545 research outputs found

    Can Differentiable Decision Trees Learn Interpretable Reward Functions?

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    There is an increasing interest in learning reward functions that model human intent and human preferences. However, many frameworks use blackbox learning methods that, while expressive, are difficult to interpret. We propose and evaluate a novel approach for learning expressive and interpretable reward functions from preferences using Differentiable Decision Trees (DDTs) for both low- and high-dimensional state inputs. We explore and discuss the viability of learning interpretable reward functions using DDTs by evaluating our algorithm on Cartpole, Visual Gridworld environments, and Atari games. We provide evidence that that the tree structure of our learned reward function is useful in determining the extent to which a reward function is aligned with human preferences. We visualize the learned reward DDTs and find that they are capable of learning interpretable reward functions but that the discrete nature of the trees hurts the performance of reinforcement learning at test time. However, we also show evidence that using soft outputs (averaged over all leaf nodes) results in competitive performance when compared with larger capacity deep neural network reward functions

    Specifying and Interpreting Reinforcement Learning Policies through Simulatable Machine Learning

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    Human-AI collaborative policy synthesis is a procedure in which (1) a human initializes an autonomous agent's behavior, (2) Reinforcement Learning improves the human specified behavior, and (3) the agent can explain the final optimized policy to the user. This paradigm leverages human expertise and facilitates a greater insight into the learned behaviors of an agent. Existing approaches to enabling collaborative policy specification involve black box methods which are unintelligible and are not catered towards non-expert end-users. In this paper, we develop a novel collaborative framework to enable humans to initialize and interpret an autonomous agent's behavior, rooted in principles of human-centered design. Through our framework, we enable humans to specify an initial behavior model in the form of unstructured, natural language, which we then convert to lexical decision trees. Next, we are able to leverage these human-specified policies, to warm-start reinforcement learning and further allow the agent to optimize the policies through reinforcement learning. Finally, to close the loop on human-specification, we produce explanations of the final learned policy, in multiple modalities, to provide the user a final depiction about the learned policy of the agent. We validate our approach by showing that our model can produce >80% accuracy, and that human-initialized policies are able to successfully warm-start RL. We then conduct a novel human-subjects study quantifying the relative subjective and objective benefits of varying XAI modalities(e.g., Tree, Language, and Program) for explaining learned policies to end-users, in terms of usability and interpretability and identify the circumstances that influence these measures. Our findings emphasize the need for personalized explainable systems that can facilitate user-centric policy explanations for a variety of end-users

    TreeQN and ATreeC: Differentiable Tree-Structured Models for Deep Reinforcement Learning

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    Combining deep model-free reinforcement learning with on-line planning is a promising approach to building on the successes of deep RL. On-line planning with look-ahead trees has proven successful in environments where transition models are known a priori. However, in complex environments where transition models need to be learned from data, the deficiencies of learned models have limited their utility for planning. To address these challenges, we propose TreeQN, a differentiable, recursive, tree-structured model that serves as a drop-in replacement for any value function network in deep RL with discrete actions. TreeQN dynamically constructs a tree by recursively applying a transition model in a learned abstract state space and then aggregating predicted rewards and state-values using a tree backup to estimate Q-values. We also propose ATreeC, an actor-critic variant that augments TreeQN with a softmax layer to form a stochastic policy network. Both approaches are trained end-to-end, such that the learned model is optimised for its actual use in the tree. We show that TreeQN and ATreeC outperform n-step DQN and A2C on a box-pushing task, as well as n-step DQN and value prediction networks (Oh et al. 2017) on multiple Atari games. Furthermore, we present ablation studies that demonstrate the effect of different auxiliary losses on learning transition models
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