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Siddharth Reddy

dblp:176/5053 · DBLP profile ↗
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12ranked-venue papers
8as first author
5since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 12 · 8 first-author · 5 since 2021Systems, architecture and hardware · 5 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author

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
6 papers
Reinforcement learning · 91% Multi-agent systems · 9%
Human-computer interaction and pervasive computing
5 papers
Human-robot interaction · 37% Interaction techniques and input · 27% Learning and educational technologies · 27%
Computer graphics and multimedia
1 paper
Image and video coding · 100%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › teleoperation
assistive teleoperation
0.612022
ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning · ICRA 2022
Image and video coding › image compression
lossy image compression
0.512021
Pragmatic Image Compression for Human-in-the-Loop Decision-Making · NeurIPS 2021
Image and video coding › coding for machines
task-aware image compression
0.512021
Pragmatic Image Compression for Human-in-the-Loop Decision-Making · NeurIPS 2021
Interaction techniques and input
text entry
0.512021
X2T: Training an X-to-Text Typing Interface with Online Learning from User Feedback · ICLR 2021
Machine learning › Reinforcement learning
imitation learning
0.412020
SQIL: Imitation Learning via Reinforcement Learning with Sparse Rewards · ICLR 2020
Machine learning › Reinforcement learning
reward learning
0.412020
Learning Human Objectives by Evaluating Hypothetical Behavior · ICML 2020
Machine learning › Reinforcement learning › reward learning
reward model training
0.412020
Learning Human Objectives by Evaluating Hypothetical Behavior · ICML 2020
Machine learning › Reinforcement learning
safe reinforcement learning
0.412020
Learning Human Objectives by Evaluating Hypothetical Behavior · ICML 2020
Machine learning › Reinforcement learning › partially observable reinforcement learning
belief state estimation
0.312018
Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior · NeurIPS 2018
Knowledge, reasoning and agents › Multi-agent systems › multi-agent reasoning
intention inference
0.312018
Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior · NeurIPS 2018
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.312018
Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior · NeurIPS 2018
Learning and educational technologies
spaced repetition
0.212016
Unbounded Human Learning: Optimal Scheduling for Spaced Repetition · KDD 2016
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.212022
ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning · ICRA 2022
Human-AI interaction › human-in-the-loop
human-in-the-loop decision making
0.112021
Pragmatic Image Compression for Human-in-the-Loop Decision-Making · NeurIPS 2021
Human-robot interaction
shared control
0.112018
Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior · NeurIPS 2018
Performance modeling and evaluation › queueing models
queueing network model
0.112016
Unbounded Human Learning: Optimal Scheduling for Spaced Repetition · KDD 2016

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

hindsight relabeling · 1.1hierarchical RL · 1.1user feedback · 1.0online learning · 1.0generative adversarial training · 1.0discriminator · 1.0reinforcement learning · 0.6offline pretraining · 0.6offline pre-training · 0.6mutual information maximization · 0.6heuristic approximation · 0.5soft q-learning · 0.4forward dynamics model · 0.4active learning · 0.4inverse reinforcement learning · 0.3bayesian inverse planning · 0.3stochastic modeling · 0.2queueing network model · 0.2
YearPublicationVenuePosition
2023 Bootstrapping Adaptive Human-Machine Interfaces with Offline Reinforcement Learning
abstract
Adaptive interfaces can help users perform sequential decision-making tasks like robotic teleoperation given noisy, high-dimensional command signals (e.g., from a brain-computer interface). Recent advances in human-in-the-loop machine learning enable such systems to improve by interacting with users, but tend to be limited by the amount of data that they can collect from individual users in practice. In this paper, we propose a reinforcement learning algorithm to address this by training an interface to map raw command signals to actions using a combination of offline pre-training and online fine-tuning. To address the challenges posed by noisy command signals and sparse rewards, we develop a novel method for representing and inferring the user's long-term intent for a given trajectory. We primarily evaluate our method's ability to assist users who can only communicate through noisy, high-dimensional input channels through a user study in which 12 participants performed a simulated navigation task by using their eye gaze to modulate a 128-dimensional command signal from their webcam. The results show that our method enables successful goal navigation more often than a baseline directional interface, by learning to denoise user commands signals and provide shared autonomy assistance. We further evaluate on a simulated Sawyer pushing task with eye gaze control, and the Lunar Lander game with simulated user commands, and find that our method improves over baseline interfaces in these domains as well. Extensive ablation experiments with simulated user commands empirically motivate each component of our method.
Jensen Gao, Siddharth Reddy, Glen Berseth, Anca D. Dragan, Sergey Levine
IROS2
2022 ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning
abstract
Building assistive interfaces for controlling robots through arbitrary, high-dimensional, noisy inputs (e.g., webcam images of eye gaze) can be challenging, especially when it involves inferring the user's desired action in the absence of a natural ‘default’ interface. Reinforcement learning from online user feedback on the system's performance presents a natural solution to this problem, and enables the interface to adapt to individual users. However, this approach tends to require a large amount of human-in-the-loop training data, especially when feedback is sparse. We propose a hierarchical solution that learns efficiently from sparse user feedback: we use offline pre-training to acquire a latent embedding space of useful, high-level robot behaviors, which, in turn, enables the system to focus on using online user feedback to learn a mapping from user inputs to desired high-level behaviors. The key insight is that access to a pre-trained policy enables the system to learn more from sparse rewards than a naïve RL algorithm: using the pre-trained policy, the system can make use of successful task executions to relabel, in hindsight, what the user actually meant to do during unsuccessful executions. We evaluate our method primarily through a user study with 12 participants who perform tasks in three simulated robotic manipulation domains using a webcam and their eye gaze: flipping light switches, opening a shelf door to reach objects inside, and rotating a valve. The results show that our method successfully learns to map 128-dimensional gaze features to 7-dimensional joint torques from sparse rewards in under 10 minutes of online training, and seamlessly helps users who employ different gaze strategies, while adapting to distributional shift in webcam inputs, tasks, and environments
Sean Chen, Jensen Gao, Siddharth Reddy, Glen Berseth, Anca D. Dragan, Sergey Levine
ICRA3
2022 First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization
abstract
How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct a large-scale observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a small-scale user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one expert user playing the Lunar Lander game using hand gestures captured by a webcam. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, with less than 30 minutes of human-in-the-loop training.
Siddharth Reddy, Sergey Levine, Anca D. Dragan
NeurIPS1
2021 X2T: Training an X-to-Text Typing Interface with Online Learning from User Feedback
Jensen Gao, Siddharth Reddy, Glen Berseth, Nicholas Hardy, Nikhilesh Natraj, Karunesh Ganguly, Anca D. Dragan, Sergey Levine
ICLR2
2021 Pragmatic Image Compression for Human-in-the-Loop Decision-Making
abstract
Standard lossy image compression algorithms aim to preserve an image's appearance, while minimizing the number of bits needed to transmit it. However, the amount of information actually needed by the user for downstream tasks -- e.g., deciding which product to click on in a shopping website -- is likely much lower. To achieve this lower bitrate, we would ideally only transmit the visual features that drive user behavior, while discarding details irrelevant to the user's decisions. We approach this problem by training a compression model through human-in-the-loop learning as the user performs tasks with the compressed images. The key insight is to train the model to produce a compressed image that induces the user to take the same action that they would have taken had they seen the original image. To approximate the loss function for this model, we train a discriminator that tries to distinguish whether a user's action was taken in response to the compressed image or the original. We evaluate our method through experiments with human participants on four tasks: reading handwritten digits, verifying photos of faces, browsing an online shopping catalogue, and playing a car racing video game. The results show that our method learns to match the user's actions with and without compression at lower bitrates than baseline methods, and adapts the compression model to the user's behavior: it preserves the digit number and randomizes handwriting style in the digit reading task, preserves hats and eyeglasses while randomizing faces in the photo verification task, preserves the perceived price of an item while randomizing its color and background in the online shopping task, and preserves upcoming bends in the road in the car racing game.
Siddharth Reddy, Anca D. Dragan, Sergey Levine
NeurIPS1
2020 SQIL: Imitation Learning via Reinforcement Learning with Sparse Rewards
Siddharth Reddy, Anca D. Dragan, Sergey Levine
ICLR1
2020 Learning Human Objectives by Evaluating Hypothetical Behavior
abstract
We seek to align agent behavior with a user’s objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user is expensive. We propose an algorithm that safely and efficiently learns a model of the user’s reward function by posing ’what if?’ questions about hypothetical agent behavior. We start with a generative model of initial states and a forward dynamics model trained on off-policy data. Our method uses these models to synthesize hypothetical behaviors, asks the user to label the behaviors with rewards, and trains a neural network to predict the rewards. The key idea is to actively synthesize the hypothetical behaviors from scratch by maximizing tractable proxies for the value of information, without interacting with the environment. We call this method reward query synthesis via trajectory optimization (ReQueST). We evaluate ReQueST with simulated users on a state-based 2D navigation task and the image-based Car Racing video game. The results show that ReQueST significantly outperforms prior methods in learning reward models that transfer to new environments with different initial state distributions. Moreover, ReQueST safely trains the reward model to detect unsafe states, and corrects reward hacking before deploying the agent.
Siddharth Reddy, Anca D. Dragan, Sergey Levine, Shane Legg, Jan Leike
ICML1
2020 Scaled Autonomy: Enabling Human Operators to Control Robot Fleets
abstract
Autonomous robots often encounter challenging situations where their control policies fail and an expert human operator must briefly intervene, e.g., through teleoperation. In settings where multiple robots act in separate environments, a single human operator can manage a fleet of robots by identifying and teleoperating one robot at any given time. The key challenge is that users have limited attention: as the number of robots increases, users lose the ability to decide which robot requires teleoperation the most. Our goal is to automate this decision, thereby enabling users to supervise more robots than their attention would normally allow for. Our insight is that we can model the user's choice of which robot to control as an approximately optimal decision that maximizes the user's utility function. We learn a model of the user's preferences from observations of the user's choices in easy settings with a few robots, and use it in challenging settings with more robots to automatically identify which robot the user would most likely choose to control, if they were able to evaluate the states of all robots at all times. We run simulation experiments and a user study with twelve participants that show our method can be used to assist users in performing a simulated navigation task. We also run a hardware demonstration that illustrates how our method can be applied to a real-world mobile robot navigation task.
Siddharth Reddy, Sergey Levine, Anca D. Dragan
ICRA2
2018 Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior
abstract
Inferring intent from observed behavior has been studied extensively within the frameworks of Bayesian inverse planning and inverse reinforcement learning. These methods infer a goal or reward function that best explains the actions of the observed agent, typically a human demonstrator. Another agent can use this inferred intent to predict, imitate, or assist the human user. However, a central assumption in inverse reinforcement learning is that the demonstrator is close to optimal. While models of suboptimal behavior exist, they typically assume that suboptimal actions are the result of some type of random noise or a known cognitive bias, like temporal inconsistency. In this paper, we take an alternative approach, and model suboptimal behavior as the result of internal model misspecification: the reason that user actions might deviate from near-optimal actions is that the user has an incorrect set of beliefs about the rules -- the dynamics -- governing how actions affect the environment. Our insight is that while demonstrated actions may be suboptimal in the real world, they may actually be near-optimal with respect to the user's internal model of the dynamics. By estimating these internal beliefs from observed behavior, we arrive at a new method for inferring intent. We demonstrate in simulation and in a user study with 12 participants that this approach enables us to more accurately model human intent, and can be used in a variety of applications, including offering assistance in a shared autonomy framework and inferring human preferences.
Siddharth Reddy, Anca D. Dragan, Sergey Levine
NeurIPS1
2016 Unbounded Human Learning: Optimal Scheduling for Spaced Repetition
abstract
In the study of human learning, there is broad evidence that our ability to retain information improves with repeated exposure and decays with delay since last exposure. This plays a crucial role in the design of educational software, leading to a trade-off between teaching new material and reviewing what has already been taught. A common way to balance this trade-off is spaced repetition, which uses periodic review of content to improve long-term retention. Though spaced repetition is widely used in practice, e.g., in electronic flashcard software, there is little formal understanding of the design of these systems. Our paper addresses this gap in three ways. First, we mine log data from spaced repetition software to establish the functional dependence of retention on reinforcement and delay. Second, we use this memory model to develop a stochastic model for spaced repetition systems. We propose a queueing network model of the Leitner system for reviewing flashcards, along with a heuristic approximation that admits a tractable optimization problem for review scheduling. Finally, we empirically evaluate our queueing model through a Mechanical Turk experiment, verifying a key qualitative prediction of our model: the existence of a sharp phase transition in learning outcomes upon increasing the rate of new item introductions.
Siddharth Reddy, Igor Labutov, Siddhartha Banerjee, Thorsten Joachims
KDD1
2016 A Queueing Network Model for Spaced Repetition
abstract
Flashcards are a popular study tool for exploiting the spacing effect -- the phenomenon in which periodic, spaced review of educational content improves long-term retention. The Leitner system is a simple heuristic algorithm for scheduling reviews such that forgotten items are reviewed more frequently than recalled items. We propose a formalization of the Leitner system as a queueing network model, and formulate optimal review scheduling as a throughput-maximization problem. Through simulations and theoretical analysis, we find that the Leitner Queue Network (LQN) model has desirable properties and gives insight into general principles for spaced repetition.
Siddharth Reddy, Igor Labutov, Siddhartha Banerjee
L@S1
2016 Learning Student and Content Embeddings for Personalized Lesson Sequence Recommendation
abstract
Students in online courses generate large amounts of data that can be used to personalize the learning process and improve quality of education. In this paper, we present the Latent Skill Embedding (LSE), a probabilistic model of students and educational content that can be used to recommend personalized sequences of lessons with the goal of helping students prepare for specific assessments. Akin to collaborative filtering for recommender systems, the algorithm does not require students or content to be described by features, but it learns a representation using access traces. We formulate this problem as a regularized maximum-likelihood embedding of students, lessons, and assessments from historical student-content interactions. Empirical findings on large-scale data from Knewton, an adaptive learning technology company, show that this approach predicts assessment results competitively with benchmark models and is able to discriminate between lesson sequences that lead to mastery and failure.
Siddharth Reddy, Igor Labutov, Thorsten Joachims
L@S1