Kory W. Mathewson

HC
19papers
2,828citations
Novelty38%
AI Score27

19 Papers

HCSep 29, 2022
Co-Writing Screenplays and Theatre Scripts with Language Models: An Evaluation by Industry Professionals

Piotr Mirowski, Kory W. Mathewson, Jaylen Pittman et al. · deepmind

Language models are increasingly attracting interest from writers. However, such models lack long-range semantic coherence, limiting their usefulness for longform creative writing. We address this limitation by applying language models hierarchically, in a system we call Dramatron. By building structural context via prompt chaining, Dramatron can generate coherent scripts and screenplays complete with title, characters, story beats, location descriptions, and dialogue. We illustrate Dramatron's usefulness as an interactive co-creative system with a user study of 15 theatre and film industry professionals. Participants co-wrote theatre scripts and screenplays with Dramatron and engaged in open-ended interviews. We report critical reflections both from our interviewees and from independent reviewers who watched stagings of the works to illustrate how both Dramatron and hierarchical text generation could be useful for human-machine co-creativity. Finally, we discuss the suitability of Dramatron for co-creativity, ethical considerations -- including plagiarism and bias -- and participatory models for the design and deployment of such tools.

AIOct 14, 2022
Adaptive patch foraging in deep reinforcement learning agents

Nathan J. Wispinski, Andrew Butcher, Kory W. Mathewson et al.

Patch foraging is one of the most heavily studied behavioral optimization challenges in biology. However, despite its importance to biological intelligence, this behavioral optimization problem is understudied in artificial intelligence research. Patch foraging is especially amenable to study given that it has a known optimal solution, which may be difficult to discover given current techniques in deep reinforcement learning. Here, we investigate deep reinforcement learning agents in an ecological patch foraging task. For the first time, we show that machine learning agents can learn to patch forage adaptively in patterns similar to biological foragers, and approach optimal patch foraging behavior when accounting for temporal discounting. Finally, we show emergent internal dynamics in these agents that resemble single-cell recordings from foraging non-human primates, which complements experimental and theoretical work on the neural mechanisms of biological foraging. This work suggests that agents interacting in complex environments with ecologically valid pressures arrive at common solutions, suggesting the emergence of foundational computations behind adaptive, intelligent behavior in both biological and artificial agents.

LGMar 1, 2022
Learning Robust Real-Time Cultural Transmission without Human Data

Cultural General Intelligence Team, Avishkar Bhoopchand, Bethanie Brownfield et al.

Cultural transmission is the domain-general social skill that allows agents to acquire and use information from each other in real-time with high fidelity and recall. In humans, it is the inheritance process that powers cumulative cultural evolution, expanding our skills, tools and knowledge across generations. We provide a method for generating zero-shot, high recall cultural transmission in artificially intelligent agents. Our agents succeed at real-time cultural transmission from humans in novel contexts without using any pre-collected human data. We identify a surprisingly simple set of ingredients sufficient for generating cultural transmission and develop an evaluation methodology for rigorously assessing it. This paves the way for cultural evolution as an algorithm for developing artificial general intelligence.

HCApr 20, 2022
A Brief Guide to Designing and Evaluating Human-Centered Interactive Machine Learning

Kory W. Mathewson, Patrick M. Pilarski

Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.

CLNov 3, 2021Code
Automatic Embedding of Stories Into Collections of Independent Media

Dylan R. Ashley, Vincent Herrmann, Zachary Friggstad et al.

We look at how machine learning techniques that derive properties of items in a collection of independent media can be used to automatically embed stories into such collections. To do so, we use models that extract the tempo of songs to make a music playlist follow a narrative arc. Our work specifies an open-source tool that uses pre-trained neural network models to extract the global tempo of a set of raw audio files and applies these measures to create a narrative-following playlist. This tool is available at https://github.com/dylanashley/playlist-story-builder/releases/tag/v1.0.0

CYOct 31, 2018Code
dAIrector: Automatic Story Beat Generation through Knowledge Synthesis

Markus Eger, Kory W. Mathewson

dAIrector is an automated director which collaborates with humans storytellers for live improvisational performances and writing assistance. dAIrector can be used to create short narrative arcs through contextual plot generation. In this work, we present the system architecture, a quantitative evaluation of design choices, and a case-study usage of the system which provides qualitative feedback from a professional improvisational performer. We present relevant metrics for the understudied domain of human-machine creative generation, specifically long-form narrative creation. We include, alongside publication, open-source code so that others may test, evaluate, and run the dAIrector.

LGNov 4, 2021
Generating Diverse Realistic Laughter for Interactive Art

M. Mehdi Afsar, Eric Park, Étienne Paquette et al.

We propose an interactive art project to make those rendered invisible by the COVID-19 crisis and its concomitant solitude reappear through the welcome melody of laughter, and connections created and explored through advanced laughter synthesis approaches. However, the unconditional generation of the diversity of human emotional responses in high-quality auditory synthesis remains an open problem, with important implications for the application of these approaches in artistic settings. We developed LaughGANter, an approach to reproduce the diversity of human laughter using generative adversarial networks (GANs). When trained on a dataset of diverse laughter samples, LaughGANter generates diverse, high quality laughter samples, and learns a latent space suitable for emotional analysis and novel artistic applications such as latent mixing/interpolation and emotional transfer.

HCSep 29, 2021
Collaborative Storytelling with Human Actors and AI Narrators

Boyd Branch, Piotr Mirowski, Kory W. Mathewson

Large language models can be used for collaborative storytelling. In this work we report on using GPT-3 \cite{brown2020language} to co-narrate stories. The AI system must track plot progression and character arcs while the human actors perform scenes. This event report details how a novel conversational agent was employed as creative partner with a team of professional improvisers to explore long-form spontaneous story narration in front of a live public audience. We introduced novel constraints on our language model to produce longer narrative text and tested the model in rehearsals with a team of professional improvisers. We then field tested the model with two live performances for public audiences as part of a live theatre festival in Europe. We surveyed audience members after each performance as well as performers to evaluate how well the AI performed in its role as narrator. Audiences and performers responded positively to AI narration and indicated preference for AI narration over AI characters within a scene. Performers also responded positively to AI narration and expressed enthusiasm for the creative and meaningful novel narrative directions introduced to the scenes. Our findings support improvisational theatre as a useful test-bed to explore how different language models can collaborate with humans in a variety of social contexts.

AIDec 11, 2020
Conceptualization and Framework of Hybrid Intelligence Systems

Nikhil Prakash, Kory W. Mathewson

As artificial intelligence (AI) systems are getting ubiquitous within our society, issues related to its fairness, accountability, and transparency are increasing rapidly. As a result, researchers are integrating humans with AI systems to build robust and reliable hybrid intelligence systems. However, a proper conceptualization of these systems does not underpin this rapid growth. This article provides a precise definition of hybrid intelligence systems as well as explains its relation with other similar concepts through our proposed framework and examples from contemporary literature. The framework breakdowns the relationship between a human and a machine in terms of the degree of coupling and the directive authority of each party. Finally, we argue that all AI systems are hybrid intelligence systems, so human factors need to be examined at every stage of such systems' lifecycle.

HCMay 15, 2019
A Human-Centered Approach to Interactive Machine Learning

Kory W. Mathewson

The interactive machine learning (IML) community aims to augment humans' ability to learn and make decisions over time through the development of automated decision-making systems. This interaction represents a collaboration between multiple intelligent systems---humans and machines. A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. This work presents a human-centred thinking approach to applying IML methods. This guide is intended to be used by AI practitioners who incorporate human factors in their work. These practitioners are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a research community can better achieve the collective goal of augmenting human ability. This practical guide aims to support many of the responsible decisions necessary throughout iterative design, development, and dissemination of IML systems.

CLApr 6, 2019
Evaluating Coherence in Dialogue Systems using Entailment

Nouha Dziri, Ehsan Kamalloo, Kory W. Mathewson et al.

Evaluating open-domain dialogue systems is difficult due to the diversity of possible correct answers. Automatic metrics such as BLEU correlate weakly with human annotations, resulting in a significant bias across different models and datasets. Some researchers resort to human judgment experimentation for assessing response quality, which is expensive, time consuming, and not scalable. Moreover, judges tend to evaluate a small number of dialogues, meaning that minor differences in evaluation configuration may lead to dissimilar results. In this paper, we present interpretable metrics for evaluating topic coherence by making use of distributed sentence representations. Furthermore, we introduce calculable approximations of human judgment based on conversational coherence by adopting state-of-the-art entailment techniques. Results show that our metrics can be used as a surrogate for human judgment, making it easy to evaluate dialogue systems on large-scale datasets and allowing an unbiased estimate for the quality of the responses.

HCJan 31, 2019
Shaping the Narrative Arc: An Information-Theoretic Approach to Collaborative Dialogue

Kory W. Mathewson, Pablo Samuel Castro, Colin Cherry et al.

We consider the problem of designing an artificial agent capable of interacting with humans in collaborative dialogue to produce creative, engaging narratives. In this task, the goal is to establish universe details, and to collaborate on an interesting story in that universe, through a series of natural dialogue exchanges. Our model can augment any probabilistic conversational agent by allowing it to reason about universe information established and what potential next utterances might reveal. Ideally, with each utterance, agents would reveal just enough information to add specificity and reduce ambiguity without limiting the conversation. We empirically show that our model allows control over the rate at which the agent reveals information and that doing so significantly improves accuracy in predicting the next line of dialogues from movies. We close with a case-study with four professional theatre performers, who preferred interactions with our model-augmented agent over an unaugmented agent.

CLNov 2, 2018
Augmenting Neural Response Generation with Context-Aware Topical Attention

Nouha Dziri, Ehsan Kamalloo, Kory W. Mathewson et al.

Sequence-to-Sequence (Seq2Seq) models have witnessed a notable success in generating natural conversational exchanges. Notwithstanding the syntactically well-formed responses generated by these neural network models, they are prone to be acontextual, short and generic. In this work, we introduce a Topical Hierarchical Recurrent Encoder Decoder (THRED), a novel, fully data-driven, multi-turn response generation system intended to produce contextual and topic-aware responses. Our model is built upon the basic Seq2Seq model by augmenting it with a hierarchical joint attention mechanism that incorporates topical concepts and previous interactions into the response generation. To train our model, we provide a clean and high-quality conversational dataset mined from Reddit comments. We evaluate THRED on two novel automated metrics, dubbed Semantic Similarity and Response Echo Index, as well as with human evaluation. Our experiments demonstrate that the proposed model is able to generate more diverse and contextually relevant responses compared to the strong baselines.

AISep 6, 2018
Improbotics: Exploring the Imitation Game using Machine Intelligence in Improvised Theatre

Kory W. Mathewson, Piotr Mirowski

Theatrical improvisation (impro or improv) is a demanding form of live, collaborative performance. Improv is a humorous and playful artform built on an open-ended narrative structure which simultaneously celebrates effort and failure. It is thus an ideal test bed for the development and deployment of interactive artificial intelligence (AI)-based conversational agents, or artificial improvisors. This case study introduces an improv show experiment featuring human actors and artificial improvisors. We have previously developed a deep-learning-based artificial improvisor, trained on movie subtitles, that can generate plausible, context-based, lines of dialogue suitable for theatre (Mathewson and Mirowski 2017). In this work, we have employed it to control what a subset of human actors say during an improv performance. We also give human-generated lines to a different subset of performers. All lines are provided to actors with headphones and all performers are wearing headphones. This paper describes a Turing test, or imitation game, taking place in a theatre, with both the audience members and the performers left to guess who is a human and who is a machine. In order to test scientific hypotheses about the perception of humans versus machines we collect anonymous feedback from volunteer performers and audience members. Our results suggest that rehearsal increases proficiency and possibility to control events in the performance. That said, consistency with real world experience is limited by the interface and the mechanisms used to perform the show. We also show that human-generated lines are shorter, more positive, and have less difficult words with more grammar and spelling mistakes than the artificial improvisor generated lines.

AIFeb 16, 2018
Reactive Reinforcement Learning in Asynchronous Environments

Jaden B. Travnik, Kory W. Mathewson, Richard S. Sutton et al.

The relationship between a reinforcement learning (RL) agent and an asynchronous environment is often ignored. Frequently used models of the interaction between an agent and its environment, such as Markov Decision Processes (MDP) or Semi-Markov Decision Processes (SMDP), do not capture the fact that, in an asynchronous environment, the state of the environment may change during computation performed by the agent. In an asynchronous environment, minimizing reaction time---the time it takes for an agent to react to an observation---also minimizes the time in which the state of the environment may change following observation. In many environments, the reaction time of an agent directly impacts task performance by permitting the environment to transition into either an undesirable terminal state or a state where performing the chosen action is inappropriate. We propose a class of reactive reinforcement learning algorithms that address this problem of asynchronous environments by immediately acting after observing new state information. We compare a reactive SARSA learning algorithm with the conventional SARSA learning algorithm on two asynchronous robotic tasks (emergency stopping and impact prevention), and show that the reactive RL algorithm reduces the reaction time of the agent by approximately the duration of the algorithm's learning update. This new class of reactive algorithms may facilitate safer control and faster decision making without any change to standard learning guarantees.

AINov 10, 2017
Communicative Capital for Prosthetic Agents

Patrick M. Pilarski, Richard S. Sutton, Kory W. Mathewson et al.

This work presents an overarching perspective on the role that machine intelligence can play in enhancing human abilities, especially those that have been diminished due to injury or illness. As a primary contribution, we develop the hypothesis that assistive devices, and specifically artificial arms and hands, can and should be viewed as agents in order for us to most effectively improve their collaboration with their human users. We believe that increased agency will enable more powerful interactions between human users and next generation prosthetic devices, especially when the sensorimotor space of the prosthetic technology greatly exceeds the conventional control and communication channels available to a prosthetic user. To more concretely examine an agency-based view on prosthetic devices, we propose a new schema for interpreting the capacity of a human-machine collaboration as a function of both the human's and machine's degrees of agency. We then introduce the idea of communicative capital as a way of thinking about the communication resources developed by a human and a machine during their ongoing interaction. Using this schema of agency and capacity, we examine the benefits and disadvantages of increasing the agency of a prosthetic limb. To do so, we present an analysis of examples from the literature where building communicative capital has enabled a progression of fruitful, task-directed interactions between prostheses and their human users. We then describe further work that is needed to concretely evaluate the hypothesis that prostheses are best thought of as agents. The agent-based viewpoint developed in this article significantly extends current thinking on how best to support the natural, functional use of increasingly complex prosthetic enhancements, and opens the door for more powerful interactions between humans and their assistive technologies.

AIMar 3, 2017
Actor-Critic Reinforcement Learning with Simultaneous Human Control and Feedback

Kory W. Mathewson, Patrick M. Pilarski

This paper contributes a first study into how different human users deliver simultaneous control and feedback signals during human-robot interaction. As part of this work, we formalize and present a general interactive learning framework for online cooperation between humans and reinforcement learning agents. In many human-machine interaction settings, there is a growing gap between the degrees-of-freedom of complex semi-autonomous systems and the number of human control channels. Simple human control and feedback mechanisms are required to close this gap and allow for better collaboration between humans and machines on complex tasks. To better inform the design of concurrent control and feedback interfaces, we present experimental results from a human-robot collaborative domain wherein the human must simultaneously deliver both control and feedback signals to interactively train an actor-critic reinforcement learning robot. We compare three experimental conditions: 1) human delivered control signals, 2) reward-shaping feedback signals, and 3) simultaneous control and feedback. Our results suggest that subjects provide less feedback when simultaneously delivering feedback and control signals and that control signal quality is not significantly diminished. Our data suggest that subjects may also modify when and how they provide feedback. Through algorithmic development and tuning informed by this study, we expect semi-autonomous actions of robotic agents can be better shaped by human feedback, allowing for seamless collaboration and improved performance in difficult interactive domains.

HCJan 9, 2017
Reinforcement Learning based Embodied Agents Modelling Human Users Through Interaction and Multi-Sensory Perception

Kory W. Mathewson, Patrick M. Pilarski

This paper extends recent work in interactive machine learning (IML) focused on effectively incorporating human feedback. We show how control and feedback signals complement each other in systems which model human reward. We demonstrate that simultaneously incorporating human control and feedback signals can improve interactive robotic systems' performance on a self-mirrored movement control task where an RL-agent controlled right arm attempts to match the preprogrammed movement pattern of the left arm. We illustrate the impact of varying human feedback parameters on task performance by investigating the probability of giving feedback on each time step and the likelihood of given feedback being correct. We further illustrate that varying the temporal decay with which the agent incorporates human feedback has a significant impact on task performance. We found that smearing human feedback over time steps improves performance and we show varying the probability of feedback at each time step, and an increased likelihood of those feedbacks being 'correct' can impact agent performance. We conclude that understanding latent variables in human feedback is crucial for learning algorithms acting in human-machine interaction domains.

HCJun 22, 2016
Simultaneous Control and Human Feedback in the Training of a Robotic Agent with Actor-Critic Reinforcement Learning

Kory W. Mathewson, Patrick M. Pilarski

This paper contributes a preliminary report on the advantages and disadvantages of incorporating simultaneous human control and feedback signals in the training of a reinforcement learning robotic agent. While robotic human-machine interfaces have become increasingly complex in both form and function, control remains challenging for users. This has resulted in an increasing gap between user control approaches and the number of robotic motors which can be controlled. One way to address this gap is to shift some autonomy to the robot. Semi-autonomous actions of the robotic agent can then be shaped by human feedback, simplifying user control. Most prior work on agent shaping by humans has incorporated training with feedback, or has included indirect control signals. By contrast, in this paper we explore how a human can provide concurrent feedback signals and real-time myoelectric control signals to train a robot's actor-critic reinforcement learning control system. Using both a physical and a simulated robotic system, we compare training performance on a simple movement task when reward is derived from the environment, when reward is provided by the human, and combinations of these two approaches. Our results indicate that some benefit can be gained with the inclusion of human generated feedback.