Joost Broekens

LG
h-index4
18papers
700citations
Novelty42%
AI Score34

18 Papers

AIJul 16, 2024
Multi-Step Reasoning with Large Language Models, a Survey

Aske Plaat, Annie Wong, Suzan Verberne et al.

Large language models (LLMs) with billions of parameters exhibit in-context learning abilities, enabling few-shot learning on tasks that the model was not specifically trained for. Traditional models achieve breakthrough performance on language tasks, but do not perform well on basic reasoning benchmarks. However, a new in-context learning approach, Chain-of-thought, has demonstrated strong multi-step reasoning abilities on these benchmarks. The research on LLM reasoning abilities started with the question whether LLMs can solve grade school math word problems, and has expanded to other tasks in the past few years. This article reviews the field of multi-step reasoning with LLMs. We propose a taxonomy that identifies different ways to generate, evaluate, and control multi-step reasoning. We provide an in-depth coverage of core approaches and open problems, and we propose a research agenda for the near future. We find that multi-step reasoning approaches have progressed beyond math word problems, and can now successfully solve challenges in logic, combinatorial games, and robotics, sometimes by first generating code that is then executed by external tools. Many studies in multi-step methods use reinforcement learning for finetuning, external optimization loops, in-context reinforcement learning, and self-reflection.

HCJan 27, 2023
A Valid Self-Report is Never Late, Nor is it Early: On Considering the "Right" Temporal Distance for Assessing Emotional Experience

Bernd Dudzik, Joost Broekens

Developing computational models for automatic affect prediction requires valid self-reports about individuals' emotional interpretations of stimuli. In this article, we highlight the important influence of the temporal distance between a stimulus event and the moment when its experience is reported on the provided information's validity. This influence stems from the time-dependent and time-demanding nature of the involved cognitive processes. As such, reports can be collected too late: forgetting is a widely acknowledged challenge for accurate descriptions of past experience. For this reason, methods striving for assessment as early as possible have become increasingly popular. However, here we argue that collection may also occur too early: descriptions about very recent stimuli might be collected before emotional processing has fully converged. Based on these notions, we champion the existence of a temporal distance for each type of stimulus that maximizes the validity of self-reports -- a "right" time. Consequently, we recommend future research to (1) consciously consider the potential influence of temporal distance on affective self-reports when planning data collection, (2) document the temporal distance of affective self-reports wherever possible as part of corpora for computational modelling, and finally (3) and explore the effect of temporal distance on self-reports across different types of stimuli.

HCJun 16, 2025
Can you see how I learn? Human observers' inferences about Reinforcement Learning agents' learning processes

Bernhard Hilpert, Muhan Hou, Kim Baraka et al.

Reinforcement Learning (RL) agents often exhibit learning behaviors that are not intuitively interpretable by human observers, which can result in suboptimal feedback in collaborative teaching settings. Yet, how humans perceive and interpret RL agent's learning behavior is largely unknown. In a bottom-up approach with two experiments, this work provides a data-driven understanding of the factors of human observers' understanding of the agent's learning process. A novel, observation-based paradigm to directly assess human inferences about agent learning was developed. In an exploratory interview study (\textit{N}=9), we identify four core themes in human interpretations: Agent Goals, Knowledge, Decision Making, and Learning Mechanisms. A second confirmatory study (\textit{N}=34) applied an expanded version of the paradigm across two tasks (navigation/manipulation) and two RL algorithms (tabular/function approximation). Analyses of 816 responses confirmed the reliability of the paradigm and refined the thematic framework, revealing how these themes evolve over time and interrelate. Our findings provide a human-centered understanding of how people make sense of agent learning, offering actionable insights for designing interpretable RL systems and improving transparency in Human-Robot Interaction.

CLSep 4, 2023
Fine-grained Affective Processing Capabilities Emerging from Large Language Models

Joost Broekens, Bernhard Hilpert, Suzan Verberne et al.

Large language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT's zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics.

HCAug 27, 2020
A Blast From the Past: Personalizing Predictions of Video-Induced Emotions using Personal Memories as Context

Bernd Dudzik, Joost Broekens, Mark Neerincx et al.

A key challenge in the accurate prediction of viewers' emotional responses to video stimuli in real-world applications is accounting for person- and situation-specific variation. An important contextual influence shaping individuals' subjective experience of a video is the personal memories that it triggers in them. Prior research has found that this memory influence explains more variation in video-induced emotions than other contextual variables commonly used for personalizing predictions, such as viewers' demographics or personality. In this article, we show that (1) automatic analysis of text describing their video-triggered memories can account for variation in viewers' emotional responses, and (2) that combining such an analysis with that of a video's audiovisual content enhances the accuracy of automatic predictions. We discuss the relevance of these findings for improving on state of the art approaches to automated affective video analysis in personalized contexts.

LGJun 30, 2020
Model-based Reinforcement Learning: A Survey

Thomas M. Moerland, Joost Broekens, Aske Plaat et al.

Sequential decision making, commonly formalized as Markov Decision Process (MDP) optimization, is a important challenge in artificial intelligence. Two key approaches to this problem are reinforcement learning (RL) and planning. This paper presents a survey of the integration of both fields, better known as model-based reinforcement learning. Model-based RL has two main steps. First, we systematically cover approaches to dynamics model learning, including challenges like dealing with stochasticity, uncertainty, partial observability, and temporal abstraction. Second, we present a systematic categorization of planning-learning integration, including aspects like: where to start planning, what budgets to allocate to planning and real data collection, how to plan, and how to integrate planning in the learning and acting loop. After these two sections, we also discuss implicit model-based RL as an end-to-end alternative for model learning and planning, and we cover the potential benefits of model-based RL. Along the way, the survey also draws connections to several related RL fields, like hierarchical RL and transfer learning. Altogether, the survey presents a broad conceptual overview of the combination of planning and learning for MDP optimization.

LGJun 26, 2020
A Unifying Framework for Reinforcement Learning and Planning

Thomas M. Moerland, Joost Broekens, Aske Plaat et al.

Sequential decision making, commonly formalized as optimization of a Markov Decision Process, is a key challenge in artificial intelligence. Two successful approaches to MDP optimization are reinforcement learning and planning, which both largely have their own research communities. However, if both research fields solve the same problem, then we might be able to disentangle the common factors in their solution approaches. Therefore, this paper presents a unifying algorithmic framework for reinforcement learning and planning (FRAP), which identifies underlying dimensions on which MDP planning and learning algorithms have to decide. At the end of the paper, we compare a variety of well-known planning, model-free and model-based RL algorithms along these dimensions. Altogether, the framework may help provide deeper insight in the algorithmic design space of planning and reinforcement learning.

AIMay 19, 2020
The Second Type of Uncertainty in Monte Carlo Tree Search

Thomas M Moerland, Joost Broekens, Aske Plaat et al.

Monte Carlo Tree Search (MCTS) efficiently balances exploration and exploitation in tree search based on count-derived uncertainty. However, these local visit counts ignore a second type of uncertainty induced by the size of the subtree below an action. We first show how, due to the lack of this second uncertainty type, MCTS may completely fail in well-known sparse exploration problems, known from the reinforcement learning community. We then introduce a new algorithm, which estimates the size of the subtree below an action, and leverages this information in the UCB formula to better direct exploration. Subsequently, we generalize these ideas by showing that loops, i.e., the repeated occurrence of (approximately) the same state in the same trace, are actually a special case of subtree depth variation. Testing on a variety of tasks shows that our algorithms increase sample efficiency, especially when the planning budget per timestep is small.

AIMay 15, 2020
Think Too Fast Nor Too Slow: The Computational Trade-off Between Planning And Reinforcement Learning

Thomas M. Moerland, Anna Deichler, Simone Baldi et al.

Planning and reinforcement learning are two key approaches to sequential decision making. Multi-step approximate real-time dynamic programming, a recently successful algorithm class of which AlphaZero [Silver et al., 2018] is an example, combines both by nesting planning within a learning loop. However, the combination of planning and learning introduces a new question: how should we balance time spend on planning, learning and acting? The importance of this trade-off has not been explicitly studied before. We show that it is actually of key importance, with computational results indicating that we should neither plan too long nor too short. Conceptually, we identify a new spectrum of planning-learning algorithms which ranges from exhaustive search (long planning) to model-free RL (no planning), with optimal performance achieved midway.

AIJul 24, 2018
A Temporal Difference Reinforcement Learning Theory of Emotion: unifying emotion, cognition and adaptive behavior

Joost Broekens

Emotions are intimately tied to motivation and the adaptation of behavior, and many animal species show evidence of emotions in their behavior. Therefore, emotions must be related to powerful mechanisms that aid survival, and, emotions must be evolutionary continuous phenomena. How and why did emotions evolve in nature, how do events get emotionally appraised, how do emotions relate to cognitive complexity, and, how do they impact behavior and learning? In this article I propose that all emotions are manifestations of reward processing, in particular Temporal Difference (TD) error assessment. Reinforcement Learning (RL) is a powerful computational model for the learning of goal oriented tasks by exploration and feedback. Evidence indicates that RL-like processes exist in many animal species. Key in the processing of feedback in RL is the notion of TD error, the assessment of how much better or worse a situation just became, compared to what was previously expected (or, the estimated gain or loss of utility - or well-being - resulting from new evidence). I propose a TDRL Theory of Emotion and discuss its ramifications for our understanding of emotions in humans, animals and machines, and present psychological, neurobiological and computational evidence in its support.

LGJun 11, 2018
The Potential of the Return Distribution for Exploration in RL

Thomas M. Moerland, Joost Broekens, Catholijn M. Jonker

This paper studies the potential of the return distribution for exploration in deterministic reinforcement learning (RL) environments. We study network losses and propagation mechanisms for Gaussian, Categorical and Gaussian mixture distributions. Combined with exploration policies that leverage this return distribution, we solve, for example, a randomized Chain task of length 100, which has not been reported before when learning with neural networks.

MLMay 24, 2018
A0C: Alpha Zero in Continuous Action Space

Thomas M. Moerland, Joost Broekens, Aske Plaat et al.

A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement learning domains have continuous action spaces, for example in robotic control, navigation and self-driving cars. This paper presents the necessary theoretical extensions of Alpha Zero to deal with continuous action space. We also provide some preliminary experiments on the Pendulum swing-up task, empirically showing the feasibility of our approach. Thereby, this work provides a first step towards the application of iterated search and learning in domains with a continuous action space.

MLMay 23, 2018
Monte Carlo Tree Search for Asymmetric Trees

Thomas M. Moerland, Joost Broekens, Aske Plaat et al.

We present an extension of Monte Carlo Tree Search (MCTS) that strongly increases its efficiency for trees with asymmetry and/or loops. Asymmetric termination of search trees introduces a type of uncertainty for which the standard upper confidence bound (UCB) formula does not account. Our first algorithm (MCTS-T), which assumes a non-stochastic environment, backs-up tree structure uncertainty and leverages it for exploration in a modified UCB formula. Results show vastly improved efficiency in a well-known asymmetric domain in which MCTS performs arbitrarily bad. Next, we connect the ideas about asymmetric termination to the presence of loops in the tree, where the same state appears multiple times in a single trace. An extension to our algorithm (MCTS-T+), which in addition to non-stochasticity assumes full state observability, further increases search efficiency for domains with loops as well. Benchmark testing on a set of OpenAI Gym and Atari 2600 games indicates that our algorithms always perform better than or at least equivalent to standard MCTS, and could be first-choice tree search algorithms for non-stochastic, fully-observable environments.

LGNov 29, 2017
Efficient exploration with Double Uncertain Value Networks

Thomas M. Moerland, Joost Broekens, Catholijn M. Jonker

This paper studies directed exploration for reinforcement learning agents by tracking uncertainty about the value of each available action. We identify two sources of uncertainty that are relevant for exploration. The first originates from limited data (parametric uncertainty), while the second originates from the distribution of the returns (return uncertainty). We identify methods to learn these distributions with deep neural networks, where we estimate parametric uncertainty with Bayesian drop-out, while return uncertainty is propagated through the Bellman equation as a Gaussian distribution. Then, we identify that both can be jointly estimated in one network, which we call the Double Uncertain Value Network. The policy is directly derived from the learned distributions based on Thompson sampling. Experimental results show that both types of uncertainty may vastly improve learning in domains with a strong exploration challenge.

LGMay 15, 2017
Emotion in Reinforcement Learning Agents and Robots: A Survey

Thomas M. Moerland, Joost Broekens, Catholijn M. Jonker

This article provides the first survey of computational models of emotion in reinforcement learning (RL) agents. The survey focuses on agent/robot emotions, and mostly ignores human user emotions. Emotions are recognized as functional in decision-making by influencing motivation and action selection. Therefore, computational emotion models are usually grounded in the agent's decision making architecture, of which RL is an important subclass. Studying emotions in RL-based agents is useful for three research fields. For machine learning (ML) researchers, emotion models may improve learning efficiency. For the interactive ML and human-robot interaction (HRI) community, emotions can communicate state and enhance user investment. Lastly, it allows affective modelling (AM) researchers to investigate their emotion theories in a successful AI agent class. This survey provides background on emotion theory and RL. It systematically addresses 1) from what underlying dimensions (e.g., homeostasis, appraisal) emotions can be derived and how these can be modelled in RL-agents, 2) what types of emotions have been derived from these dimensions, and 3) how these emotions may either influence the learning efficiency of the agent or be useful as social signals. We also systematically compare evaluation criteria, and draw connections to important RL sub-domains like (intrinsic) motivation and model-based RL. In short, this survey provides both a practical overview for engineers wanting to implement emotions in their RL agents, and identifies challenges and directions for future emotion-RL research.

MLMay 1, 2017
Learning Multimodal Transition Dynamics for Model-Based Reinforcement Learning

Thomas M. Moerland, Joost Broekens, Catholijn M. Jonker

In this paper we study how to learn stochastic, multimodal transition dynamics in reinforcement learning (RL) tasks. We focus on evaluating transition function estimation, while we defer planning over this model to future work. Stochasticity is a fundamental property of many task environments. However, discriminative function approximators have difficulty estimating multimodal stochasticity. In contrast, deep generative models do capture complex high-dimensional outcome distributions. First we discuss why, amongst such models, conditional variational inference (VI) is theoretically most appealing for model-based RL. Subsequently, we compare different VI models on their ability to learn complex stochasticity on simulated functions, as well as on a typical RL gridworld with multimodal dynamics. Results show VI successfully predicts multimodal outcomes, but also robustly ignores these for deterministic parts of the transition dynamics. In summary, we show a robust method to learn multimodal transitions using function approximation, which is a key preliminary for model-based RL in stochastic domains.

CYApr 14, 2014
Virtual Reflexes

Catholijn Jonker, Joost Broekens, Aske Plaat

Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and 4) actuation. The "cognitive" detour of such approaches does not match the directness of human bodily reflexes and causes unrealistic responses and delay. Instead, we propose virtual reflexes as concurrent sensory-motor processes to control virtual actors. Here we present a virtual reflexes architecture, explain how emotion and cognitive modulation are embedded, detail its workings, and give an example description of an aggression training application.

LGApr 8, 2014
Optimistic Risk Perception in the Temporal Difference error Explains the Relation between Risk-taking, Gambling, Sensation-seeking and Low Fear

Joost Broekens, Tim Baarslag

Understanding the affective, cognitive and behavioural processes involved in risk taking is essential for treatment and for setting environmental conditions to limit damage. Using Temporal Difference Reinforcement Learning (TDRL) we computationally investigated the effect of optimism in risk perception in a variety of goal-oriented tasks. Optimism in risk perception was studied by varying the calculation of the Temporal Difference error, i.e., delta, in three ways: realistic (stochastically correct), optimistic (assuming action control), and overly optimistic (assuming outcome control). We show that for the gambling task individuals with 'healthy' perception of control, i.e., action optimism, do not develop gambling behaviour while individuals with 'unhealthy' perception of control, i.e., outcome optimism, do. We show that high intensity of sensations and low levels of fear co-occur due to optimistic risk perception. We found that overly optimistic risk perception (outcome optimism) results in risk taking and in persistent gambling behaviour in addition to high intensity of sensations. We discuss how our results replicate risk-taking related phenomena.