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Mark Riedl

Publications and source records attributed to Mark Riedl.

At least 55 records · Page 3Linked to original sources

Calibrating Trust of Multi-Hop Question Answering Systems with Decompositional Probes

Multi-hop Question Answering (QA) is a challenging task since it requires an accurate aggregation of information from multiple context paragraphs and a thorough understanding of the underlying reasoning chains. Recent work in multi-hop QA has shown that performance can be boosted by first decomposing the questions into simpler, single-hop questions. In this paper, we explore one additional utility of the multi-hop decomposition from the perspective of explainable NLP: to create explanation by probing a neural QA model with them. We hypothesize that in doing so, users will be better able to predict when the underlying QA system will give the correct answer. Through human participant studies, we verify that exposing the decomposition probes and answers to the probes to users can increase their ability to predict system performance on a question instance basis. We show that decomposition is an effective form of probing QA systems as well as a promising approach to explanation generation. In-depth analyses show the need for improvements in decomposition systems.

cs.CL↗

Creative Wand: A System to Study Effects of Communications in Co-Creative Settings

Recent neural generation systems have demonstrated the potential for procedurally generating game content, images, stories, and more. However, most neural generation algorithms are "uncontrolled" in the sense that the user has little say in creative decisions beyond the initial prompt specification. Co-creative, mixed-initiative systems require user-centric means of influencing the algorithm, especially when users are unlikely to have machine learning expertise. The key to co-creative systems is the ability to communicate ideas and intent from the user to the agent, as well as from the agent to the user. Key questions in co-creative AI include: How can users express their creative intentions? How can creative AI systems communicate their beliefs, explain their moves, or instruct users to act on their behalf? When should creative AI systems take initiative? The answer to such questions and more will enable us to develop better co-creative systems that make humans more capable of expressing their creative intents. We introduce CREATIVE-WAND, a customizable framework for investigating co-creative mixed-initiative generation. CREATIVE-WAND enables plug-and-play injection of generative models and human-agent communication channels into a chat-based interface. It provides a number of dimensions along which an AI generator and humans can communicate during the co-creative process. We illustrate the CREATIVE-WAND framework by using it to study one dimension of co-creative communication-global versus local creative intent specification by the user-in the context of storytelling.

cs.AI↗

Reframing Human-AI Collaboration for Generating Free-Text Explanations

Large language models are increasingly capable of generating fluent-appearing text with relatively little task-specific supervision. But can these models accurately explain classification decisions? We consider the task of generating free-text explanations using human-written examples in a few-shot manner. We find that (1) authoring higher quality prompts results in higher quality generations; and (2) surprisingly, in a head-to-head comparison, crowdworkers often prefer explanations generated by GPT-3 to crowdsourced explanations in existing datasets. Our human studies also show, however, that while models often produce factual, grammatical, and sufficient explanations, they have room to improve along axes such as providing novel information and supporting the label. We create a pipeline that combines GPT-3 with a supervised filter that incorporates binary acceptability judgments from humans in the loop. Despite the intrinsic subjectivity of acceptability judgments, we demonstrate that acceptability is partially correlated with various fine-grained attributes of explanations. Our approach is able to consistently filter GPT-3-generated explanations deemed acceptable by humans.

cs.CL↗

NovGrid: A Flexible Grid World for Evaluating Agent Response to Novelty

A robust body of reinforcement learning techniques have been developed to solve complex sequential decision making problems. However, these methods assume that train and evaluation tasks come from similarly or identically distributed environments. This assumption does not hold in real life where small novel changes to the environment can make a previously learned policy fail or introduce simpler solutions that might never be found. To that end we explore the concept of {\em novelty}, defined in this work as the sudden change to the mechanics or properties of environment. We provide an ontology of for novelties most relevant to sequential decision making, which distinguishes between novelties that affect objects versus actions, unary properties versus non-unary relations, and the distribution of solutions to a task. We introduce NovGrid, a novelty generation framework built on MiniGrid, acting as a toolkit for rapidly developing and evaluating novelty-adaptation-enabled reinforcement learning techniques. Along with the core NovGrid we provide exemplar novelties aligned with our ontology and instantiate them as novelty templates that can be applied to many MiniGrid-compliant environments. Finally, we present a set of metrics built into our framework for the evaluation of novelty-adaptation-enabled machine-learning techniques, and show characteristics of a baseline RL model using these metrics.

cs.AI↗

Automated Story Generation as Question-Answering

Neural language model-based approaches to automated story generation suffer from two important limitations. First, language model-based story generators generally do not work toward a given goal or ending. Second, they often lose coherence as the story gets longer. We propose a novel approach to automated story generation that treats the problem as one of generative question-answering. Our proposed story generation system starts with sentences encapsulating the final event of the story. The system then iteratively (1) analyzes the text describing the most recent event, (2) generates a question about "why" a character is doing the thing they are doing in the event, and then (3) attempts to generate another, preceding event that answers this question.

cs.CL↗

Fabula Entropy Indexing: Objective Measures of Story Coherence

Automated story generation remains a difficult area of research because it lacks strong objective measures. Generated stories may be linguistically sound, but in many cases suffer poor narrative coherence required for a compelling, logically-sound story. To address this, we present Fabula Entropy Indexing (FEI), an evaluation method to assess story coherence by measuring the degree to which human participants agree with each other when answering true/false questions about stories. We devise two theoretically grounded measures of reader question-answering entropy, the entropy of world coherence (EWC), and the entropy of transitional coherence (ETC), focusing on global and local coherence, respectively. We evaluate these metrics by testing them on human-written stories and comparing against the same stories that have been corrupted to introduce incoherencies. We show that in these controlled studies, our entropy indices provide a reliable objective measure of story coherence.

cs.CL↗

Just Say No: Analyzing the Stance of Neural Dialogue Generation in Offensive Contexts

Dialogue models trained on human conversations inadvertently learn to generate toxic responses. In addition to producing explicitly offensive utterances, these models can also implicitly insult a group or individual by aligning themselves with an offensive statement. To better understand the dynamics of contextually offensive language, we investigate the stance of dialogue model responses in offensive Reddit conversations. Specifically, we create ToxiChat, a crowd-annotated dataset of 2,000 Reddit threads and model responses labeled with offensive language and stance. Our analysis reveals that 42% of human responses agree with toxic comments, whereas only 13% agree with safe comments. This undesirable behavior is learned by neural dialogue models, such as DialoGPT, which we show are two times more likely to agree with offensive comments. To enable automatic detection of offensive language, we fine-tuned transformer-based classifiers on ToxiChat that achieve 0.71 F1 for offensive labels and 0.53 Macro-F1 for stance labels. Finally, we quantify the effectiveness of controllable text generation (CTG) methods to mitigate the tendency of neural dialogue models to agree with offensive comments. Compared to the baseline, our best CTG model achieves a 19% reduction in agreement with offensive comments and produces 29% fewer offensive replies. Our work highlights the need for further efforts to characterize and analyze inappropriate behavior in dialogue models, in order to help make them safer. Our code and corpus are available at https://github.com/abaheti95/ToxiChat .

cs.CL↗

Plug-and-Blend: A Framework for Controllable Story Generation with Blended Control Codes

Large pre-trained neural language models (LM) have very powerful text generation capabilities. However, in practice, they are hard to control for creative purposes. We describe a Plug-and-Play controllable language generation framework, Plug-and-Blend, that allows a human user to input multiple control codes (topics). In the context of automated story generation, this allows a human user loose or fine-grained control of the topics and transitions between them that will appear in the generated story, and can even allow for overlapping, blended topics. Automated evaluations show our framework, working with different generative LMs, controls the generation towards given continuous-weighted control codes while keeping the generated sentences fluent, demonstrating strong blending capability. A human participant evaluation shows that the generated stories are observably transitioning between two topics.

cs.CL↗

Training Value-Aligned Reinforcement Learning Agents Using a Normative Prior

As more machine learning agents interact with humans, it is increasingly a prospect that an agent trained to perform a task optimally, using only a measure of task performance as feedback, can violate societal norms for acceptable behavior or cause harm. Value alignment is a property of intelligent agents wherein they solely pursue non-harmful behaviors or human-beneficial goals. We introduce an approach to value-aligned reinforcement learning, in which we train an agent with two reward signals: a standard task performance reward, plus a normative behavior reward. The normative behavior reward is derived from a value-aligned prior model previously shown to classify text as normative or non-normative. We show how variations on a policy shaping technique can balance these two sources of reward and produce policies that are both effective and perceived as being more normative. We test our value-alignment technique on three interactive text-based worlds; each world is designed specifically to challenge agents with a task as well as provide opportunities to deviate from the task to engage in normative and/or altruistic behavior.

cs.LG↗

Conceptual Game Expansion

Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system to author. In this paper, we instead learn representations of existing games from gameplay video and use these to approximate a search space of novel games. In a human subject study we demonstrate that these novel games are indistinguishable from human games in terms of challenge, and that one of the novel games was equivalent to one of the human games in terms of fun, frustration, and likeability.

cs.AI↗

Reducing Non-Normative Text Generation from Language Models

Large-scale, transformer-based language models such as GPT-2 are pretrained on diverse corpora scraped from the internet. Consequently, they are prone to generating non-normative text (i.e. in violation of social norms). We introduce a technique for fine-tuning GPT-2, using a policy gradient reinforcement learning technique and a normative text classifier to produce reward and punishment values. We evaluate our technique on five data sets using automated and human participant experiments. The normative text classifier is 81-90% accurate when compared to gold-standard human judgments of normative and non-normative generated text. Our normative fine-tuning technique is able to reduce non-normative text by 27-61%, depending on the data set.

cs.CL↗

Weird AI Yankovic: Generating Parody Lyrics

Lyrics parody swaps one set of words that accompany a melody with a new set of words, preserving the number of syllables per line and the rhyme scheme. Lyrics parody generation is a challenge for controllable text generation. We show how a specialized sampling procedure, combined with backward text generation with XLNet can produce parody lyrics that reliably meet the syllable and rhyme scheme constraints.We introduce the Weird AI Yankovic system and provide a case study evaluation. We conclude with societal implications of neural lyric parody generation.

cs.CL↗

The Transformation of Patient-Clinician Relationships With AI-Based Medical Advice: A "Bring Your Own Algorithm" Era in Healthcare

One of the dramatic trends at the intersection of computing and healthcare has been patients' increased access to medical information, ranging from self-tracked physiological data to genetic data, tests, and scans. Increasingly however, patients and clinicians have access to advanced machine learning-based tools for diagnosis, prediction, and recommendation based on large amounts of data, some of it patient-generated. Consequently, just as organizations have had to deal with a "Bring Your Own Device" (BYOD) reality in which employees use their personal devices (phones and tablets) for some aspects of their work, a similar reality of "Bring Your Own Algorithm" (BYOA) is emerging in healthcare with its own challenges and support demands. BYOA is changing patient-clinician interactions and the technologies, skills and workflows related to them. In this paper we argue that: (1) BYOA is changing the patient-clinician relationship and the nature of expert work in healthcare, and (2) better patient-clinician-information-interpretation relationships can be facilitated with solutions that integrate technological and organizational perspectives.

cs.HC↗

Learning Norms from Stories: A Prior for Value Aligned Agents

Value alignment is a property of an intelligent agent indicating that it can only pursue goals and activities that are beneficial to humans. Traditional approaches to value alignment use imitation learning or preference learning to infer the values of humans by observing their behavior. We introduce a complementary technique in which a value aligned prior is learned from naturally occurring stories which encode societal norms. Training data is sourced from the childrens educational comic strip, Goofus and Gallant. In this work, we train multiple machine learning models to classify natural language descriptions of situations found in the comic strip as normative or non normative by identifying if they align with the main characters behavior. We also report the models performance when transferring to two unrelated tasks with little to no additional training on the new task.

cs.AI↗

GenerationMania: Learning to Semantically Choreograph

Beatmania is a rhythm action game where players must reproduce some of the sounds of a song by pressing specific controller buttons at the correct time. In this paper we investigate the use of deep neural networks to automatically create game stages - called charts - for arbitrary pieces of music. Our technique uses a multi-layer feed-forward network trained on sound sequence summary statistics to predict which sounds in the music are to be played by the player and which will play automatically. We use another neural network along with rules to determine which controls should be mapped to which sounds. We evaluated our system on the ability to reconstruct charts in a held-out test set, achieving an $F_1$-score that significantly beats LSTM baselines.

cs.SD↗

Improving Deep Reinforcement Learning in Minecraft with Action Advice

Training deep reinforcement learning agents complex behaviors in 3D virtual environments requires significant computational resources. This is especially true in environments with high degrees of aliasing, where many states share nearly identical visual features. Minecraft is an exemplar of such an environment. We hypothesize that interactive machine learning IML, wherein human teachers play a direct role in training through demonstrations, critique, or action advice, may alleviate agent susceptibility to aliasing. However, interactive machine learning is only practical when the number of human interactions is limited, requiring a balance between human teacher effort and agent performance. We conduct experiments with two reinforcement learning algorithms which enable human teachers to give action advice, Feedback Arbitration and Newtonian Action Advice, under visual aliasing conditions. To assess potential cognitive load per advice type, we vary the accuracy and frequency of various human action advice techniques. Training efficiency, robustness against infrequent and inaccurate advisor input, and sensitivity to aliasing are examined.

cs.LG↗

Making CNNs for Video Parsing Accessible

The ability to extract sequences of game events for high-resolution e-sport games has traditionally required access to the game's engine. This serves as a barrier to groups who don't possess this access. It is possible to apply deep learning to derive these logs from gameplay video, but it requires computational power that serves as an additional barrier. These groups would benefit from access to these logs, such as small e-sport tournament organizers who could better visualize gameplay to inform both audience and commentators. In this paper we present a combined solution to reduce the required computational resources and time to apply a convolutional neural network (CNN) to extract events from e-sport gameplay videos. This solution consists of techniques to train a CNN faster and methods to execute predictions more quickly. This expands the types of machines capable of training and running these models, which in turn extends access to extracting game logs with this approach. We evaluate the approaches in the domain of DOTA2, one of the most popular e-sports. Our results demonstrate our approach outperforms standard backpropagation baselines.

cs.CV↗

An Interaction Framework for Studying Co-Creative AI

Machine learning has been applied to a number of creative, design-oriented tasks. However, it remains unclear how to best empower human users with these machine learning approaches, particularly those users without technical expertise. In this paper we propose a general framework for turn-based interaction between human users and AI agents designed to support human creativity, called {co-creative systems}. The framework can be used to better understand the space of possible designs of co-creative systems and reveal future research directions. We demonstrate how to apply this framework in conjunction with a pair of recent human subject studies, comparing between the four human-AI systems employed in these studies and generating hypotheses towards future studies.

cs.HC↗