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Evan Ellis

dblp:334/2623 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 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.

Artificial intelligence
2 papers
Reinforcement learning · 100%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 100%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › exploration › intrinsically motivated reinforcement learning
empowerment
0.812024
Learning to Assist Humans without Inferring Rewards · NeurIPS 2024
Machine learning › Reinforcement learning › reward learning
preference-based reward learning
0.812024
A Generalized Acquisition Function for Preference-based Reward Learning · ICRA 2024
Machine learning › Reinforcement learning
reward learning
0.812024
A Generalized Acquisition Function for Preference-based Reward Learning · ICRA 2024
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
successor representation
0.812024
Learning to Assist Humans without Inferring Rewards · NeurIPS 2024
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.212024
Learning to Assist Humans without Inferring Rewards · NeurIPS 2024
Human-robot interaction
assistive robotics
0.212024
A Generalized Acquisition Function for Preference-based Reward Learning · ICRA 2024

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

behavioral equivalence class · 1.5acquisition function · 1.5information theory · 0.8contrastive learning · 0.8
YearPublicationVenuePosition
2024 A Generalized Acquisition Function for Preference-based Reward Learning
abstract
Preference-based reward learning is a popular technique for teaching robots and autonomous systems how a human user wants them to perform a task. Previous works have shown that actively synthesizing preference queries to maximize information gain about the reward function parameters improves data efficiency. The information gain criterion focuses on precisely identifying all parameters of the reward function. This can potentially be wasteful as many parameters may result in the same reward, and many rewards may result in the same behavior in the downstream tasks. Instead, we show that it is possible to optimize for learning the reward function up to a behavioral equivalence class, such as inducing the same ranking over behaviors, distribution over choices, or other related definitions of what makes two rewards similar. We introduce a tractable framework that can capture such definitions of similarity. Our experiments in a synthetic environment, an assistive robotics environment with domain transfer, and a natural language processing problem with real datasets demonstrate the superior performance of our querying method over the state-of-the-art information gain method.
Evan Ellis, Gaurav R. Ghosal, Stuart Russell 0001, Anca D. Dragan, Erdem Biyik
ICRA1
2024 Learning to Assist Humans without Inferring Rewards
abstract
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area—scalability to high-dimensional settings—with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems. Our code is available at https://github.com/vivekmyers/empowerment_successor_representations.
Vivek Myers, Evan Ellis, Sergey Levine, Benjamin Eysenbach, Anca D. Dragan
NeurIPS2