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Anca D. Dragan

Publications and source records attributed to Anca D. Dragan.

At least 19 recordsLinked to original sources

Engagement, User Satisfaction, and the Amplification of Divisive Content on Social Media

In a pre-registered algorithmic audit, we found that, relative to a reverse-chronological baseline, Twitter's engagement-based ranking algorithm amplifies emotionally charged, out-group hostile content that users say makes them feel worse about their political out-group. Furthermore, we find that users do \emph{not} prefer the political tweets selected by the algorithm, suggesting that the engagement-based algorithm underperforms in satisfying users' stated preferences. Finally, we explore the implications of an alternative approach that ranks content based on users' stated preferences and find a reduction in angry, partisan, and out-group hostile content, but also a potential reinforcement of pro-attitudinal content. The evidence underscores the necessity for a more nuanced approach to content ranking that balances engagement and users' stated preferences.

cs.SI

Aligning Robot and Human Representations

To act in the world, robots rely on a representation of salient task aspects: for example, to carry a coffee mug, a robot may consider movement efficiency or mug orientation in its behavior. However, if we want robots to act for and with people, their representations must not be just functional but also reflective of what humans care about, i.e. they must be aligned. We observe that current learning approaches suffer from representation misalignment, where the robot's learned representation does not capture the human's representation. We suggest that because humans are the ultimate evaluator of robot performance, we must explicitly focus our efforts on aligning learned representations with humans, in addition to learning the downstream task. We advocate that current representation learning approaches in robotics should be studied from the perspective of how well they accomplish the objective of representation alignment. We mathematically define the problem, identify its key desiderata, and situate current methods within this formalism. We conclude by suggesting future directions for exploring open challenges.

cs.RO

Quantifying Assistive Robustness Via the Natural-Adversarial Frontier

Our ultimate goal is to build robust policies for robots that assist people. What makes this hard is that people can behave unexpectedly at test time, potentially interacting with the robot outside its training distribution and leading to failures. Even just measuring robustness is a challenge. Adversarial perturbations are the default, but they can paint the wrong picture: they can correspond to human motions that are unlikely to occur during natural interactions with people. A robot policy might fail under small adversarial perturbations but work under large natural perturbations. We propose that capturing robustness in these interactive settings requires constructing and analyzing the entire natural-adversarial frontier: the Pareto-frontier of human policies that are the best trade-offs between naturalness and low robot performance. We introduce RIGID, a method for constructing this frontier by training adversarial human policies that trade off between minimizing robot reward and acting human-like (as measured by a discriminator). On an Assistive Gym task, we use RIGID to analyze the performance of standard collaborative Reinforcement Learning, as well as the performance of existing methods meant to increase robustness. We also compare the frontier RIGID identifies with the failures identified in expert adversarial interaction, and with naturally-occurring failures during user interaction. Overall, we find evidence that RIGID can provide a meaningful measure of robustness predictive of deployment performance, and uncover failure cases in human-robot interaction that are difficult to find manually. https://ood-human.github.io.

cs.AI

Confronting Reward Model Overoptimization with Constrained RLHF

Large language models are typically aligned with human preferences by optimizing $\textit{reward models}$ (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to $\textit{overoptimization}$, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform, to our knowledge, the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally expressed by Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.

cs.LG

Bootstrapping Adaptive Human-Machine Interfaces with Offline Reinforcement Learning

Adaptive interfaces can help users perform sequential decision-making tasks like robotic teleoperation given noisy, high-dimensional command signals (e.g., from a brain-computer interface). Recent advances in human-in-the-loop machine learning enable such systems to improve by interacting with users, but tend to be limited by the amount of data that they can collect from individual users in practice. In this paper, we propose a reinforcement learning algorithm to address this by training an interface to map raw command signals to actions using a combination of offline pre-training and online fine-tuning. To address the challenges posed by noisy command signals and sparse rewards, we develop a novel method for representing and inferring the user's long-term intent for a given trajectory. We primarily evaluate our method's ability to assist users who can only communicate through noisy, high-dimensional input channels through a user study in which 12 participants performed a simulated navigation task by using their eye gaze to modulate a 128-dimensional command signal from their webcam. The results show that our method enables successful goal navigation more often than a baseline directional interface, by learning to denoise user commands signals and provide shared autonomy assistance. We further evaluate on a simulated Sawyer pushing task with eye gaze control, and the Lunar Lander game with simulated user commands, and find that our method improves over baseline interfaces in these domains as well. Extensive ablation experiments with simulated user commands empirically motivate each component of our method.

cs.RO

Contextual Reliability: When Different Features Matter in Different Contexts

Deep neural networks often fail catastrophically by relying on spurious correlations. Most prior work assumes a clear dichotomy into spurious and reliable features; however, this is often unrealistic. For example, most of the time we do not want an autonomous car to simply copy the speed of surrounding cars -- we don't want our car to run a red light if a neighboring car does so. However, we cannot simply enforce invariance to next-lane speed, since it could provide valuable information about an unobservable pedestrian at a crosswalk. Thus, universally ignoring features that are sometimes (but not always) reliable can lead to non-robust performance. We formalize a new setting called contextual reliability which accounts for the fact that the "right" features to use may vary depending on the context. We propose and analyze a two-stage framework called Explicit Non-spurious feature Prediction (ENP) which first identifies the relevant features to use for a given context, then trains a model to rely exclusively on these features. Our work theoretically and empirically demonstrates the advantages of ENP over existing methods and provides new benchmarks for contextual reliability.

cs.LG

Causal Confusion and Reward Misidentification in Preference-Based Reward Learning

Learning policies via preference-based reward learning is an increasingly popular method for customizing agent behavior, but has been shown anecdotally to be prone to spurious correlations and reward hacking behaviors. While much prior work focuses on causal confusion in reinforcement learning and behavioral cloning, we focus on a systematic study of causal confusion and reward misidentification when learning from preferences. In particular, we perform a series of sensitivity and ablation analyses on several benchmark domains where rewards learned from preferences achieve minimal test error but fail to generalize to out-of-distribution states -- resulting in poor policy performance when optimized. We find that the presence of non-causal distractor features, noise in the stated preferences, and partial state observability can all exacerbate reward misidentification. We also identify a set of methods with which to interpret misidentified learned rewards. In general, we observe that optimizing misidentified rewards drives the policy off the reward's training distribution, resulting in high predicted (learned) rewards but low true rewards. These findings illuminate the susceptibility of preference learning to reward misidentification and causal confusion -- failure to consider even one of many factors can result in unexpected, undesirable behavior.

cs.LG

SIRL: Similarity-based Implicit Representation Learning

When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.

cs.RO

The Effect of Modeling Human Rationality Level on Learning Rewards from Multiple Feedback Types

When inferring reward functions from human behavior (be it demonstrations, comparisons, physical corrections, or e-stops), it has proven useful to model the human as making noisy-rational choices, with a "rationality coefficient" capturing how much noise or entropy we expect to see in the human behavior. Prior work typically sets the rationality level to a constant value, regardless of the type, or quality, of human feedback. However, in many settings, giving one type of feedback (e.g. a demonstration) may be much more difficult than a different type of feedback (e.g. answering a comparison query). Thus, we expect to see more or less noise depending on the type of human feedback. In this work, we advocate that grounding the rationality coefficient in real data for each feedback type, rather than assuming a default value, has a significant positive effect on reward learning. We test this in both simulated experiments and in a user study with real human feedback. We find that overestimating human rationality can have dire effects on reward learning accuracy and regret. We also find that fitting the rationality coefficient to human data enables better reward learning, even when the human deviates significantly from the noisy-rational choice model due to systematic biases. Further, we find that the rationality level affects the informativeness of each feedback type: surprisingly, demonstrations are not always the most informative -- when the human acts very suboptimally, comparisons actually become more informative, even when the rationality level is the same for both. Ultimately, our results emphasize the importance and advantage of paying attention to the assumed human-rationality level, especially when agents actively learn from multiple types of human feedback.

cs.LG

Benchmarks and Algorithms for Offline Preference-Based Reward Learning

Learning a reward function from human preferences is challenging as it typically requires having a high-fidelity simulator or using expensive and potentially unsafe actual physical rollouts in the environment. However, in many tasks the agent might have access to offline data from related tasks in the same target environment. While offline data is increasingly being used to aid policy optimization via offline RL, our observation is that it can be a surprisingly rich source of information for preference learning as well. We propose an approach that uses an offline dataset to craft preference queries via pool-based active learning, learns a distribution over reward functions, and optimizes a corresponding policy via offline RL. Crucially, our proposed approach does not require actual physical rollouts or an accurate simulator for either the reward learning or policy optimization steps. To test our approach, we first evaluate existing offline RL benchmarks for their suitability for offline reward learning. Surprisingly, for many offline RL domains, we find that simply using a trivial reward function results good policy performance, making these domains ill-suited for evaluating learned rewards. To address this, we identify a subset of existing offline RL benchmarks that are well suited for offline reward learning and also propose new offline apprenticeship learning benchmarks which allow for more open-ended behaviors. When evaluated on this curated set of domains, our empirical results suggest that combining offline RL with learned human preferences can enable an agent to learn to perform novel tasks that were not explicitly shown in the offline data.

cs.LG

Learning Representations that Enable Generalization in Assistive Tasks

Recent work in sim2real has successfully enabled robots to act in physical environments by training in simulation with a diverse ''population'' of environments (i.e. domain randomization). In this work, we focus on enabling generalization in assistive tasks: tasks in which the robot is acting to assist a user (e.g. helping someone with motor impairments with bathing or with scratching an itch). Such tasks are particularly interesting relative to prior sim2real successes because the environment now contains a human who is also acting. This complicates the problem because the diversity of human users (instead of merely physical environment parameters) is more difficult to capture in a population, thus increasing the likelihood of encountering out-of-distribution (OOD) human policies at test time. We advocate that generalization to such OOD policies benefits from (1) learning a good latent representation for human policies that test-time humans can accurately be mapped to, and (2) making that representation adaptable with test-time interaction data, instead of relying on it to perfectly capture the space of human policies based on the simulated population only. We study how to best learn such a representation by evaluating on purposefully constructed OOD test policies. We find that sim2real methods that encode environment (or population) parameters and work well in tasks that robots do in isolation, do not work well in assistance. In assistance, it seems crucial to train the representation based on the history of interaction directly, because that is what the robot will have access to at test time. Further, training these representations to then predict human actions not only gives them better structure, but also enables them to be fine-tuned at test-time, when the robot observes the partner act. https://adaptive-caregiver.github.io.

cs.LG

First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization

How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct an observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one user playing the Lunar Lander game using hand gestures. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, in under 30 minutes.

cs.LG

Teaching Robots to Span the Space of Functional Expressive Motion

Our goal is to enable robots to perform functional tasks in emotive ways, be it in response to their users' emotional states, or expressive of their confidence levels. Prior work has proposed learning independent cost functions from user feedback for each target emotion, so that the robot may optimize it alongside task and environment specific objectives for any situation it encounters. However, this approach is inefficient when modeling multiple emotions and unable to generalize to new ones. In this work, we leverage the fact that emotions are not independent of each other: they are related through a latent space of Valence-Arousal-Dominance (VAD). Our key idea is to learn a model for how trajectories map onto VAD with user labels. Considering the distance between a trajectory's mapping and a target VAD allows this single model to represent cost functions for all emotions. As a result 1) all user feedback can contribute to learning about every emotion; 2) the robot can generate trajectories for any emotion in the space instead of only a few predefined ones; and 3) the robot can respond emotively to user-generated natural language by mapping it to a target VAD. We introduce a method that interactively learns to map trajectories to this latent space and test it in simulation and in a user study. In experiments, we use a simple vacuum robot as well as the Cassie biped.

cs.RO

X2T: Training an X-to-Text Typing Interface with Online Learning from User Feedback

We aim to help users communicate their intent to machines using flexible, adaptive interfaces that translate arbitrary user input into desired actions. In this work, we focus on assistive typing applications in which a user cannot operate a keyboard, but can instead supply other inputs, such as webcam images that capture eye gaze or neural activity measured by a brain implant. Standard methods train a model on a fixed dataset of user inputs, then deploy a static interface that does not learn from its mistakes; in part, because extracting an error signal from user behavior can be challenging. We investigate a simple idea that would enable such interfaces to improve over time, with minimal additional effort from the user: online learning from user feedback on the accuracy of the interface's actions. In the typing domain, we leverage backspaces as feedback that the interface did not perform the desired action. We propose an algorithm called x-to-text (X2T) that trains a predictive model of this feedback signal, and uses this model to fine-tune any existing, default interface for translating user input into actions that select words or characters. We evaluate X2T through a small-scale online user study with 12 participants who type sentences by gazing at their desired words, a large-scale observational study on handwriting samples from 60 users, and a pilot study with one participant using an electrocorticography-based brain-computer interface. The results show that X2T learns to outperform a non-adaptive default interface, stimulates user co-adaptation to the interface, personalizes the interface to individual users, and can leverage offline data collected from the default interface to improve its initial performance and accelerate online learning.

cs.HC

Offline Preference-Based Apprenticeship Learning

Learning a reward function from human preferences is challenging as it typically requires having a high-fidelity simulator or using expensive and potentially unsafe actual physical rollouts in the environment. However, in many tasks the agent might have access to offline data from related tasks in the same target environment. While offline data is increasingly being used to aid policy optimization via offline RL, our observation is that it can be a surprisingly rich source of information for preference learning as well. We propose an approach that uses an offline dataset to craft preference queries via pool-based active learning, learns a distribution over reward functions, and optimizes a corresponding policy via offline RL. Crucially, our proposed approach does not require actual physical rollouts or an accurate simulator for either the reward learning or policy optimization steps. To test our approach, we identify a subset of existing offline RL benchmarks that are well suited for offline reward learning and also propose new offline apprenticeship learning benchmarks which allow for more open-ended behaviors. Our empirical results suggest that combining offline RL with learned human preferences can enable an agent to learn to perform novel tasks that were not explicitly shown in the offline data.

cs.LG

ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning

Building assistive interfaces for controlling robots through arbitrary, high-dimensional, noisy inputs (e.g., webcam images of eye gaze) can be challenging, especially when it involves inferring the user's desired action in the absence of a natural 'default' interface. Reinforcement learning from online user feedback on the system's performance presents a natural solution to this problem, and enables the interface to adapt to individual users. However, this approach tends to require a large amount of human-in-the-loop training data, especially when feedback is sparse. We propose a hierarchical solution that learns efficiently from sparse user feedback: we use offline pre-training to acquire a latent embedding space of useful, high-level robot behaviors, which, in turn, enables the system to focus on using online user feedback to learn a mapping from user inputs to desired high-level behaviors. The key insight is that access to a pre-trained policy enables the system to learn more from sparse rewards than a naïve RL algorithm: using the pre-trained policy, the system can make use of successful task executions to relabel, in hindsight, what the user actually meant to do during unsuccessful executions. We evaluate our method primarily through a user study with 12 participants who perform tasks in three simulated robotic manipulation domains using a webcam and their eye gaze: flipping light switches, opening a shelf door to reach objects inside, and rotating a valve. The results show that our method successfully learns to map 128-dimensional gaze features to 7-dimensional joint torques from sparse rewards in under 10 minutes of online training, and seamlessly helps users who employ different gaze strategies, while adapting to distributional shift in webcam inputs, tasks, and environments.

cs.RO

Inducing Structure in Reward Learning by Learning Features

Reward learning enables robots to learn adaptable behaviors from human input. Traditional methods model the reward as a linear function of hand-crafted features, but that requires specifying all the relevant features a priori, which is impossible for real-world tasks. To get around this issue, recent deep Inverse Reinforcement Learning (IRL) methods learn rewards directly from the raw state but this is challenging because the robot has to implicitly learn the features that are important and how to combine them, simultaneously. Instead, we propose a divide and conquer approach: focus human input specifically on learning the features separately, and only then learn how to combine them into a reward. We introduce a novel type of human input for teaching features and an algorithm that utilizes it to learn complex features from the raw state space. The robot can then learn how to combine them into a reward using demonstrations, corrections, or other reward learning frameworks. We demonstrate our method in settings where all features have to be learned from scratch, as well as where some of the features are known. By first focusing human input specifically on the feature(s), our method decreases sample complexity and improves generalization of the learned reward over a deepIRL baseline. We show this in experiments with a physical 7DOF robot manipulator, as well as in a user study conducted in a simulated environment.

cs.RO

Assisted Robust Reward Design

Real-world robotic tasks require complex reward functions. When we define the problem the robot needs to solve, we pretend that a designer specifies this complex reward exactly, and it is set in stone from then on. In practice, however, reward design is an iterative process: the designer chooses a reward, eventually encounters an "edge-case" environment where the reward incentivizes the wrong behavior, revises the reward, and repeats. What would it mean to rethink robotics problems to formally account for this iterative nature of reward design? We propose that the robot not take the specified reward for granted, but rather have uncertainty about it, and account for the future design iterations as future evidence. We contribute an Assisted Reward Design method that speeds up the design process by anticipating and influencing this future evidence: rather than letting the designer eventually encounter failure cases and revise the reward then, the method actively exposes the designer to such environments during the development phase. We test this method in a simplified autonomous driving task and find that it more quickly improves the car's behavior in held-out environments by proposing environments that are "edge cases" for the current reward.

cs.RO