Mark Riedl

AI
h-index49
52papers
6,814citations
Novelty43%
AI Score53

52 Papers

CLJul 28, 2023
Dialogue Shaping: Empowering Agents through NPC Interaction

Wei Zhou, Xiangyu Peng, Mark Riedl · gatech

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.

AIJan 24, 2023
Story Shaping: Teaching Agents Human-like Behavior with Stories

Xiangyu Peng, Christopher Cui, Wei Zhou et al. · gatech

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.

CLAug 3, 2023
Ambient Adventures: Teaching ChatGPT on Developing Complex Stories

Zexin Chen, Eric Zhou, Kenneth Eaton et al. · gatech

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.

AIAug 4, 2023
A Controllable Co-Creative Agent for Game System Design

Rohan Agarwal, Zhiyu Lin, Mark Riedl · gatech

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.

AIMar 23, 2022
NovGrid: A Flexible Grid World for Evaluating Agent Response to Novelty

Jonathan Balloch, Zhiyu Lin, Mustafa Hussain et al. · gatech

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.

AIAug 4, 2022
Creative Wand: A System to Study Effects of Communications in Co-Creative Settings

Zhiyu Lin, Rohan Agarwal, Mark Riedl · gatech

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.

AIOct 11, 2023
An Ontology of Co-Creative AI Systems

Zhiyu Lin, Mark Riedl · gatech

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.

AIAug 3, 2023
Thespian: Multi-Character Text Role-Playing Game Agents

Christopher Cui, Xiangyu Peng, Mark Riedl · gatech

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.

HCSep 6, 2024
Beyond Following: Mixing Active Initiative into Computational Creativity

Zhiyu Lin, Upol Ehsan, Rohan Agarwal et al. · gatech

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.

CLOct 14, 2022
Robust Preference Learning for Storytelling via Contrastive Reinforcement Learning

Louis Castricato, Alexander Havrilla, Shahbuland Matiana et al.

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.

CLApr 16, 2022
Calibrating Trust of Multi-Hop Question Answering Systems with Decompositional Probes

Kaige Xie, Sarah Wiegreffe, Mark Riedl

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.

LGNov 30, 2025Code
World Model Robustness via Surprise Recognition

Geigh Zollicoffer, Tanush Chopra, Mingkuan Yan et al.

AI systems deployed in the real world must contend with distractions and out-of-distribution (OOD) noise that can destabilize their policies and lead to unsafe behavior. While robust training can reduce sensitivity to some forms of noise, it is infeasible to anticipate all possible OOD conditions. To mitigate this issue, we develop an algorithm that leverages a world model's inherent measure of surprise to reduce the impact of noise in world model--based reinforcement learning agents. We introduce both multi-representation and single-representation rejection sampling, enabling robustness to settings with multiple faulty sensors or a single faulty sensor. While the introduction of noise typically degrades agent performance, we show that our techniques preserve performance relative to baselines under varying types and levels of noise across multiple environments within self-driving simulation domains (CARLA and Safety Gymnasium). Furthermore, we demonstrate that our methods enhance the stability of two state-of-the-art world models with markedly different underlying architectures: Cosmos and DreamerV3. Together, these results highlight the robustness of our approach across world modeling domains. We release our code at https://github.com/Bluefin-Tuna/WISER .

CLSep 18, 2024
Making Large Language Models into World Models with Precondition and Effect Knowledge

Kaige Xie, Ian Yang, John Gunerli et al.

World models, which encapsulate the dynamics of how actions affect environments, are foundational to the functioning of intelligent agents. In this work, we explore the potential of Large Language Models (LLMs) to operate as world models. Although LLMs are not inherently designed to model real-world dynamics, we show that they can be induced to perform two critical world model functions: determining the applicability of an action based on a given world state, and predicting the resulting world state upon action execution. This is achieved by fine-tuning two separate LLMs-one for precondition prediction and another for effect prediction-while leveraging synthetic data generation techniques. Through human-participant studies, we validate that the precondition and effect knowledge generated by our models aligns with human understanding of world dynamics. We also analyze the extent to which the world model trained on our synthetic data results in an inferred state space that supports the creation of action chains, a necessary property for planning.

CLNov 19, 2022
Machine Learning Approaches for Principle Prediction in Naturally Occurring Stories

Md Sultan Al Nahian, Spencer Frazier, Brent Harrison et al.

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.

AIJul 28, 2024
The Interpretability of Codebooks in Model-Based Reinforcement Learning is Limited

Kenneth Eaton, Jonathan Balloch, Julia Kim et al.

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.

CLMay 24, 2023Code
Leftover Lunch: Advantage-based Offline Reinforcement Learning for Language Models

Ashutosh Baheti, Ximing Lu, Faeze Brahman et al.

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

CLAug 26, 2021Code
Just Say No: Analyzing the Stance of Neural Dialogue Generation in Offensive Contexts

Ashutosh Baheti, Maarten Sap, Alan Ritter et al.

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 .

56.5AIApr 4
Explainable Model Routing for Agentic Workflows

Mika Okamoto, Ansel Kaplan Erol, Mark Riedl

Modern agentic workflows decompose complex tasks into specialized subtasks and route them to diverse models to minimize cost without sacrificing quality. However, current routing architectures focus exclusively on performance optimization, leaving underlying trade-offs between model capability and cost unrecorded. Without clear rationale, developers cannot distinguish between intelligent efficiency -- using specialized models for appropriate tasks -- and latent failures caused by budget-driven model selection. We present Topaz, a framework that introduces formal auditability to agentic routing. Topaz replaces silent model assignments with an inherently interpretable router that incorporates three components: (i) skill-based profiling that synthesizes performance across diverse benchmarks into granular capability profiles (ii) fully traceable routing algorithms that utilize budget-based and multi-objective optimization to produce clear traces of how skill-match scores were weighed against costs, and (iii) developer-facing explanations that translate these traces into natural language, allowing users to audit system logic and iteratively tune the cost-quality tradeoff. By making routing decisions interpretable, Topaz enables users to understand, trust, and meaningfully steer routed agentic systems.

CLFeb 27, 2024
Creating Suspenseful Stories: Iterative Planning with Large Language Models

Kaige Xie, Mark Riedl

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.

AISep 21, 2025
Shall We Play a Game? Language Models for Open-ended Wargames

Glenn Matlin, Parv Mahajan, Isaac Song et al. · gatech

Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of decision-making and experiential learning. In this paper, we take the position that Artificial Intelligence (AI) systems, such as Language Models (LMs), are rapidly approaching human-expert capability for strategic planning -- and will one day surpass it. Military organizations have begun using LMs to provide insights into the consequences of real-world decisions during _open-ended wargames_ which use natural language to convey actions and outcomes. We argue the ability for AI systems to influence large-scale decisions motivates additional research into the safety, interpretability, and explainability of AI in open-ended wargames. To demonstrate, we conduct a scoping literature review with a curated selection of 100 unclassified studies on AI in wargames, and construct a novel ontology of open-endedness using the creativity afforded to players, adjudicators, and the novelty provided to observers. Drawing from this body of work, we distill a set of practical recommendations and critical safety considerations for deploying AI in open-ended wargames across common domains. We conclude by presenting the community with a set of high-impact open research challenges for future work.

CLAug 13, 2025
Do Language Models Agree with Human Perceptions of Suspense in Stories?

Glenn Matlin, Devin Zhang, Rodrigo Barroso Loza et al. · gatech

Suspense is an affective response to narrative text that is believed to involve complex cognitive processes in humans. Several psychological models have been developed to describe this phenomenon and the circumstances under which text might trigger it. We replicate four seminal psychological studies of human perceptions of suspense, substituting human responses with those of different open-weight and closed-source LMs. We conclude that while LMs can distinguish whether a text is intended to induce suspense in people, LMs cannot accurately estimate the relative amount of suspense within a text sequence as compared to human judgments, nor can LMs properly capture the human perception for the rise and fall of suspense across multiple text segments. We probe the abilities of LM suspense understanding by adversarially permuting the story text to identify what cause human and LM perceptions of suspense to diverge. We conclude that, while LMs can superficially identify and track certain facets of suspense, they do not process suspense in the same way as human readers.

AIJan 16, 2025
The Goofus & Gallant Story Corpus for Practical Value Alignment

Md Sultan Al Nahian, Tasmia Tasrin, Spencer Frazier et al.

Values or principles are key elements of human society that influence people to behave and function according to an accepted standard set of social rules to maintain social order. As AI systems are becoming ubiquitous in human society, it is a major concern that they could violate these norms or values and potentially cause harm. Thus, to prevent intentional or unintentional harm, AI systems are expected to take actions that align with these principles. Training systems to exhibit this type of behavior is difficult and often requires a specialized dataset. This work presents a multi-modal dataset illustrating normative and non-normative behavior in real-life situations described through natural language and artistic images. This training set contains curated sets of images that are designed to teach young children about social principles. We argue that this is an ideal dataset to use for training socially normative agents given this fact.

AIDec 26, 2024
Multi-Attribute Constraint Satisfaction via Language Model Rewriting

Ashutosh Baheti, Debanjana Chakraborty, Faeze Brahman et al. · allen-ai, cmu

Obeying precise constraints on top of multiple external attributes is a common computational problem underlying seemingly different domains, from controlled text generation to protein engineering. Existing language model (LM) controllability methods for multi-attribute constraint satisfaction often rely on specialized architectures or gradient-based classifiers, limiting their flexibility to work with arbitrary black-box evaluators and pretrained models. Current general-purpose large language models, while capable, cannot achieve fine-grained multi-attribute control over external attributes. Thus, we create Multi-Attribute Constraint Satisfaction (MACS), a generalized method capable of finetuning language models on any sequential domain to satisfy user-specified constraints on multiple external real-value attributes. Our method trains LMs as editors by sampling diverse multi-attribute edit pairs from an initial set of paraphrased outputs. During inference, LM iteratively improves upon its previous solution to satisfy constraints for all attributes by leveraging our designed constraint satisfaction reward. We additionally experiment with reward-weighted behavior cloning to further improve the constraint satisfaction rate of LMs. To evaluate our approach, we present a new Fine-grained Constraint Satisfaction (FineCS) benchmark, featuring two challenging tasks: (1) Text Style Transfer, where the goal is to simultaneously modify the sentiment and complexity of reviews, and (2) Protein Design, focusing on modulating fluorescence and stability of Green Fluorescent Proteins (GFP). Our empirical results show that MACS achieves the highest threshold satisfaction in both FineCS tasks, outperforming strong domain-specific baselines. Our work opens new avenues for generalized and real-value multi-attribute control, with implications for diverse applications spanning NLP and bioinformatics.

AIJun 28, 2024
External Model Motivated Agents: Reinforcement Learning for Enhanced Environment Sampling

Rishav Bhagat, Jonathan Balloch, Zhiyu Lin et al.

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.

CLMay 20, 2023
Few-Shot Dialogue Summarization via Skeleton-Assisted Prompt Transfer in Prompt Tuning

Kaige Xie, Tong Yu, Haoliang Wang et al.

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.

HCMay 10, 2023
Why Don't You Do Something About It? Outlining Connections between AI Explanations and User Actions

Gennie Mansi, Mark Riedl

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.

AIMay 3, 2023
Beyond Prompts: Exploring the Design Space of Mixed-Initiative Co-Creativity Systems

Zhiyu Lin, Upol Ehsan, Rohan Agarwal et al.

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.

CLDec 16, 2021
Reframing Human-AI Collaboration for Generating Free-Text Explanations

Sarah Wiegreffe, Jack Hessel, Swabha Swayamdipta et al.

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.

CLDec 7, 2021
Automated Story Generation as Question-Answering

Louis Castricato, Spencer Frazier, Jonathan Balloch et al.

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.

CLMay 4, 2021
Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoning

Xiangyu Peng, Siyan Li, Sarah Wiegreffe et al.

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.

LGApr 19, 2021
Training Value-Aligned Reinforcement Learning Agents Using a Normative Prior

Md Sultan Al Nahian, Spencer Frazier, Brent Harrison et al.

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.

CLMar 23, 2021
Plug-and-Blend: A Framework for Controllable Story Generation with Blended Control Codes

Zhiyu Lin, Mark Riedl

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.

CLMar 23, 2021
Fabula Entropy Indexing: Objective Measures of Story Coherence

Louis Castricato, Spencer Frazier, Jonathan Balloch et al.

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.

CLSep 25, 2020
Weird AI Yankovic: Generating Parody Lyrics

Mark Riedl

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.

HCAug 13, 2020
The Transformation of Patient-Clinician Relationships With AI-Based Medical Advice: A "Bring Your Own Algorithm" Era in Healthcare

Oded Nov, Yindalon Aphinyanaphongs, Yvonne W. Lui et al.

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.

AIFeb 22, 2020
Conceptual Game Expansion

Matthew Guzdial, Mark Riedl

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.

CLJan 23, 2020
Reducing Non-Normative Text Generation from Language Models

Xiangyu Peng, Siyan Li, Spencer Frazier et al.

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.

AIDec 7, 2019
Learning Norms from Stories: A Prior for Value Aligned Agents

Spencer Frazier, Md Sultan Al Nahian, Mark Riedl et al.

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.

LGAug 2, 2019
Improving Deep Reinforcement Learning in Minecraft with Action Advice

Spencer Frazier, Mark Riedl

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.

CVJun 10, 2019
Making CNNs for Video Parsing Accessible

Zijin Luo, Matthew Guzdial, Mark Riedl

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.

HCMar 22, 2019
An Interaction Framework for Studying Co-Creative AI

Matthew Guzdial, Mark Riedl

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.

HCJan 18, 2019
Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators

Matthew Guzdial, Nicholas Liao, Jonathan Chen et al.

Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support creative expression. To investigate how practicing designers perceive the role of AI in the creative process, we developed a game level design tool for Super Mario Bros.-style games with a built-in AI level designer. In this paper we discuss our design of the Morai Maker intelligent tool through two mixed-methods studies with a total of over one-hundred participants. Our findings are as follows: (1) level designers vary in their desired interactions with, and role of, the AI, (2) the AI prompted the level designers to alter their design practices, and (3) the level designers perceived the AI as having potential value in their design practice, varying based on their desired role for the AI.

AIJan 11, 2019
Automated Rationale Generation: A Technique for Explainable AI and its Effects on Human Perceptions

Upol Ehsan, Pradyumna Tambwekar, Larry Chan et al.

Automated rationale generation is an approach for real-time explanation generation whereby a computational model learns to translate an autonomous agent's internal state and action data representations into natural language. Training on human explanation data can enable agents to learn to generate human-like explanations for their behavior. In this paper, using the context of an agent that plays Frogger, we describe (a) how to collect a corpus of explanations, (b) how to train a neural rationale generator to produce different styles of rationales, and (c) how people perceive these rationales. We conducted two user studies. The first study establishes the plausibility of each type of generated rationale and situates their user perceptions along the dimensions of confidence, humanlike-ness, adequate justification, and understandability. The second study further explores user preferences between the generated rationales with regard to confidence in the autonomous agent, communicating failure and unexpected behavior. Overall, we find alignment between the intended differences in features of the generated rationales and the perceived differences by users. Moreover, context permitting, participants preferred detailed rationales to form a stable mental model of the agent's behavior.

AISep 25, 2018
Towards Automated Let's Play Commentary

Matthew Guzdial, Shukan Shah, Mark Riedl

We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning. We propose an analysis of Let's Play commentary and a framework for building such a system. To test this framework we build an initial, naive implementation, which we use to interrogate the assumptions of the framework. We demonstrate promising results towards future Let's Play commentary generation.

AISep 25, 2018
Co-Creative Level Design via Machine Learning

Matthew Guzdial, Nicholas Liao, Mark Riedl

Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at replicating the quality of existing game levels. However, it is unclear the extent to which they might benefit human designers. In this paper we present a framework for co-creative level design with a PLGML agent. In support of this framework we present results from a user study and results from a comparative study of PLGML approaches.

AISep 25, 2018
Explainable PCGML via Game Design Patterns

Matthew Guzdial, Joshua Reno, Jonathan Chen et al.

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.

CVSep 6, 2018
Player Experience Extraction from Gameplay Video

Zijin Luo, Matthew Guzdial, Nicholas Liao et al.

The ability to extract the sequence of game events for a given player's play-through has traditionally required access to the game's engine or source code. This serves as a barrier to researchers, developers, and hobbyists who might otherwise benefit from these game logs. In this paper we present two approaches to derive game logs from game video via convolutional neural networks and transfer learning. We evaluate the approaches in a Super Mario Bros. clone, Mega Man and Skyrim. Our results demonstrate our approach outperforms random forest and other transfer baselines.

AISep 6, 2018
Automated Game Design via Conceptual Expansion

Matthew Guzdial, Mark Riedl

Automated game design has remained a key challenge within the field of Game AI. In this paper, we introduce a method for recombining existing games to create new games through a process called conceptual expansion. Prior automated game design approaches have relied on hand-authored or crowd-sourced knowledge, which limits the scope and applications of such systems. Our approach instead relies on machine learning to learn approximate representations of games. Our approach recombines knowledge from these learned representations to create new games via conceptual expansion. We evaluate this approach by demonstrating the ability for the system to recreate existing games. To the best of our knowledge, this represents the first machine learning-based automated game design system.

SDJun 28, 2018
GenerationMania: Learning to Semantically Choreograph

Zhiyu Lin, Kyle Xiao, Mark Riedl

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.

CLMar 15, 2018
A Simple and Effective Approach to the Story Cloze Test

Siddarth Srinivasan, Richa Arora, Mark Riedl

In the Story Cloze Test, a system is presented with a 4-sentence prompt to a story, and must determine which one of two potential endings is the 'right' ending to the story. Previous work has shown that ignoring the training set and training a model on the validation set can achieve high accuracy on this task due to stylistic differences between the story endings in the training set and validation and test sets. Following this approach, we present a simpler fully-neural approach to the Story Cloze Test using skip-thought embeddings of the stories in a feed-forward network that achieves close to state-of-the-art performance on this task without any feature engineering. We also find that considering just the last sentence of the prompt instead of the whole prompt yields higher accuracy with our approach.