6.7SEMay 27
Towards Understanding Barriers and Mitigation Strategies of Software Engineers with Non-traditional Educational and Occupational BackgroundsTavian Barnes, Ken Jen Lee, Cristina Tavares et al.
The traditional path to a software engineering career usually involves a post-secondary diploma in Software Engineering, Computer Science, or a related field. However, many individuals working as software engineers take a non-traditional path to their careers, starting from other industries or fields of study. This paper explores the barriers that individuals with non-traditional educational and occupational backgrounds face when pursuing a software engineering career and proposes potential strategies to overcome those barriers. A two-stage methodology was used, consisting of an exploratory study followed by a follow-up survey. The exploratory study consisted of a grounded-theory-based qualitative analysis of relevant Reddit data to yield a framework around the barriers and possible mitigation strategies. These findings were then supplemented through a follow-up survey. Understanding these barriers and what strategies could be effective is an important step towards making software engineering more accessible to individuals with non-traditional backgrounds. In addition to fostering functional diversity, this might also serve to tackle labor shortages within the software engineering industry.
35.3LGJun 29, 2018
TextWorld: A Learning Environment for Text-based GamesMarc-Alexandre Côté, Ákos Kádár, Xingdi Yuan et al.
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. Its generative mechanisms give precise control over the difficulty, scope, and language of constructed games, and can be used to relax challenges inherent to commercial text games like partial observability and sparse rewards. By generating sets of varied but similar games, TextWorld can also be used to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.
26.7LGJun 13, 2017
Hybrid Reward Architecture for Reinforcement LearningHarm van Seijen, Mehdi Fatemi, Joshua Romoff et al.
One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.