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Mark K. Ho

Publications and source records attributed to Mark K. Ho.

24 records · Page 2Linked to original sources

Show or Tell? Demonstration is More Robust to Changes in Shared Perception than Explanation

Successful teaching entails a complex interaction between a teacher and a learner. The teacher must select and convey information based on what they think the learner perceives and believes. Teaching always involves misaligned beliefs, but studies of pedagogy often focus on situations where teachers and learners share perceptions. Nonetheless, a teacher and learner may not always experience or attend to the same aspects of the environment. Here, we study how misaligned perceptions influence communication. We hypothesize that the efficacy of different forms of communication depends on the shared perceptual state between teacher and learner. We develop a cooperative teaching game to test whether concrete mediums (demonstrations, or "showing") are more robust than abstract ones (language, or "telling") when the teacher and learner are not perceptually aligned. We find evidence that (1) language-based teaching is more affected by perceptual misalignment, but (2) demonstration-based teaching is less likely to convey nuanced information. We discuss implications for human pedagogy and machine learning.

cs.CL↗

Resource-rational Task Decomposition to Minimize Planning Costs

People often plan hierarchically. That is, rather than planning over a monolithic representation of a task, they decompose the task into simpler subtasks and then plan to accomplish those. Although much work explores how people decompose tasks, there is less analysis of why people decompose tasks in the way they do. Here, we address this question by formalizing task decomposition as a resource-rational representation problem. Specifically, we propose that people decompose tasks in a manner that facilitates efficient use of limited cognitive resources given the structure of the environment and their own planning algorithms. Using this model, we replicate several existing findings. Our account provides a normative explanation for how people identify subtasks as well as a framework for studying how people reason, plan, and act using resource-rational representations.

cs.AI↗

The Efficiency of Human Cognition Reflects Planned Information Processing

Planning is useful. It lets people take actions that have desirable long-term consequences. But, planning is hard. It requires thinking about consequences, which consumes limited computational and cognitive resources. Thus, people should plan their actions, but they should also be smart about how they deploy resources used for planning their actions. Put another way, people should also "plan their plans". Here, we formulate this aspect of planning as a meta-reasoning problem and formalize it in terms of a recursive Bellman objective that incorporates both task rewards and information-theoretic planning costs. Our account makes quantitative predictions about how people should plan and meta-plan as a function of the overall structure of a task, which we test in two experiments with human participants. We find that people's reaction times reflect a planned use of information processing, consistent with our account. This formulation of planning to plan provides new insight into the function of hierarchical planning, state abstraction, and cognitive control in both humans and machines.

cs.AI↗

On the Utility of Learning about Humans for Human-AI Coordination

While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to them can converge to coordination protocols that fail to understand and be understood by humans. To demonstrate this, we introduce a simple environment that requires challenging coordination, based on the popular game Overcooked, and learn a simple model that mimics human play. We evaluate the performance of agents trained via self-play and population-based training. These agents perform very well when paired with themselves, but when paired with our human model, they are significantly worse than agents designed to play with the human model. An experiment with a planning algorithm yields the same conclusion, though only when the human-aware planner is given the exact human model that it is playing with. A user study with real humans shows this pattern as well, though less strongly. Qualitatively, we find that the gains come from having the agent adapt to the human's gameplay. Given this result, we suggest several approaches for designing agents that learn about humans in order to better coordinate with them. Code is available at https://github.com/HumanCompatibleAI/overcooked_ai.

cs.LG↗

The Computational Structure of Unintentional Meaning

Speech-acts can have literal meaning as well as pragmatic meaning, but these both involve consequences typically intended by a speaker. Speech-acts can also have unintentional meaning, in which what is conveyed goes above and beyond what was intended. Here, we present a Bayesian analysis of how, to a listener, the meaning of an utterance can significantly differ from a speaker's intended meaning. Our model emphasizes how comprehending the intentional and unintentional meaning of speech-acts requires listeners to engage in sophisticated model-based perspective-taking and reasoning about the history of the state of the world, each other's actions, and each other's observations. To test our model, we have human participants make judgments about vignettes where speakers make utterances that could be interpreted as intentional insults or unintentional faux pas. In elucidating the mechanics of speech-acts with unintentional meanings, our account provides insight into how communication both functions and malfunctions.

cs.CL↗

Learning Task Specifications from Demonstrations

Real world applications often naturally decompose into several sub-tasks. In many settings (e.g., robotics) demonstrations provide a natural way to specify the sub-tasks. However, most methods for learning from demonstrations either do not provide guarantees that the artifacts learned for the sub-tasks can be safely recombined or limit the types of composition available. Motivated by this deficit, we consider the problem of inferring Boolean non-Markovian rewards (also known as logical trace properties or specifications) from demonstrations provided by an agent operating in an uncertain, stochastic environment. Crucially, specifications admit well-defined composition rules that are typically easy to interpret. In this paper, we formulate the specification inference task as a maximum a posteriori (MAP) probability inference problem, apply the principle of maximum entropy to derive an analytic demonstration likelihood model and give an efficient approach to search for the most likely specification in a large candidate pool of specifications. In our experiments, we demonstrate how learning specifications can help avoid common problems that often arise due to ad-hoc reward composition.

cs.LG↗