Searcharxiv⌕ Search

arXiv subjects

Mark Riedl

Publications and source records attributed to Mark Riedl.

At least 37 records · Page 2Linked to original sources

Beyond Following: Mixing Active Initiative into Computational Creativity

Generative Artificial Intelligence (AI) encounters limitations in efficiency and fairness within the realm of Procedural Content Generation (PCG) when human creators solely drive and bear responsibility for the generative process. Alternative setups, such as Mixed-Initiative Co-Creative (MI-CC) systems, exhibited their promise. Still, the potential of an active mixed initiative, where AI takes a role beyond following, is understudied. This work investigates the influence of the adaptive ability of an active and learning AI agent on creators' expectancy of creative responsibilities in an MI-CC setting. We built and studied a system that employs reinforcement learning (RL) methods to learn the creative responsibility preferences of a human user during online interactions. Situated in story co-creation, we develop a Multi-armed-bandit agent that learns from the human creator, updates its collaborative decision-making belief, and switches between its capabilities during an MI-CC experience. With 39 participants joining a human subject study, Our developed system's learning capabilities are well recognized compared to the non-learning ablation, corresponding to a significant increase in overall satisfaction with the MI-CC experience. These findings indicate a robust association between effective MI-CC collaborative interactions, particularly the implementation of proactive AI initiatives, and deepened understanding among all participants.

cs.HC↗

Between Copyright and Computer Science: The Law and Ethics of Generative AI

Copyright and computer science continue to intersect and clash, but they can coexist. The advent of new technologies such as digitization of visual and aural creations, sharing technologies, search engines, social media offerings, and more challenge copyright-based industries and reopen questions about the reach of copyright law. Breakthroughs in artificial intelligence research, especially Large Language Models that leverage copyrighted material as part of training models, are the latest examples of the ongoing tension between copyright and computer science. The exuberance, rush-to-market, and edge problem cases created by a few misguided companies now raises challenges to core legal doctrines and may shift Open Internet practices for the worse. That result does not have to be, and should not be, the outcome. This Article shows that, contrary to some scholars' views, fair use law does not bless all ways that someone can gain access to copyrighted material even when the purpose is fair use. Nonetheless, the scientific need for more data to advance AI research means access to large book corpora and the Open Internet is vital for the future of that research. The copyright industry claims, however, that almost all uses of copyrighted material must be compensated, even for non-expressive uses. The Article's solution accepts that both sides need to change. It is one that forces the computer science world to discipline its behaviors and, in some cases, pay for copyrighted material. It also requires the copyright industry to abandon its belief that all uses must be compensated or restricted to uses sanctioned by the copyright industry. As part of this re-balancing, the Article addresses a problem that has grown out of this clash and under theorized.

cs.CY↗

The Interpretability of Codebooks in Model-Based Reinforcement Learning is Limited

Interpretability of deep reinforcement learning systems could assist operators with understanding how they interact with their environment. Vector quantization methods -- also called codebook methods -- discretize a neural network's latent space that is often suggested to yield emergent interpretability. We investigate whether vector quantization in fact provides interpretability in model-based reinforcement learning. Our experiments, conducted in the reinforcement learning environment Crafter, show that the codes of vector quantization models are inconsistent, have no guarantee of uniqueness, and have a limited impact on concept disentanglement, all of which are necessary traits for interpretability. We share insights on why vector quantization may be fundamentally insufficient for model interpretability.

cs.AI↗

External Model Motivated Agents: Reinforcement Learning for Enhanced Environment Sampling

Unlike reinforcement learning (RL) agents, humans remain capable multitaskers in changing environments. In spite of only experiencing the world through their own observations and interactions, people know how to balance focusing on tasks with learning about how changes may affect their understanding of the world. This is possible by choosing to solve tasks in ways that are interesting and generally informative beyond just the current task. Motivated by this, we propose an agent influence framework for RL agents to improve the adaptation efficiency of external models in changing environments without any changes to the agent's rewards. Our formulation is composed of two self-contained modules: interest fields and behavior shaping via interest fields. We implement an uncertainty-based interest field algorithm as well as a skill-sampling-based behavior-shaping algorithm to use in testing this framework. Our results show that our method outperforms the baselines in terms of external model adaptation on metrics that measure both efficiency and performance.

cs.AI↗

Leftover Lunch: Advantage-based Offline Reinforcement Learning for Language Models

Reinforcement Learning with Human Feedback (RLHF) is the most prominent method for Language Model (LM) alignment. However, RLHF is an unstable and data-hungry process that continually requires new high-quality LM-generated data for finetuning. We introduce Advantage-Leftover Lunch RL (A-LoL), a new class of offline policy gradient algorithms that enable RL training on any pre-existing data. By assuming the entire LM output sequence as a single action, A-LoL allows incorporating sequence-level classifiers or human-designed scoring functions as rewards. Subsequently, by using LM's value estimate, A-LoL only trains on positive advantage (leftover) data points, making it resilient to noise. Overall, A-LoL is an easy-to-implement, sample-efficient, and stable LM training recipe. We demonstrate the effectiveness of A-LoL and its variants with a set of four different language generation tasks. We compare against both online RL (PPO) and recent preference-based (DPO, PRO) and reward-based (GOLD) offline RL baselines. On the commonly-used RLHF benchmark, Helpful and Harmless Assistant (HHA), LMs trained with A-LoL methods achieve the highest diversity while also being rated more safe and helpful than the baselines according to humans. Additionally, in the remaining three tasks, A-LoL could optimize multiple distinct reward functions even when using noisy or suboptimal training data. We also release our experimental code. https://github.com/abaheti95/LoL-RL

cs.CL↗

Few-Shot Dialogue Summarization via Skeleton-Assisted Prompt Transfer in Prompt Tuning

In real-world scenarios, labeled samples for dialogue summarization are usually limited (i.e., few-shot) due to high annotation costs for high-quality dialogue summaries. To efficiently learn from few-shot samples, previous works have utilized massive annotated data from other downstream tasks and then performed prompt transfer in prompt tuning so as to enable cross-task knowledge transfer. However, existing general-purpose prompt transfer techniques lack consideration for dialogue-specific information. In this paper, we focus on improving the prompt transfer from dialogue state tracking to dialogue summarization and propose Skeleton-Assisted Prompt Transfer (SAPT), which leverages skeleton generation as extra supervision that functions as a medium connecting the distinct source and target task and resulting in the model's better consumption of dialogue state information. To automatically extract dialogue skeletons as supervised training data for skeleton generation, we design a novel approach with perturbation-based probes requiring neither annotation effort nor domain knowledge. Training the model on such skeletons can also help preserve model capability during prompt transfer. Our method significantly outperforms existing baselines. In-depth analyses demonstrate the effectiveness of our method in facilitating cross-task knowledge transfer in few-shot dialogue summarization.

cs.CL↗

Creating Suspenseful Stories: Iterative Planning with Large Language Models

Automated story generation has been one of the long-standing challenges in NLP. Among all dimensions of stories, suspense is very common in human-written stories but relatively under-explored in AI-generated stories. While recent advances in large language models (LLMs) have greatly promoted language generation in general, state-of-the-art LLMs are still unreliable when it comes to suspenseful story generation. We propose a novel iterative-prompting-based planning method that is grounded in two theoretical foundations of story suspense from cognitive psychology and narratology. This theory-grounded method works in a fully zero-shot manner and does not rely on any supervised story corpora. To the best of our knowledge, this paper is the first attempt at suspenseful story generation with LLMs. Extensive human evaluations of the generated suspenseful stories demonstrate the effectiveness of our method.

cs.CL↗

Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoning

Transformer-based language model approaches to automated story generation currently provide state-of-the-art results. However, they still suffer from plot incoherence when generating narratives over time, and critically lack basic commonsense reasoning. Furthermore, existing methods generally focus only on single-character stories, or fail to track characters at all. To improve the coherence of generated narratives and to expand the scope of character-centric narrative generation, we introduce Commonsense-inference Augmented neural StoryTelling (CAST), a framework for introducing commonsense reasoning into the generation process with the option to model the interaction between multiple characters. We find that our CAST method produces significantly more coherent, on-topic, enjoyable and fluent stories than existing models in both the single-character and two-character settings in three storytelling domains.

cs.CL↗

An Ontology of Co-Creative AI Systems

The term co-creativity has been used to describe a wide variety of human-AI assemblages in which human and AI are both involved in a creative endeavor. In order to assist with disambiguating research efforts, we present an ontology of co-creative systems, focusing on how responsibilities are divided between human and AI system and the information exchanged between them. We extend Lubart's original ontology of creativity support tools with three new categories emphasizing artificial intelligence: computer-as-subcontractor, computer-as-critic, and computer-as-teammate, some of which have sub-categorizations.

cs.AI↗

A Controllable Co-Creative Agent for Game System Design

Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically limited to specific genres, rules, or games, limiting the creativity of the designer. We seek to model games abstractly enough to apply to any genre, focusing on designing game systems and mechanics, and create a controllable, co-creative agent that can collaborate on these designs. We present a model of games using state-machine-like components and resource flows, a set of controllable metrics, a design evaluator simulating playthroughs with these metrics, and an evolutionary design balancer and generator. We find this system to be both able to express a wide range of games and able to be human-controllable for future co-creative applications.

cs.AI↗

Ambient Adventures: Teaching ChatGPT on Developing Complex Stories

Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.

cs.CL↗

Thespian: Multi-Character Text Role-Playing Game Agents

Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.

cs.AI↗

Dialogue Shaping: Empowering Agents through NPC Interaction

One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.

cs.CL↗

Why Don't You Do Something About It? Outlining Connections between AI Explanations and User Actions

A core assumption of explainable AI systems is that explanations change what users know, thereby enabling them to act within their complex socio-technical environments. Despite the centrality of action, explanations are often organized and evaluated based on technical aspects. Prior work varies widely in the connections it traces between information provided in explanations and resulting user actions. An important first step in centering action in evaluations is understanding what the XAI community collectively recognizes as the range of information that explanations can present and what actions are associated with them. In this paper, we present our framework, which maps prior work on information presented in explanations and user action, and we discuss the gaps we uncovered about the information presented to users.

cs.HC↗

Beyond Prompts: Exploring the Design Space of Mixed-Initiative Co-Creativity Systems

Generative Artificial Intelligence systems have been developed for image, code, story, and game generation with the goal of facilitating human creativity. Recent work on neural generative systems has emphasized one particular means of interacting with AI systems: the user provides a specification, usually in the form of prompts, and the AI system generates the content. However, there are other configurations of human and AI coordination, such as co-creativity (CC) in which both human and AI systems can contribute to content creation, and mixed-initiative (MI) in which both human and AI systems can initiate content changes. In this paper, we define a hypothetical human-AI configuration design space consisting of different means for humans and AI systems to communicate creative intent to each other. We conduct a human participant study with 185 participants to understand how users want to interact with differently configured MI-CC systems. We find out that MI-CC systems with more extensive coverage of the design space are rated higher or on par on a variety of creative and goal-completion metrics, demonstrating that wider coverage of the design space can improve user experience and achievement when using the system; Preference varies greatly between expertise groups, suggesting the development of adaptive, personalized MI-CC systems; Participants identified new design space dimensions including scrutability -- the ability to poke and prod at models -- and explainability.

cs.AI↗

Story Shaping: Teaching Agents Human-like Behavior with Stories

Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for an agent to adhere to a tacit understanding of commonsense, align itself to a preference for how to behave for purposes of safety, or taking on a particular role in an interactive game. Storytelling is a mode for communicating tacit procedural knowledge. We introduce a technique, Story Shaping, in which a reinforcement learning agent infers tacit knowledge from an exemplar story of how to accomplish a task and intrinsically rewards itself for performing actions that make its current environment adhere to that of the inferred story world. Specifically, Story Shaping infers a knowledge graph representation of the world state from observations, and also infers a knowledge graph from the exemplar story. An intrinsic reward is generated based on the similarity between the agent's inferred world state graph and the inferred story world graph. We conducted experiments in text-based games requiring commonsense reasoning and shaping the behaviors of agents as virtual game characters.

cs.AI↗

Robust Preference Learning for Storytelling via Contrastive Reinforcement Learning

Controlled automated story generation seeks to generate natural language stories satisfying constraints from natural language critiques or preferences. Existing methods to control for story preference utilize prompt engineering which is labor intensive and often inconsistent. They may also use logit-manipulation methods which require annotated datasets to exist for the desired attributes. To address these issues, we first train a contrastive bi-encoder model to align stories with corresponding human critiques, named CARP, building a general purpose preference model. This is subsequently used as a reward function to fine-tune a generative language model via reinforcement learning. However, simply fine-tuning a generative language model with a contrastive reward model does not always reliably result in a story generation system capable of generating stories that meet user preferences. To increase story generation robustness we further fine-tune the contrastive reward model using a prompt-learning technique. A human participant study is then conducted comparing generations from our full system, ablations, and two baselines. We show that the full fine-tuning pipeline results in a story generator preferred over a LLM 20x as large as well as logit-based methods. This motivates the use of contrastive learning for general purpose human preference modeling.

cs.CL↗

Machine Learning Approaches for Principle Prediction in Naturally Occurring Stories

Value alignment is the task of creating autonomous systems whose values align with those of humans. Past work has shown that stories are a potentially rich source of information on human values; however, past work has been limited to considering values in a binary sense. In this work, we explore the use of machine learning models for the task of normative principle prediction on naturally occurring story data. To do this, we extend a dataset that has been previously used to train a binary normative classifier with annotations of moral principles. We then use this dataset to train a variety of machine learning models, evaluate these models and compare their results against humans who were asked to perform the same task. We show that while individual principles can be classified, the ambiguity of what "moral principles" represent, poses a challenge for both human participants and autonomous systems which are faced with the same task.

cs.CL↗