing agents for open-ended learning environments.

cs.LG↗

Analyzing-Evaluating-Creating: Assessing Computational Thinking and Problem Solving in Visual Programming Domains

Computational thinking (CT) and problem-solving skills are increasingly integrated into K-8 school curricula worldwide. Consequently, there is a growing need to develop reliable assessments for measuring students' proficiency in these skills. Recent works have proposed tests for assessing these skills across various CT concepts and practices, in particular, based on multi-choice items enabling psychometric validation and usage in large-scale studies. Despite their practical relevance, these tests are limited in how they measure students' computational creativity, a crucial ability when applying CT and problem solving in real-world settings. In our work, we have developed ACE, a novel test focusing on the three higher cognitive levels in Bloom's Taxonomy, i.e., Analyze, Evaluate, and Create. ACE comprises a diverse set of 7x3 multi-choice items spanning these three levels, grounded in elementary block-based visual programming. We evaluate the psychometric properties of ACE through a study conducted with 371 students in grades 3-7 from 10 schools. Based on several psychometric analysis frameworks, our results confirm the reliability and validity of ACE. Our study also shows a positive correlation between students' performance on ACE and performance on Hour of Code: Maze Challenge by Code.org.

cs.CY↗

Corruption-Robust Offline Two-Player Zero-Sum Markov Games

We study data corruption robustness in offline two-player zero-sum Markov games. Given a dataset of realized trajectories of two players, an adversary is allowed to modify an $ε$-fraction of it. The learner's goal is to identify an approximate Nash Equilibrium policy pair from the corrupted data. We consider this problem in linear Markov games under different degrees of data coverage and corruption. We start by providing an information-theoretic lower bound on the suboptimality gap of any learner. Next, we propose robust versions of the Pessimistic Minimax Value Iteration algorithm, both under coverage on the corrupted data and under coverage only on the clean data, and show that they achieve (near)-optimal suboptimality gap bounds with respect to $ε$. We note that we are the first to provide such a characterization of the problem of learning approximate Nash Equilibrium policies in offline two-player zero-sum Markov games under data corruption.

cs.GT↗

Informativeness of Reward Functions in Reinforcement Learning

Reward functions are central in specifying the task we want a reinforcement learning agent to perform. Given a task and desired optimal behavior, we study the problem of designing informative reward functions so that the designed rewards speed up the agent's convergence. In particular, we consider expert-driven reward design settings where an expert or teacher seeks to provide informative and interpretable rewards to a learning agent. Existing works have considered several different reward design formulations; however, the key challenge is formulating a reward informativeness criterion that adapts w.r.t. the agent's current policy and can be optimized under specified structural constraints to obtain interpretable rewards. In this paper, we propose a novel reward informativeness criterion, a quantitative measure that captures how the agent's current policy will improve if it receives rewards from a specific reward function. We theoretically showcase the utility of the proposed informativeness criterion for adaptively designing rewards for an agent. Experimental results on two navigation tasks demonstrate the effectiveness of our adaptive reward informativeness criterion.

cs.LG↗

Generative AI for Education (GAIED): Advances, Opportunities, and Challenges

This survey article has grown out of the GAIED (pronounced "guide") workshop organized by the authors at the NeurIPS 2023 conference. We organized the GAIED workshop as part of a community-building effort to bring together researchers, educators, and practitioners to explore the potential of generative AI for enhancing education. This article aims to provide an overview of the workshop activities and highlight several future research directions in the area of GAIED.

cs.CY↗

Neural Task Synthesis for Visual Programming

Generative neural models hold great promise in enhancing programming education by synthesizing new content. We seek to design neural models that can automatically generate programming tasks for a given specification in the context of visual programming domains. Despite the recent successes of large generative models like GPT-4, our initial results show that these models are ineffective in synthesizing visual programming tasks and struggle with logical and spatial reasoning. We propose a novel neuro-symbolic technique, NeurTaskSyn, that can synthesize programming tasks for a specification given in the form of desired programming concepts exercised by its solution code and constraints on the visual task. NeurTaskSyn has two components: the first component is trained via imitation learning procedure to generate possible solution codes, and the second component is trained via reinforcement learning procedure to guide an underlying symbolic execution engine that generates visual tasks for these codes. We demonstrate the effectiveness of NeurTaskSyn through an extensive empirical evaluation and a qualitative study on reference tasks taken from the Hour of Code: Classic Maze challenge by Code-dot-org and the Intro to Programming with Karel course by CodeHS-dot-com.

cs.LG↗

Active Third-Person Imitation Learning

We consider the problem of third-person imitation learning with the additional challenge that the learner must select the perspective from which they observe the expert. In our setting, each perspective provides only limited information about the expert's behavior, and the learning agent must carefully select and combine information from different perspectives to achieve competitive performance. This setting is inspired by real-world imitation learning applications, e.g., in robotics, a robot might observe a human demonstrator via camera and receive information from different perspectives depending on the camera's position. We formalize the aforementioned active third-person imitation learning problem, theoretically analyze its characteristics, and propose a generative adversarial network-based active learning approach. Empirically, we demstrate that our proposed approach can effectively learn from expert demonstrations and explore the importance of different architectural choices for the learner's performance.

cs.LG↗

Optimally Teaching a Linear Behavior Cloning Agent

We study optimal teaching of Linear Behavior Cloning (LBC) learners. In this setup, the teacher can select which states to demonstrate to an LBC learner. The learner maintains a version space of infinite linear hypotheses consistent with the demonstration. The goal of the teacher is to teach a realizable target policy to the learner using minimum number of state demonstrations. This number is known as the Teaching Dimension(TD). We present a teaching algorithm called ``Teach using Iterative Elimination(TIE)" that achieves instance optimal TD. However, we also show that finding optimal teaching set computationally is NP-hard. We further provide an approximation algorithm that guarantees an approximation ratio of $\log(|A|-1)$ on the teaching dimension. Finally, we provide experimental results to validate the efficiency and effectiveness of our algorithm.

cs.LG↗

Generative AI for Programming Education: Benchmarking ChatGPT, GPT-4, and Human Tutors

Generative AI and large language models hold great promise in enhancing computing education by powering next-generation educational technologies for introductory programming. Recent works have studied these models for different scenarios relevant to programming education; however, these works are limited for several reasons, as they typically consider already outdated models or only specific scenario(s). Consequently, there is a lack of a systematic study that benchmarks state-of-the-art models for a comprehensive set of programming education scenarios. In our work, we systematically evaluate two models, ChatGPT (based on GPT-3.5) and GPT-4, and compare their performance with human tutors for a variety of scenarios. We evaluate using five introductory Python programming problems and real-world buggy programs from an online platform, and assess performance using expert-based annotations. Our results show that GPT-4 drastically outperforms ChatGPT (based on GPT-3.5) and comes close to human tutors' performance for several scenarios. These results also highlight settings where GPT-4 still struggles, providing exciting future directions on developing techniques to improve the performance of these models.

cs.CY↗

Evaluating ChatGPT and GPT-4 for Visual Programming

Generative AI and large language models have the potential to drastically improve the landscape of computing education by automatically generating personalized feedback and content. Recent works have studied the capabilities of these models for different programming education scenarios; however, these works considered only text-based programming, in particular, Python programming. Consequently, they leave open the question of how well these models would perform in visual programming domains popularly used for K-8 programming education. The main research question we study is: Do state-of-the-art generative models show advanced capabilities in visual programming on par with their capabilities in text-based Python programming? In our work, we evaluate two models, ChatGPT (based on GPT-3.5) and GPT-4, in visual programming domains for various scenarios and assess performance using expert-based annotations. In particular, we base our evaluation using reference tasks from the domains of Hour of Code: Maze Challenge by Code-dot-org and Karel. Our results show that these models perform poorly and struggle to combine spatial, logical, and programming skills crucial for visual programming. These results also provide exciting directions for future work on developing techniques to improve the performance of generative models in visual programming.

cs.LG↗

Learning to Switch Among Agents in a Team via 2-Layer Markov Decision Processes

Reinforcement learning agents have been mostly developed and evaluated under the assumption that they will operate in a fully autonomous manner -- they will take all actions. In this work, our goal is to develop algorithms that, by learning to switch control between agents, allow existing reinforcement learning agents to operate under different automation levels. To this end, we first formally define the problem of learning to switch control among agents in a team via a 2-layer Markov decision process. Then, we develop an online learning algorithm that uses upper confidence bounds on the agents' policies and the environment's transition probabilities to find a sequence of switching policies. The total regret of our algorithm with respect to the optimal switching policy is sublinear in the number of learning steps and, whenever multiple teams of agents operate in a similar environment, our algorithm greatly benefits from maintaining shared confidence bounds for the environments' transition probabilities and it enjoys a better regret bound than problem-agnostic algorithms. Simulation experiments in an obstacle avoidance task illustrate our theoretical findings and demonstrate that, by exploiting the specific structure of the problem, our proposed algorithm is superior to problem-agnostic algorithms.

cs.LG↗