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Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

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Page 1: Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

Evaluation of Option and Constraint Generation using Work

Domain Analysis

Guliz Tokadli

Jesse Rosalia

Dr. Karen Feigh

Page 2: Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

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Interactive Machine LearningProject Overview – Human FactorsBackground

Reinforcement LearningWork Domain AnalysisMicro-world of Pac-Man

Pac-Man StudyFamiliarization & Interview PhaseModeling PhaseOption & Constraint Set Creation PhaseEvaluation Phase

Page 3: Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

Interactive Machine Learning

Our Objective: Robots and other machines that can learn from people unfamiliar with machine learning algorithms.

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Project OverviewGoal: To develop a method to exploit experienced humans’

knowledge to improve algorithms for machine learning using work domain analysis techniques from cognitive engineering

Current practice: Using programmer derived or auto-derived primitives, options and constraints, or inferring these from human coaching or demonstration

How is our approach new: Provides a systematic way to mine a human’s knowledge about a domain and to translate it to a hierarchical goal structure

How will we know we’ve succeeded: We will be able to generate better machine learning algorithms than current practice in a shorter period of time with less expert intervention

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Background

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Reinforcement Learning

A method to generate policies for agent tasked with making decisions.

Learning from action policy: s a It maximizes the reward

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Option & Constraint – Hierarchical RL

(5) A. J. Irani, J. A. Rosalia, K. Subramanian, C. L. I. Jr., and A. L. Thomaz, “Using both positive and negative instructions from humans to decompose reinforcement learning problems,” Georgia Institute of Technology, Tech. Rep., 2014. (6) R.S.Sutton and A.G.Barto, Reinforcement Learning: An Introduction. The MIT Press, 2012.

Reinforcement Learning Algorithm Structure

Current RL Structure Our Approach: RL Structure

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Constraints

c : State x Action

Corresponds to common negative advice forms:

“don’t do X”“don’t climb on the counter”“don’t move onto an non-scared

ghost”

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Page 9: Evaluation of Option and Constraint Generation using Work Domain Analysis Guliz Tokadli Jesse Rosalia Dr. Karen Feigh

Options

Primitive actions are the set of fundamental actions the agent can effect: ”Up”, ”Down”, ”Left” and ”Right”.

In addition to primitive actions, make use of temporally extended actions, Options

An option O: <I, π, β>I: set of states from which o can be initiatedπ(s,a): State x Action [0,1] (Policy)β: State [0,1]; termination condition

Sutton, Precup & Singh, 1999

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Work Domain Analysis Method: Abstraction Hierarchy5-level functional decomposition used for

modelling complex sociotechnical systems. System is described at different levels of

abstraction with “Why - How” relationship.

(1)N. Naikar, R. Hopcroft, and A. Moylan, “Work domain analysis : Theoretical concepts and methodology,” pp. 5–35, 2005.(2)N. Naikar, Work Domain Analysis: Concepts, Guidelines, and Cases. CRC Press, 2013.(3)J. Rasmussen, Information Processing and Human-Machine Interaction: An Approach to Cognitive Engineering. Elsevier Science, 1986.(4) N.A. Stanton, P.M. Salmon, G.H. Walker, C. Baber and D.P. Jenkins, Human Factors Methods, Ch. 4 Cognitive Task Analysis Methods, 2005

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Work Domain Analysis Method: Abstraction Hierarchy

Levels of AH Explanation of Levels for Pac-Man Examples for Pac-Man

Functional Purposes (FP)

The goals of Pac-Man. Staying Alive

Abstract Functions (AF)

What criteria is required to judge whether Pac-Man is achieving the purposes.

Avoid Ghosts

Generalized Functions (GF)

What functions are required to accomplish Pac-Man’s abstract functions.

Maneuver Pac-Man

Physical Functions (PF)

The limitation and capabilities of the system,

Distance to Nearest Ghost

Physical Objects (PO)

The objects and characters on the maze. Ghosts, Pac-Man, Maze Walls

(1)N. Naikar, R. Hopcroft, and A. Moylan, “Work domain analysis : Theoretical concepts and methodology,” pp. 5–35, 2005.(2)N. Naikar, Work Domain Analysis: Concepts, Guidelines, and Cases. CRC Press, 2013.(3)J. Rasmussen, Information Processing and Human-Machine Interaction: An Approach to Cognitive Engineering. Elsevier Science, 1986.(4) N.A. Stanton, P.M. Salmon, G.H. Walker, C. Baber and D.P. Jenkins, Human Factors Methods, Ch. 4 Cognitive Task Analysis Methods, 2005

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Micro-World of Pac-Man

Classic arcade game, invented in 1980 with the name as “Puck-man”

Why we chose Pac-Man:Helps to understand the research problem Helps to build AH

Map linking the goals Provide insight into RL policies

Used for many ML and RL studies Allow the comparison of the results Find what is needed quickly and conveniently.

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Pac-Man StudyFamiliarization Phase: 16 participants played Pac-Man for 10 minutes

Interview Phase: researchers interviewed the participants using a structured interview script designed to generate abstraction hierarchies

Modeling Phase: researchers created abstraction hierarchies for each player and composite abstraction hierarchies for high and low performing players

Algorithm Phase: researchers translated composite abstraction hierarchies into sets of options and constraints

Testing Phase: researchers evaluated the option and constraint sets on three different board sizes

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Familiarization Phase

Interview Phase

Modeling Phase

Algorithm Phase

Testing Phase

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Participant Performance

High Performers

Low Performers

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Familiarization Phase

Interview Phase

Modeling Phase

Algorithm Phase

Testing Phase

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Modeling Phase - Procedure

1. Creation of individual AH per player

2. Harmonization of statements in Ahs

3. Combination of AHs of high and low performers Performance-based AH

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WDA: Performance-Based AH

Aggregated AH: Low and High Performance AHs are represented as single AH.

Low PerformersHigh Performers

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WDA: Performance-Based AH

High Performers Low Performers

Player perspective is as ‘Competitor’ – Maximum score and minimum time -

Player perspective is as ‘Exploratory spirit’ – Learning Tricks -

Having both defensive and offensive actionsHaving dual level of protection for Pac-Man as proactive and reactive strategy

Having only defensive actions

‘Clearing current quadrant’ as action is using as tactic

‘Clearing current quadrant’ is using as strategy

Quick observation to act in minimum time interval

Observation on quadrant is being used for ‘Learning Tricks’

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Familiarization Phase

Interview Phase

Modeling Phase

Algorithm Phase

Testing Phase

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Generation of Option and Constraint Sets

(5) A. J. Irani, J. A. Rosalia, K. Subramanian, C. L. I. Jr., and A. L. Thomaz, “Using both positive and negative instructions from humans to decompose reinforcement learning problems,” Georgia Institute of Technology, Tech. Rep., 2014. (6) R.S.Sutton and A.G.Barto, Reinforcement Learning: An Introduction. The MIT Press, 2012.

High Performer-Defined OC Set

Low Performer-Defined OC Set

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High Performer-Defined OC Set Creation

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High Performer-Defined Option & Constraint Set

Option Name Policy

eatClosestFood Eat the closest food Pac-Man can reach

eatClosestPowerPellet Eat the closest power pellet Pac-Man can reach

eatScaredGhost Eat the closest scared ghosts Pac-Man can reach, if there exists a scared ghost in the game.

goClosestQuadrant Take the shortest path to the nearest position that leaves the current quadrant

Constraint Name Restriction

avoidUnscaredGhost Do not allow actions that could result in walking into an unscared ghost

eatAllQuadrantFood Do not allow actions that would leave quadrant while it still contains reachable food (food that can be reached by walking through the current quadrant)

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Low Performer-Defined OC Set Creation

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Low Performer-Defined Option & Constraint Set

Option Name Policy

eatClosestFood Eat the closest food Pac-Man can reach

goClosestQuadrant Take the shortest path to the nearest position that leaves the current quadrant

runAwayFromGhost Move to maximize distance from all ghosts

Constraint Name Restriction

avoidUnscaredGhost Do not allow actions that could result in walking into an unscared ghost

avoidGhostQuadrant Do not allow actions that would enter or remain in quadrants containing an unscared ghost

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Researcher Defined Option & Constraint Set

Option Name Policy

eatClosestFood Eat the closest food Pac-Man can reach

eatClosestPowerPellet Eat the closest power pellet Pac-Man can reach

eatClosestGhost Attempt to eat the closest unscared or scared ghost

Constraint Name Restriction

avoidUnscaredGhost Do not allow Pac-Man to occupy positions that are 2 or fewer squares from an unscared ghost

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Familiarization Phase

Interview Phase

Modeling Phase

Algorithm Phase

Testing Phase

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Simulation Setup

Implemented Policies for each Option & Constraint Set

Q-learning with constrained options from Irani et al.

Experiments200 independent trials10,000 training episodesScores were averaged over all 200 trials Discount of 0.9, epsilon of 0.4 0 over episodes

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Results of Option-Constraint Set Testing

0 2000 4000 6000 8000 10000

-400

-200

0

200

400

600

800

Cumulative Number of Learning Episodes

Re

wa

rd

prd-oclp-ochp-oc

High Performer OC

Researcher OC

Low Performer OC

Primitive

Performance (High to Low): High performers > Researcher defined agent > Low performers

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Thank you!Any Questions?