22.8HCNov 12, 2022
Seamful XAI: Operationalizing Seamful Design in Explainable AIUpol Ehsan, Q. Vera Liao, Samir Passi et al. · gatech
Mistakes in AI systems are inevitable, arising from both technical limitations and sociotechnical gaps. While black-boxing AI systems can make the user experience seamless, hiding the seams risks disempowering users to mitigate fallouts from AI mistakes. Instead of hiding these AI imperfections, can we leverage them to help the user? While Explainable AI (XAI) has predominantly tackled algorithmic opaqueness, we propose that seamful design can foster AI explainability by revealing and leveraging sociotechnical and infrastructural mismatches. We introduce the concept of Seamful XAI by (1) conceptually transferring "seams" to the AI context and (2) developing a design process that helps stakeholders anticipate and design with seams. We explore this process with 43 AI practitioners and real end-users, using a scenario-based co-design activity informed by real-world use cases. We found that the Seamful XAI design process helped users foresee AI harms, identify underlying reasons (seams), locate them in the AI's lifecycle, learn how to leverage seamful information to improve XAI and user agency. We share empirical insights, implications, and reflections on how this process can help practitioners anticipate and craft seams in AI, how seamfulness can improve explainability, empower end-users, and facilitate Responsible AI.
3.9CLJul 28, 2023
Dialogue Shaping: Empowering Agents through NPC InteractionWei 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.
11.7AIJan 24, 2023
Story Shaping: Teaching Agents Human-like Behavior with StoriesXiangyu 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.
24.6HCFeb 1, 2023
Charting the Sociotechnical Gap in Explainable AI: A Framework to Address the Gap in XAIUpol Ehsan, Koustuv Saha, Munmun De Choudhury et al. · gatech
Explainable AI (XAI) systems are sociotechnical in nature; thus, they are subject to the sociotechnical gap--divide between the technical affordances and the social needs. However, charting this gap is challenging. In the context of XAI, we argue that charting the gap improves our problem understanding, which can reflexively provide actionable insights to improve explainability. Utilizing two case studies in distinct domains, we empirically derive a framework that facilitates systematic charting of the sociotechnical gap by connecting AI guidelines in the context of XAI and elucidating how to use them to address the gap. We apply the framework to a third case in a new domain, showcasing its affordances. Finally, we discuss conceptual implications of the framework, share practical considerations in its operationalization, and offer guidance on transferring it to new contexts. By making conceptual and practical contributions to understanding the sociotechnical gap in XAI, the framework expands the XAI design space.
2.5CLAug 3, 2023
Ambient Adventures: Teaching ChatGPT on Developing Complex StoriesZexin 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.
6.7AIAug 4, 2023
A Controllable Co-Creative Agent for Game System DesignRohan 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.
6.6CYJun 3, 2022
The Algorithmic ImprintUpol Ehsan, Ranjit Singh, Jacob Metcalf et al. · gatech
When algorithmic harms emerge, a reasonable response is to stop using the algorithm to resolve concerns related to fairness, accountability, transparency, and ethics (FATE). However, just because an algorithm is removed does not imply its FATE-related issues cease to exist. In this paper, we introduce the notion of the "algorithmic imprint" to illustrate how merely removing an algorithm does not necessarily undo or mitigate its consequences. We operationalize this concept and its implications through the 2020 events surrounding the algorithmic grading of the General Certificate of Education (GCE) Advanced (A) Level exams, an internationally recognized UK-based high school diploma exam administered in over 160 countries. While the algorithmic standardization was ultimately removed due to global protests, we show how the removal failed to undo the algorithmic imprint on the sociotechnical infrastructures that shape students', teachers', and parents' lives. These events provide a rare chance to analyze the state of the world both with and without algorithmic mediation. We situate our case study in Bangladesh to illustrate how algorithms made in the Global North disproportionately impact stakeholders in the Global South. Chronicling more than a year-long community engagement consisting of 47 inter-views, we present the first coherent timeline of "what" happened in Bangladesh, contextualizing "why" and "how" they happened through the lenses of the algorithmic imprint and situated algorithmic fairness. Analyzing these events, we highlight how the contours of the algorithmic imprints can be inferred at the infrastructural, social, and individual levels. We share conceptual and practical implications around how imprint-awareness can (a) broaden the boundaries of how we think about algorithmic impact, (b) inform how we design algorithms, and (c) guide us in AI governance.
14.4HCNov 11, 2022
Social Construction of XAI: Do We Need One Definition to Rule Them All?Upol Ehsan, Mark O. Riedl · gatech
There is a growing frustration amongst researchers and developers in Explainable AI (XAI) around the lack of consensus around what is meant by 'explainability'. Do we need one definition of explainability to rule them all? In this paper, we argue why a singular definition of XAI is neither feasible nor desirable at this stage of XAI's development. We view XAI through the lenses of Social Construction of Technology (SCOT) to explicate how diverse stakeholders (relevant social groups) have different interpretations (interpretative flexibility) that shape the meaning of XAI. Forcing a standardization (closure) on the pluralistic interpretations too early can stifle innovation and lead to premature conclusions. We share how we can leverage the pluralism to make progress in XAI without having to wait for a definitional consensus.
16.7AIMar 23, 2022
NovGrid: A Flexible Grid World for Evaluating Agent Response to NoveltyJonathan 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.
6.7HCAug 9, 2024
Explainable AI Reloaded: Challenging the XAI Status Quo in the Era of Large Language ModelsUpol Ehsan, Mark O. Riedl · gatech
When the initial vision of Explainable (XAI) was articulated, the most popular framing was to open the (proverbial) "black-box" of AI so that we could understand the inner workings. With the advent of Large Language Models (LLMs), the very ability to open the black-box is increasingly limited especially when it comes to non-AI expert end-users. In this paper, we challenge the assumption of "opening" the black-box in the LLM era and argue for a shift in our XAI expectations. Highlighting the epistemic blind spots of an algorithm-centered XAI view, we argue that a human-centered perspective can be a path forward. We operationalize the argument by synthesizing XAI research along three dimensions: explainability outside the black-box, explainability around the edges of the black box, and explainability that leverages infrastructural seams. We conclude with takeaways that reflexively inform XAI as a domain.
13.2AIJan 16, 2023
Neuro-Symbolic World Models for Adapting to Open World NoveltyJonathan Balloch, Zhiyu Lin, Robert Wright et al. · gatech
Open-world novelty--a sudden change in the mechanics or properties of an environment--is a common occurrence in the real world. Novelty adaptation is an agent's ability to improve its policy performance post-novelty. Most reinforcement learning (RL) methods assume that the world is a closed, fixed process. Consequentially, RL policies adapt inefficiently to novelties. To address this, we introduce WorldCloner, an end-to-end trainable neuro-symbolic world model for rapid novelty adaptation. WorldCloner learns an efficient symbolic representation of the pre-novelty environment transitions, and uses this transition model to detect novelty and efficiently adapt to novelty in a single-shot fashion. Additionally, WorldCloner augments the policy learning process using imagination-based adaptation, where the world model simulates transitions of the post-novelty environment to help the policy adapt. By blending ''imagined'' transitions with interactions in the post-novelty environment, performance can be recovered with fewer total environment interactions. Using environments designed for studying novelty in sequential decision-making problems, we show that the symbolic world model helps its neural policy adapt more efficiently than model-based and model-based neural-only reinforcement learning methods.
Creative Wand: A System to Study Effects of Communications in Co-Creative SettingsZhiyu 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.
9.0AIOct 11, 2023
An Ontology of Co-Creative AI SystemsZhiyu 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.
9.0AIAug 3, 2023
Thespian: Multi-Character Text Role-Playing Game AgentsChristopher 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.
4.6LGOct 11, 2022
The Role of Exploration for Task Transfer in Reinforcement LearningJonathan C Balloch, Julia Kim, and Jessica L Inman et al. · gatech
The exploration--exploitation trade-off in reinforcement learning (RL) is a well-known and much-studied problem that balances greedy action selection with novel experience, and the study of exploration methods is usually only considered in the context of learning the optimal policy for a single learning task. However, in the context of online task transfer, where there is a change to the task during online operation, we hypothesize that exploration strategies that anticipate the need to adapt to future tasks can have a pronounced impact on the efficiency of transfer. As such, we re-examine the exploration--exploitation trade-off in the context of transfer learning. In this work, we review reinforcement learning exploration methods, define a taxonomy with which to organize them, analyze these methods' differences in the context of task transfer, and suggest avenues for future investigation.
8.3AIApr 4
Explainable Model Routing for Agentic WorkflowsMika 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.
2.7HCSep 6, 2024
Beyond Following: Mixing Active Initiative into Computational CreativityZhiyu 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.
6.8HCMay 19
Creating Learning Scaffolds for Engineering Design Using Concept CatalystMadhuri Singh, Gennie Mansi, Mark Owen Riedl
K-12 teachers employ Engineering Design Challenges to help students learn about the Engineering Design Process hands-on. They use techniques like hard scaffolding questions to guide the students as they think through the different stages of the engineering design process. While useful, the creation of these questions adds to the teacher's preparation time for their classes. Concept Catalyst uses Large Language Models to assist teachers with the rapid creation of scaffold questions for engineering design challenges. Unlike open-ended chat, Concept Catalyst uses LLMs to summarize and decompose an engineering design challenge into the concepts that students will engage with, allow the teacher to visually manipulate and link related concepts, and to propose scaffolding questions for the teacher to modify or accept.
3.7CLOct 14, 2022
Robust Preference Learning for Storytelling via Contrastive Reinforcement LearningLouis 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.
24.1CLApr 16, 2022
Calibrating Trust of Multi-Hop Question Answering Systems with Decompositional ProbesKaige 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.
2.1CLDec 16, 2022
Neural Story PlanningAnbang Ye, Christopher Cui, Taiwei Shi et al.
Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot coherence but rely on a library of hand-crafted actions with their preconditions and effects. This closed world setting limits the length and diversity of what symbolic planners can generate. On the other hand, pre-trained neural language models can generate stories with great diversity, while being generally incapable of ending a story in a specified manner and can have trouble maintaining coherence. In this paper, we present an approach to story plot generation that unifies causal planning with neural language models. We propose to use commonsense knowledge extracted from large language models to recursively expand a story plot in a backward chaining fashion. Specifically, our system infers the preconditions for events in the story and then events that will cause those conditions to become true. We performed automatic evaluation to measure narrative coherence as indicated by the ability to answer questions about whether different events in the story are causally related to other events. Results indicate that our proposed method produces more coherent plotlines than several strong baselines.
World Model Robustness via Surprise RecognitionGeigh 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 .
16.4CLSep 18, 2024
Making Large Language Models into World Models with Precondition and Effect KnowledgeKaige 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.
7.6HCJan 29
From Future of Work to Future of Workers: Addressing Asymptomatic AI Harms for Dignified Human-AI InteractionUpol Ehsan, Samir Passi, Koustuv Saha et al.
In the future of work discourse, AI is touted as the ultimate productivity amplifier. Yet, beneath the efficiency gains lie subtle erosions of human expertise and agency. This paper shifts focus from the future of work to the future of workers by navigating the AI-as-Amplifier Paradox: AI's dual role as enhancer and eroder, simultaneously strengthening performance while eroding underlying expertise. We present a year-long study on the longitudinal use of AI in a high-stakes workplace among cancer specialists. Initial operational gains hid ``intuition rust'': the gradual dulling of expert judgment. These asymptomatic effects evolved into chronic harms, such as skill atrophy and identity commoditization. Building on these findings, we offer a framework for dignified Human-AI interaction co-constructed with professional knowledge workers facing AI-induced skill erosion without traditional labor protections. The framework operationalizes sociotechnical immunity through dual-purpose mechanisms that serve institutional quality goals while building worker power to detect, contain, and recover from skill erosion, and preserve human identity. Evaluated across healthcare and software engineering, our work takes a foundational step toward dignified human-AI interaction futures by balancing productivity with the preservation of human expertise.
0.3CLNov 19, 2022
Machine Learning Approaches for Principle Prediction in Naturally Occurring StoriesMd 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.
2.3AIJul 28, 2024
The Interpretability of Codebooks in Model-Based Reinforcement Learning is LimitedKenneth 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.
Leftover Lunch: Advantage-based Offline Reinforcement Learning for Language ModelsAshutosh 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
Just Say No: Analyzing the Stance of Neural Dialogue Generation in Offensive ContextsAshutosh 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 .
Bringing Stories Alive: Generating Interactive Fiction WorldsPrithviraj Ammanabrolu, Wesley Cheung, Dan Tu et al.
World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language. Generating these worlds requires referencing everyday and thematic commonsense priors in addition to being semantically consistent, interesting, and coherent throughout. Using existing story plots as inspiration, we present a method that first extracts a partial knowledge graph encoding basic information regarding world structure such as locations and objects. This knowledge graph is then automatically completed utilizing thematic knowledge and used to guide a neural language generation model that fleshes out the rest of the world. We perform human participant-based evaluations, testing our neural model's ability to extract and fill-in a knowledge graph and to generate language conditioned on it against rule-based and human-made baselines. Our code is available at https://github.com/rajammanabrolu/WorldGeneration.
Playing Text-Adventure Games with Graph-Based Deep Reinforcement LearningPrithviraj Ammanabrolu, Mark O. Riedl
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.
5.8AIMay 6, 2025
STORY2GAME: Generating (Almost) Everything in an Interactive Fiction GameEric Zhou, Shreyas Basavatia, Moontashir Siam et al.
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables the story to play out interactively. Whereas a given set of hard-coded actions can artificially constrain story generation, the ability to generate actions means the story generation process can be more open-ended but still allow for experiences that are grounded in a game state. The key to successful action generation is to use LLM-generated preconditions and effects of actions in the stories as guides for what aspects of the game state must be tracked and changed by the game engine when a player performs an action. We also introduce a technique for dynamically generating new actions to accommodate the player's desire to perform actions that they think of that are not part of the story. Dynamic action generation may require on-the-fly updates to the game engine's state representation and revision of previously generated actions. We evaluate the success rate of action code generation with respect to whether a player can interactively play through the entire generated story.
7.9LGApr 2, 2024
Is Exploration All You Need? Effective Exploration Characteristics for Transfer in Reinforcement LearningJonathan C. Balloch, Rishav Bhagat, Geigh Zollicoffer et al.
In deep reinforcement learning (RL) research, there has been a concerted effort to design more efficient and productive exploration methods while solving sparse-reward problems. These exploration methods often share common principles (e.g., improving diversity) and implementation details (e.g., intrinsic reward). Prior work found that non-stationary Markov decision processes (MDPs) require exploration to efficiently adapt to changes in the environment with online transfer learning. However, the relationship between specific exploration characteristics and effective transfer learning in deep RL has not been characterized. In this work, we seek to understand the relationships between salient exploration characteristics and improved performance and efficiency in transfer learning. We test eleven popular exploration algorithms on a variety of transfer types -- or ``novelties'' -- to identify the characteristics that positively affect online transfer learning. Our analysis shows that some characteristics correlate with improved performance and efficiency across a wide range of transfer tasks, while others only improve transfer performance with respect to specific environment changes. From our analysis, make recommendations about which exploration algorithm characteristics are best suited to specific transfer situations.
7.8AISep 21, 2025
Shall We Play a Game? Language Models for Open-ended WargamesGlenn 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.
4.3CYAug 12, 2025
AI Agents and the LawMark O. Riedl, Deven R. Desai
As AI becomes more "agentic," it faces technical and socio-legal issues it must address if it is to fulfill its promise of increased economic productivity and efficiency. This paper uses technical and legal perspectives to explain how things change when AI systems start being able to directly execute tasks on behalf of a user. We show how technical conceptions of agents track some, but not all, socio-legal conceptions of agency. That is, both computer science and the law recognize the problems of under-specification for an agent, and both disciplines have robust conceptions of how to address ensuring an agent does what the programmer, or in the law, the principal desires and no more. However, to date, computer science has under-theorized issues related to questions of loyalty and to third parties that interact with an agent, both of which are central parts of the law of agency. First, we examine the correlations between implied authority in agency law and the principle of value-alignment in AI, wherein AI systems must operate under imperfect objective specification. Second, we reveal gaps in the current computer science view of agents pertaining to the legal concepts of disclosure and loyalty, and how failure to account for them can result in unintended effects in AI ecommerce agents. In surfacing these gaps, we show a path forward for responsible AI agent development and deployment.
2.3AIDec 26, 2024
Multi-Attribute Constraint Satisfaction via Language Model RewritingAshutosh 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.
External Model Motivated Agents: Reinforcement Learning for Enhanced Environment SamplingRishav 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.
1.9CLMay 9, 2024
A Mixture-of-Experts Approach to Few-Shot Task Transfer in Open-Ended Text WorldsChristopher Z. Cui, Xiangyu Peng, Mark O. Riedl
Open-ended worlds are those in which there are no pre-specified goals or environmental reward signal. As a consequence, an agent must know how to perform a multitude of tasks. However, when a new task is presented to an agent, we expect it to be able to reuse some of what it knows from previous tasks to rapidly learn that new task. We introduce a novel technique whereby policies for different a priori known tasks are combined into a Mixture-of-Experts model with an attention mechanism across a mix of frozen and unfrozen experts. The model learns when to attend to frozen task-specific experts when appropriate and learns new experts to handle novel situations. We work in an open-ended text-based environment in which the agent is tasked with behaving like different types of character roles and must rapidly learn behaviors associated with new character role types. We show that our agent both obtains more rewards in the zero-shot setting, and discovers these rewards with greater sample efficiency in the few-shot learning settings.
19.4CLMay 20, 2023
Few-Shot Dialogue Summarization via Skeleton-Assisted Prompt Transfer in Prompt TuningKaige 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.
3.9HCMay 10, 2023
Why Don't You Do Something About It? Outlining Connections between AI Explanations and User ActionsGennie 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.
Beyond Prompts: Exploring the Design Space of Mixed-Initiative Co-Creativity SystemsZhiyu 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.
Inherently Explainable Reinforcement Learning in Natural LanguageXiangyu Peng, Mark O. Riedl, Prithviraj Ammanabrolu
We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce causal explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed -- providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.
Reframing Human-AI Collaboration for Generating Free-Text ExplanationsSarah 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.
22.7CLDec 16, 2021
Guiding Neural Story Generation with Reader ModelsXiangyu Peng, Kaige Xie, Amal Alabdulkarim et al.
Automated storytelling has long captured the attention of researchers for the ubiquity of narratives in everyday life. However, it is challenging to maintain coherence and stay on-topic toward a specific ending when generating narratives with neural language models. In this paper, we introduce Story generation with Reader Models (StoRM), a framework in which a reader model is used to reason about the story should progress. A reader model infers what a human reader believes about the concepts, entities, and relations about the fictional story world. We show how an explicit reader model represented as a knowledge graph affords story coherence and provides controllability in the form of achieving a given story world state goal. Experiments show that our model produces significantly more coherent and on-topic stories, outperforming baselines in dimensions including plot plausibility and staying on topic.
2.2CLDec 16, 2021
Goal-Directed Story Generation: Augmenting Generative Language Models with Reinforcement LearningAmal Alabdulkarim, Winston Li, Lara J. Martin et al.
The advent of large pre-trained generative language models has provided a common framework for AI story generation via sampling the model to create sequences that continue the story. However, sampling alone is insufficient for story generation. In particular, it is hard to direct a language model to create stories to reach a specific goal event. We present two automated techniques grounded in deep reinforcement learning and reward shaping to control the plot of computer-generated stories. The first utilizes proximal policy optimization to fine-tune an existing transformer-based language model to generate text continuations but also be goal-seeking. The second extracts a knowledge graph from the unfolding story, which is used by a policy network with graph attention to select a candidate continuation generated by a language model. We report on automated metrics pertaining to how often stories achieve a given goal event as well as human participant rankings of coherence and overall story quality compared to baselines and ablations.
1.0CLDec 7, 2021
Automated Story Generation as Question-AnsweringLouis 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.
30.5CLOct 7, 2021
Situated Dialogue Learning through Procedural Environment GenerationPrithviraj Ammanabrolu, Renee Jia, Mark O. Riedl
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
28.6HCSep 26, 2021
Explainability Pitfalls: Beyond Dark Patterns in Explainable AIUpol Ehsan, Mark O. Riedl
To make Explainable AI (XAI) systems trustworthy, understanding harmful effects is just as important as producing well-designed explanations. In this paper, we address an important yet unarticulated type of negative effect in XAI. We introduce explainability pitfalls(EPs), unanticipated negative downstream effects from AI explanations manifesting even when there is no intention to manipulate users. EPs are different from, yet related to, dark patterns, which are intentionally deceptive practices. We articulate the concept of EPs by demarcating it from dark patterns and highlighting the challenges arising from uncertainties around pitfalls. We situate and operationalize the concept using a case study that showcases how, despite best intentions, unsuspecting negative effects such as unwarranted trust in numerical explanations can emerge. We propose proactive and preventative strategies to address EPs at three interconnected levels: research, design, and organizational.
33.6HCJul 28, 2021
The Who in XAI: How AI Background Shapes Perceptions of AI ExplanationsUpol Ehsan, Samir Passi, Q. Vera Liao et al.
Explainability of AI systems is critical for users to take informed actions. Understanding "who" opens the black-box of AI is just as important as opening it. We conduct a mixed-methods study of how two different groups--people with and without AI background--perceive different types of AI explanations. Quantitatively, we share user perceptions along five dimensions. Qualitatively, we describe how AI background can influence interpretations, elucidating the differences through lenses of appropriation and cognitive heuristics. We find that (1) both groups showed unwarranted faith in numbers for different reasons and (2) each group found value in different explanations beyond their intended design. Carrying critical implications for the field of XAI, our findings showcase how AI generated explanations can have negative consequences despite best intentions and how that could lead to harmful manipulation of trust. We propose design interventions to mitigate them.
17.5LGJun 17, 2021
Learning Knowledge Graph-based World Models of Textual EnvironmentsPrithviraj Ammanabrolu, Mark O. Riedl
World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.
Modeling Worlds in TextPrithviraj Ammanabrolu, Mark O. Riedl
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments structured as long puzzles or quests in which an agent perceives and interacts with the world purely through textual natural language. Each individual game typically contains hundreds of locations, characters, and objects -- each with their own unique descriptions -- providing an opportunity to study the problem of giving language-based agents the structured memory necessary to operate in such worlds. Our dataset provides 24198 mappings between rich natural language observations and: (1) knowledge graphs that reflect the world state in the form of a map; (2) natural language actions that are guaranteed to cause a change in that particular world state. The training data is collected across 27 games in multiple genres and contains a further 7836 heldout instances over 9 additional games in the test set. We further provide baseline models using rules-based, question-answering, and sequence learning approaches in addition to an analysis of the data and corresponding learning tasks.