Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Learning to Interactively Learn and Assist
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train an assistant to infer tasks from a principal's physical behavior and cooperate | MAIDRQN · Experiment 1A test tasks | Joint reward: 4.0 $\pm$ 0.1 -> 4.6 $\pm$ 0.2 | Helped |
| Train an assistant to infer tasks from a principal's physical behavior and cooperate | MAIDRQN · Experiment 1B test tasks | Joint reward: 1.2 $\pm$ 0.1 -> 3.6 $\pm$ 0.1 | Helped |
| Replace the assistant LSTM with a feed-forward network (ablation) | MAIDRQN · Experiment 1A test tasks | Joint reward: 4.6 $\pm$ 0.2 -> 4.1 $\pm$ 0.1 | Hurt |
| Replace the assistant LSTM with a feed-forward network (ablation) | MAIDRQN · Experiment 1B test tasks | Joint reward: 3.6 $\pm$ 0.1 -> 2.0 $\pm$ 0.4 | Hurt |
| Restrict observations to a 1-cell window, prompting active information seeking | MAIDRQN · Experiment 2 test tasks | Joint reward | Helped |
| Allow the assistant to request task information through physical actions | MAIDRQN · Experiment 3 test tasks | Joint reward | Mixed |
| Add an assistant trained for interactive task learning | Human principal · Experiment 4 human-user games | Joint reward: 3.8 $\pm$ 0.3 -> 4.2 $\pm$ 0.4 | Helped |
| Use a shared joint value function with per-agent advantage functions instead of independent Q-learning (ablation) | Pixel-observation training (Experiment 4) · Experiment 4 training | Failure rate: 75\% -> 64\% | Helped |
| Use a shared joint value function with per-agent advantage functions instead of independent Q-learning (ablation) | Pixel-observation training (Experiment 4) · Experiment 4 training | Mean failure time: 9.7 hours -> 5.6 hours | Hurt |
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