Reed Jensen

dblp:183/0879 · DBLP profile ↗
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7ranked-venue papers
0as first author
4since 2021 · last 2026
0009-0001-5791-2639ORCID · reported

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

Artificial intelligence and machine learning · 5 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 59% Human-robot interaction · 29% Collaborative and social computing · 12%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction
human-AI collaboration
1.322024
Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems · NeurIPS 2024
The Utility of Explainable AI in Ad Hoc Human-Machine Teaming · NeurIPS 2021
Human-robot interaction › human-robot collaboration
collaborative robot
0.812024
Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems · NeurIPS 2024
Human-AI interaction
mixed-initiative interaction
0.812024
Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems · NeurIPS 2024
Collaborative and social computing › collaborative systems › mobile collaboration
ad hoc collaboration
0.512021
The Utility of Explainable AI in Ad Hoc Human-Machine Teaming · NeurIPS 2021
Human-AI interaction
explainable AI
0.512021
The Utility of Explainable AI in Ad Hoc Human-Machine Teaming · NeurIPS 2021
Human-robot interaction › cognitive human-robot interaction
situational awareness
0.512021
The Utility of Explainable AI in Ad Hoc Human-Machine Teaming · NeurIPS 2021

Methods — techniques the papers use, named apart from their topics

white-box model · 0.8reinforcement learning · 0.8imitation learning · 0.8black-box model · 0.8human-subject experiment · 0.5
YearPublicationVenuePosition
2026 Asynchronous Training of Mixed-Role Human Actors in a Partially Observable Environment
abstract
In cooperative training, humans within a team coordinate on complex tasks, building mental models of their teammates and learning to adapt to teammates’ actions in real-time. To reduce the often prohibitive scheduling constraints associated with cooperative training, this article introduces a paradigm for cooperative asynchronous training of human teams in which trainees practice coordination with autonomous teammates rather than humans. We introduce a novel experimental design for evaluating autonomous teammates for use as training partners in cooperative training. We apply this design to a human-subjects experiment where humans are trained with either another human or an autonomous teammate and are evaluated with a new human subject in a new, partially observable, cooperative game developed for this study. Importantly, we employ an unsupervised sequential clustering methodology to partition teammate trajectories from demonstrations performed in the experiment to form a smaller number of training conditions. This results in a simpler experiment design, enabling us to conduct a complex cooperative training human-subjects study in a reasonable amount of time. Through a demonstration of the proposed experimental design, we provide takeaways and design recommendations for future research in the development of cooperative asynchronous training systems utilizing robot surrogates for human teammates.
Kimberlee Chestnut Chang, Reed Jensen, Rohan R. Paleja, Sam L. Polk, Robert Seater, Jackson Steilberg, Curran Schiefelbein, Melissa Scheldrup, Matthew C. Gombolay, Mabel D. Ramirez
ACM Trans. Hum. Robot Interact.2
2024 Unsupervised Behavior Inference From Human Action Sequences
abstract
To effectively coordinate with human teammates in environments where direct communication is limited or unavailable, autonomous agents must be able to infer macro-level strategies from demonstrated micro-level actions in real time. This article introduces UNsupervised Behavior Inference from Action Sequences (UNBIAS): a modular framework for the unsupervised learning of behaviors from sequences of demonstrated human actions. UNBIAS relies on an unsupervised sequential encoder to learn representations of behaviors from sequences of human actions. Behavior representations are then clustered to obtain an unsupervised behavior classification. Real-time strategy prediction is performed using UNBIAS by training a classification layer to learn strategies’ decision boundaries in the behavior representation space and predict cluster labels from encoded incomplete action sequences. In extensive numerical experiments on two real-world datasets of human decision sequences, behavior classifications learned through the UNBIAS framework are shown to better match demonstrator identity groupings than partitions obtained with related unsupervised clustering algorithms, and high-quality online strategy inference is demonstrated. Thus, UNBIAS effectively enables the unsupervised learning of human behaviors from observed actions, enabling autonomous agents to better adapt to human teammates’ strategies in human-machine teams.
Sam L. Polk, Eric J. Pabon Cancel, Rohan R. Paleja, Kimberlee Chestnut Chang, Reed Jensen, Mabel D. Ramirez
CoG5
2024 Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems
abstract
Collaborative robots and machine learning-based virtual agents are increasingly entering the human workspace with the aim of increasing productivity and enhancing safety. Despite this, we show in a ubiquitous experimental domain, Overcooked-AI, that state-of-the-art techniques for human-machine teaming (HMT), which rely on imitation or reinforcement learning, are brittle and result in a machine agent that aims to decouple the machine and human’s actions to act independently rather than in a synergistic fashion. To remedy this deficiency, we develop HMT approaches that enable iterative, mixed-initiative team development allowing end-users to interactively reprogram interpretable AI teammates. Our 50-subject study provides several findings that we summarize into guidelines. While all approaches underperform a simple collaborative heuristic (a critical, negative result for learning-based methods), we find that white-box approaches supported by interactive modification can lead to significant team development, outperforming white-box approaches alone, and that black-box approaches are easier to train and result in better HMT performance highlighting a tradeoff between explainability and interactivity versus ease-of-training. Together, these findings present three important future research directions: 1) Improving the ability to generate collaborative agents with white-box models, 2) Better learning methods to facilitate collaboration rather than individualized coordination, and 3) Mixed-initiative interfaces that enable users, who may vary in ability, to improve collaboration.
Rohan R. Paleja, Michael Munje, Kimberlee Chestnut Chang, Reed Jensen, Matthew C. Gombolay
NeurIPS4
2021 The Utility of Explainable AI in Ad Hoc Human-Machine Teaming
abstract
Recent advances in machine learning have led to growing interest in Explainable AI (xAI) to enable humans to gain insight into the decision-making of machine learning models. Despite this recent interest, the utility of xAI techniques has not yet been characterized in human-machine teaming. Importantly, xAI offers the promise of enhancing team situational awareness (SA) and shared mental model development, which are the key characteristics of effective human-machine teams. Rapidly developing such mental models is especially critical in ad hoc human-machine teaming, where agents do not have a priori knowledge of others' decision-making strategies. In this paper, we present two novel human-subject experiments quantifying the benefits of deploying xAI techniques within a human-machine teaming scenario. First, we show that xAI techniques can support SA ($p<0.05)$. Second, we examine how different SA levels induced via a collaborative AI policy abstraction affect ad hoc human-machine teaming performance. Importantly, we find that the benefits of xAI are not universal, as there is a strong dependence on the composition of the human-machine team. Novices benefit from xAI providing increased SA ($p<0.05$) but are susceptible to cognitive overhead ($p<0.05$). On the other hand, expert performance degrades with the addition of xAI-based support ($p<0.05$), indicating that the cost of paying attention to the xAI outweighs the benefits obtained from being provided additional information to enhance SA. Our results demonstrate that researchers must deliberately design and deploy the right xAI techniques in the right scenario by carefully considering human-machine team composition and how the xAI method augments SA.
Rohan R. Paleja, Muyleng Ghuy, Nadun Ranawaka Arachchige, Reed Jensen, Matthew C. Gombolay
NeurIPS4
2019 Machine Learning Techniques for Analyzing Training Behavior in Serious Gaming
abstract
Training time is a costly, scarce resource across domains such as commercial aviation, healthcare, and military operations. In the context of military applications, serious gaming—the training of warfighters through immersive, real-time environments rather than traditional classroom lectures—offers benefits to improve training not only in its hands-on development and application of knowledge, but also in data analytics via machine learning. In this paper, we explore an array of machine learning techniques that allow teachers to visualize the degree to which training objectives are reflected in actual play. First, we investigate the concept of discovery: learning how warfighters utilize their training tools and develop military strategies within their training environment. Second, we develop machine learning techniques that could assist teachers by automatically predicting player performance, identifying player disengagement, and recommending personalized lesson plans. These methods could potentially provide teachers with insight to assist them in developing better lesson plans and tailored instruction for each individual student.
Matthew C. Gombolay, Reed Jensen, Sung-Hyun Son
IEEE Trans. Games2
2018 Human-Machine Collaborative Optimization via Apprenticeship Scheduling
abstract
Coordinating agents to complete a set of tasks with intercoupled temporal and resource constraints is computationally challenging, yet human domain experts can solve these difficult scheduling problems using paradigms learned through years of apprenticeship. A process for manually codifying this domain knowledge within a computational framework is necessary to scale beyond the "single-expert, single-trainee" apprenticeship model. However, human domain experts often have difficulty describing their decision-making processes. We propose a new approach for capturing this decision-making process through counterfactual reasoning in pairwise comparisons. Our approach is model-free and does not require iterating through the state space. We demonstrate that this approach accurately learns multifaceted heuristics on a synthetic and real world data sets. We also demonstrate that policies learned from human scheduling demonstration via apprenticeship learning can substantially improve the efficiency of schedule optimization. We employ this human-machine collaborative optimization technique on a variant of the weapon-to-target assignment problem. We demonstrate that this technique generates optimal solutions up to 9.5 times faster than a state-of-the-art optimization algorithm.
Matthew C. Gombolay, Reed Jensen, Jessica Stigile, Toni Golen, Sung-Hyun Son, Julie A. Shah
J. Artif. Intell. Res.2
2016 Apprenticeship Scheduling: Learning to Schedule from Human Experts
Matthew C. Gombolay, Reed Jensen, Jessica Stigile, Sung-Hyun Son, Julie A. Shah
IJCAI2