Richard L. Lewis

dblp:12/590 · DBLP profile ↗
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26ranked-venue papers
0as first author
9since 2021 · last 2024
0000-0001-6403-489XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 23 · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 since 2021Human-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021
YearPublicationVenuePosition
2024 Regret Theory predicts decoy effects in risky and multiattribute choice
Logan Walls, Andrew Howes 0001, Richard L. Lewis
CogSci3
2023 In-Context Analogical Reasoning with Pre-Trained Language Models
abstract
Analogical reasoning is a fundamental capacity of human cognition that allows us to reason abstractly about novel situations by relating them to past experiences.While it is thought to be essential for robust reasoning in AI systems, conventional approaches require significant training and/or hard-coding of domain knowledge to be applied to benchmark tasks.Inspired by cognitive science research that has found connections between human language and analogy-making, we explore the use of intuitive language-based abstractions to support analogy in AI systems.Specifically, we apply large pre-trained language models (PLMs) to visual Raven's Progressive Matrices (RPM), a common relational reasoning test.By simply encoding the perceptual features of the problem into language form, we find that PLMs exhibit a striking capacity for zero-shot relational reasoning, exceeding human performance and nearing supervised vision-based methods.We explore different encodings that vary the level of abstraction over task features, finding that higherlevel abstractions further strengthen PLMs' analogical reasoning.Our detailed analysis reveals insights on the role of model complexity, incontext learning, and prior knowledge in solving RPM tasks.
Xiaoyang Hu, Shane Storks, Richard L. Lewis, Joyce Y. Chai
ACL (1)3
2023 Composing Task Knowledge With Modular Successor Feature Approximators
Wilka Carvalho, Angelos Filos, Richard L. Lewis, Honglak Lee, Satinder Singh 0001
ICLR3
2023 Large Language Models can Implement Policy Iteration
abstract
In this work, we demonstrate a method for implementing policy iteration using a large language model. While the application of foundation models to RL has received considerable attention, most approaches rely on either (1) the curation of expert demonstrations (either through manual design or task-specific pretraining) or (2) adaptation to the task of interest using gradient methods (either fine-tuning or training of adapter layers). Both of these techniques have drawbacks. Collecting demonstrations is labor-intensive, and algorithms that rely on them do not outperform the experts from which the demonstrations were derived. All gradient techniques are inherently slow, sacrificing the “few-shot” quality that makes in-context learning attractive to begin with. Our method demonstrates that a large language model can be used to implement policy iteration using the machinery of in-context learning, enabling it to learn to perform RL tasks without expert demonstrations or gradients. Our approach iteratively updates the contents of the prompt from which it derives its policy through trial-and-error interaction with an RL environment. In order to eliminate the role of in-weights learning (on which approaches like Decision Transformer rely heavily), we demonstrate our method using Codex (M. Chen et al. 2021b), a language model with no prior knowledge of the domains on which we evaluate it.
Ethan Brooks, Logan Walls, Richard L. Lewis, Satinder Singh 0001
NeurIPS3
2023 Combining Behaviors with the Successor Features Keyboard
abstract
The Option Keyboard (OK) was recently proposed as a method for transferring behavioral knowledge across tasks. OK transfers knowledge by adaptively combining subsets of known behaviors using Successor Features (SFs) and Generalized Policy Improvement (GPI). However, it relies on hand-designed state-features and task encodings which are cumbersome to design for every new environment. In this work, we propose the "Successor Features Keyboard" (SFK), which enables transfer with discovered state-features and task encodings. To enable discovery, we propose the "Categorical Successor Feature Approximator" (CSFA), a novel learning algorithm for estimating SFs while jointly discovering state-features and task encodings. With SFK and CSFA, we achieve the first demonstration of transfer with SFs in a challenging 3D environment where all the necessary representations are discovered. We first compare CSFA against other methods for approximating SFs and show that only CSFA discovers representations compatible with SF&GPI at this scale. We then compare SFK against transfer learning baselines and show that it transfers most quickly to long-horizon tasks.
Wilka Carvalho, Andre Saraiva 0001, Angelos Filos, Andrew K. Lampinen, Loïc Matthey, Richard L. Lewis, Honglak Lee, Satinder Singh 0001, Danilo Jimenez Rezende, Daniel Zoran
NeurIPS6
2022 Adaptive Pairwise Weights for Temporal Credit Assignment
abstract
How much credit (or blame) should an action taken in a state get for a future reward? This is the fundamental temporal credit assignment problem in Reinforcement Learning (RL). One of the earliest and still most widely used heuristics is to assign this credit based on a scalar coefficient, lambda (treated as a hyperparameter), raised to the power of the time interval between the state-action and the reward. In this empirical paper, we explore heuristics based on more general pairwise weightings that are functions of the state in which the action was taken, the state at the time of the reward, as well as the time interval between the two. Of course it isn't clear what these pairwise weight functions should be, and because they are too complex to be treated as hyperparameters we develop a metagradient procedure for learning these weight functions during the usual RL training of a policy. Our empirical work shows that it is often possible to learn these pairwise weight functions during learning of the policy to achieve better performance than competing approaches.
Risto Vuorio, Richard L. Lewis, Satinder Singh 0001
AAAI3
2021 Reinforcement Learning of Implicit and Explicit Control Flow Instructions
abstract
Learning to flexibly follow task instructions in dynamic environments poses interesting challenges for reinforcement learning agents. We focus here on the problem of learning control flow that deviates from a strict step-by-step execution of instructions{—}that is, control flow that may skip forward over parts of the instructions or return backward to previously completed or skipped steps. Demand for such flexible control arises in two fundamental ways: explicitly when control is specified in the instructions themselves (such as conditional branching and looping) and implicitly when stochastic environment dynamics require re-completion of instructions whose effects have been perturbed, or opportunistic skipping of instructions whose effects are already present. We formulate an attention-based architecture that meets these challenges by learning, from task reward only, to flexibly attend to and condition behavior on an internal encoding of the instructions. We test the architecture’s ability to learn both explicit and implicit control in two illustrative domains—one inspired by Minecraft and the other by StarCraft—and show that the architecture exhibits zero-shot generalization to novel instructions of length greater than those in a training set, at a performance level unmatched by three baseline recurrent architectures and one ablation architecture.
Ethan Brooks, Janarthanan Rajendran, Richard L. Lewis, Satinder Singh 0001
ICML3
2021 Reinforcement Learning for Sparse-Reward Object-Interaction Tasks in a First-person Simulated 3D Environment
abstract
Learning how to execute complex tasks involving multiple objects in a 3D world is challenging when there is no ground-truth information about the objects or any demonstration to learn from. When an agent only receives a signal from task-completion, this makes it challenging to learn the object-representations which support learning the correct object-interactions needed to complete the task. In this work, we formulate learning an attentive object dynamics model as a classification problem, using random object-images to define incorrect labels for our object-dynamics model. We show empirically that this enables object-representation learning that captures an object's category (is it a toaster?), its properties (is it on?), and object-relations (is something inside of it?). With this, our core learner (a relational RL agent) receives the dense training signal it needs to rapidly learn object-interaction tasks. We demonstrate results in the 3D AI2Thor simulated kitchen environment with a range of challenging food preparation tasks. We compare our method's performance to several related approaches and against the performance of an oracle: an agent that is supplied with ground-truth information about objects in the scene. We find that our agent achieves performance closest to the oracle in terms of both learning speed and maximum success rate.
Wilka Carvalho, Anthony Liang, Kimin Lee, Sungryull Sohn, Honglak Lee, Richard L. Lewis, Satinder Singh 0001
IJCAI6
2021 Learning State Representations from Random Deep Action-conditional Predictions
abstract
Our main contribution in this work is an empirical finding that random General Value Functions (GVFs), i.e., deep action-conditional predictions---random both in what feature of observations they predict as well as in the sequence of actions the predictions are conditioned upon---form good auxiliary tasks for reinforcement learning (RL) problems. In particular, we show that random deep action-conditional predictions when used as auxiliary tasks yield state representations that produce control performance competitive with state-of-the-art hand-crafted auxiliary tasks like value prediction, pixel control, and CURL in both Atari and DeepMind Lab tasks. In another set of experiments we stop the gradients from the RL part of the network to the state representation learning part of the network and show, perhaps surprisingly, that the auxiliary tasks alone are sufficient to learn state representations good enough to outperform an end-to-end trained actor-critic baseline. We opensourced our code at https://github.com/Hwhitetooth/random_gvfs.
Vivek Veeriah, Risto Vuorio, Richard L. Lewis, Satinder Singh 0001
NeurIPS4
2020 How Should an Agent Practice?
abstract
We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only.
Janarthanan Rajendran, Richard L. Lewis, Vivek Veeriah, Honglak Lee, Satinder Singh 0001
AAAI2
2019 Learning to Communicate and Solve Visual Blocks-World Tasks
Qi Zhang 0038, Richard L. Lewis, Satinder Singh 0001, Edmund H. Durfee
AAAI2
2019 Discovery of Useful Questions as Auxiliary Tasks
abstract
Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.
Vivek Veeriah, Matteo Hessel, Zhongwen Xu, Janarthanan Rajendran, Richard L. Lewis, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001
NeurIPS5
2017 Human Visual Search as a Deep Reinforcement Learning Solution to a POMDP
Aditya Acharya, Xiuli Chen, Christopher W. Myers, Richard L. Lewis, Andrew Howes 0001
CogSci4
2016 Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Games
Satinder Singh 0001, Richard L. Lewis, Honglak Lee
IJCAI3
2016 The Dependence of Effective Planning Horizon on Model Accuracy
Nan Jiang 0008, Alex Kulesza, Satinder Singh 0001, Richard L. Lewis
IJCAI4
2015 Action-Conditional Video Prediction using Deep Networks in Atari Games
abstract
Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.
Junhyuk Oh, Honglak Lee, Richard L. Lewis, Satinder Singh 0001
NIPS4
2014 Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning
Satinder Singh 0001, Honglak Lee, Richard L. Lewis, Xiaoshi Wang
NIPS4
2013 Bounded Optimal State Estimation and Control in Visual Search: Explaining Distractor Ratio Effects
Christopher W. Myers, Richard L. Lewis, Andrew Howes 0001
CogSci2
2013 Reward Mapping for Transfer in Long-Lived Agents
abstract
We consider how to transfer knowledge from previous tasks to a current task in long-lived and bounded agents that must solve a sequence of MDPs over a finite lifetime. A novel aspect of our transfer approach is that we reuse reward functions. While this may seem counterintuitive, we build on the insight of recent work on the optimal rewards problem that guiding an agent's behavior with reward functions other than the task-specifying reward function can help overcome computational bounds of the agent. Specifically, we use good guidance reward functions learned on previous tasks in the sequence to incrementally train a reward mapping function that maps task-specifying reward functions into good initial guidance reward functions for subsequent tasks. We demonstrate that our approach can substantially improve the agent's performance relative to other approaches, including an approach that transfers policies.
Satinder Singh 0001, Richard L. Lewis
NIPS3
2011 Optimal Rewards versus Leaf-Evaluation Heuristics in Planning Agents
abstract
Planning agents often lack the computational resources needed to build full planning trees for their environments. Agent designers commonly overcome this finite-horizon approximation by applying an evaluation function at the leaf-states of the planning tree. Recent work has proposed an alternative approach for overcoming computational constraints on agent design: modify the reward function. In this work, we compare this reward design approach to the common leaf-evaluation heuristic approach for improving planning agents. We show that in many agents, the reward design approach strictly subsumes the leaf-evaluation approach, i.e., there exists a reward function for every leaf-evaluation heuristic that leads to equivalent behavior, but the converse is not true. We demonstrate that this generality leads to improved performance when an agent makes approximations in addition to the finite-horizon approximation. As part of our contribution, we extend PGRD, an online reward design algorithm, to develop reward design algorithms for Sparse Sampling and UCT, two algorithms capable of planning in large state spaces.
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis
AAAI3
2010 Internal Rewards Mitigate Agent Boundedness
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis
ICML3
2010 Reward Design via Online Gradient Ascent
abstract
Recent work has demonstrated that when artificial agents are limited in their ability to achieve their goals, the agent designer can benefit by making the agent's goals different from the designer's. This gives rise to the optimization problem of designing the artificial agent's goals---in the RL framework, designing the agent's reward function. Existing attempts at solving this optimal reward problem do not leverage experience gained online during the agent's lifetime nor do they take advantage of knowledge about the agent's structure. In this work, we develop a gradient ascent approach with formal convergence guarantees for approximately solving the optimal reward problem online during an agent's lifetime. We show that our method generalizes a standard policy gradient approach, and we demonstrate its ability to improve reward functions in agents with various forms of limitations.
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis
NIPS3
2010 Variance-Based Rewards for Approximate Bayesian Reinforcement Learning
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis
UAI3
2006 Generating automated predictions of behavior strategically adapted to specific performance objectives
abstract
It has been well established in Cognitive Psychology that humans are able to strategically adapt performance, even highly skilled performance, to meet explicit task goals such as being accurate (rather than fast). This paper describes a new capability for generating multiple human performance predictions from a single task specification as a function of different performance objective functions. As a demonstration of this capability, the Cognitive Constraint Modeling approach was used to develop models for several tasks across two interfaces from the aviation domain. Performance objectives are explicitly declared as part of the model, and the CORE (Constraint-based Optimal Reasoning Engine) architecture itself formally derives the detailed strategies that are maximally adapted to these objectives. The models are analyzed for emergent strategic variation, comparing those optimized for task time with those optimized for working memory load. The approach has potential application in user interface and procedure design.
Katherine Eng, Richard L. Lewis, Irene Tollinger, Alina Chu, Andrew Howes 0001, Alonso H. Vera
CHI2
2005 Supporting efficient development of cognitive models at multiple skill levels: exploring recent advances in constraint-based modeling
abstract
This paper presents X-PRT, a new cognitive modeling tool supporting activities ranging from interface design to basic cognitive research. X-PRT provides a graphical model development environment for the CORE constraint-based cognitive modeling engine [7,13,21]. X-PRT comprises a novel feature set: (a) it supports the automatic generation of predictive models at multiple skill levels from a single task-specification, (b) it supports a comprehensive set of modeling activities, and (c) it supports compositional reuse of existing cognitive/perceptual/motor skills by transforming high-level, hierarchical task descriptions into detailed performance predictions. Task hierarchies play a central role in X-PRT, serving as the organizing construct for task knowledge, the locus for compositionality, and the cognitive structures over which the learning theory is predicated. Empirical evidence supports the role of task hierarchies in routine skill acquisition.
Irene Tollinger, Richard L. Lewis, Michael McCurdy, Preston Tollinger, Alonso H. Vera, Andrew Howes 0001, Laura Pelton
CHI2
2004 A constraint satisfaction approach to predicting skilled interactive cognition
abstract
In this paper we report a new approach to generating predictions about skilled interactive cognition. The approach, which we call Cognitive Constraint Modeling, takes as input a description of the constraints on a task environment, on user strategies, and on the human cognitive architecture and generates as output a prediction of the time course of interaction. In the Cognitive Constraint Models that we have built this is achieved by encoding the assumptions inherent in CPM-GOMS as a set of constraints and reasoning about them using finite domain constraint satisfaction.
Alonso H. Vera, Andrew Howes 0001, Michael McCurdy, Richard L. Lewis
CHI4