187,346 research outputs found
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning
Using touch devices to navigate in virtual 3D environments such as computer
assisted design (CAD) models or geographical information systems (GIS) is
inherently difficult for humans, as the 3D operations have to be performed by
the user on a 2D touch surface. This ill-posed problem is classically solved
with a fixed and handcrafted interaction protocol, which must be learned by the
user. We propose to automatically learn a new interaction protocol allowing to
map a 2D user input to 3D actions in virtual environments using reinforcement
learning (RL). A fundamental problem of RL methods is the vast amount of
interactions often required, which are difficult to come by when humans are
involved. To overcome this limitation, we make use of two collaborative agents.
The first agent models the human by learning to perform the 2D finger
trajectories. The second agent acts as the interaction protocol, interpreting
and translating to 3D operations the 2D finger trajectories from the first
agent. We restrict the learned 2D trajectories to be similar to a training set
of collected human gestures by first performing state representation learning,
prior to reinforcement learning. This state representation learning is
addressed by projecting the gestures into a latent space learned by a
variational auto encoder (VAE).Comment: 17 pages, 8 figures. Accepted at The European Conference on Machine
Learning and Principles and Practice of Knowledge Discovery in Databases 2019
(ECMLPKDD 2019
The Model Selection Curse
A "statistician" takes an action on behalf of an agent, based on the agent's
self-reported personal data and a sample involving other people. The action
that he takes is an estimated function of the agent's report. The estimation
procedure involves model selection. We ask the following question: Is
truth-telling optimal for the agent given the statistician's procedure? We
analyze this question in the context of a simple example that highlights the
role of model selection. We suggest that our simple exercise may have
implications for the broader issue of human interaction with "machine learning"
algorithms
Many Episode Learning in a Modular Embodied Agent via End-to-End Interaction
In this work we give a case study of an embodied machine-learning (ML)
powered agent that improves itself via interactions with crowd-workers. The
agent consists of a set of modules, some of which are learned, and others
heuristic. While the agent is not "end-to-end" in the ML sense, end-to-end
interaction is a vital part of the agent's learning mechanism. We describe how
the design of the agent works together with the design of multiple annotation
interfaces to allow crowd-workers to assign credit to module errors from
end-to-end interactions, and to label data for individual modules. Over
multiple automated human-agent interaction, credit assignment, data annotation,
and model re-training and re-deployment, rounds we demonstrate agent
improvement
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