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    Stefano Teso, Antonio Vergari

    In this position paper, we study interactive learning for structured output spaces, with a focus on active learning, in which labels are unknown and must be acquired, and on skeptical learning, in which the labels are noisy and may need …

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    In this position paper, we study interactive learning for structured output spaces, with a focus on active learning, in which labels are unknown and must be acquired, and on skeptical learning, in which the labels are noisy and may need relabeling. These scenarios require expressive models that guarantee reliable and efficient computation of probabilistic quantities to measure uncertainty. We identify conditions under which a class of probabilistic models -- which we denote CRISPs -- meet all of these conditions, thus delivering tractable computation of the above quantities while preserving expressiveness. Building on prior work on tractable probabilistic circuits, we illustrate how CRISPs enable robust and efficient active and skeptical learning in large structured output spaces.

    Kacper Sokol, Peter Flach

    The need for transparency of predictive systems based on Machine Learning algorithms arises as a consequence of their ever-increasing proliferation in the industry. Whenever black-box algorithmic predictions influence human affairs, the inner workings of these algorithms should be scrutinised and …

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    The need for transparency of predictive systems based on Machine Learning algorithms arises as a consequence of their ever-increasing proliferation in the industry. Whenever black-box algorithmic predictions influence human affairs, the inner workings of these algorithms should be scrutinised and their decisions explained to the relevant stakeholders, including the system engineers, the system's operators and the individuals whose case is being decided. While a variety of interpretability and explainability methods is available, none of them is a panacea that can satisfy all diverse expectations and competing objectives that might be required by the parties involved. We address this challenge in this paper by discussing the promises of Interactive Machine Learning for improved transparency of black-box systems using the example of contrastive explanations -- a state-of-the-art approach to Interpretable Machine Learning. Specifically, we show how to personalise counterfactual explanations by interactively adjusting their conditional statements and extract additional explanations by asking follow-up "What if?" questions. Our experience in building, deploying and presenting this type of system allowed us to list desired properties as well as potential limitations, which can be used to guide the development of interactive explainers. While customising the medium of interaction, i.e., the user interface comprising of various communication channels, may give an impression of personalisation, we argue that adjusting the explanation itself and its content is more important. To this end, properties such as breadth, scope, context, purpose and target of the explanation have to be considered, in addition to explicitly informing the explainee about its limitations and caveats...

    Jake Bruce, Niko Suenderhauf, Piotr Mirowski, Raia Hadsell, Michael Milford

    Recently, model-free reinforcement learning algorithms have been shown to solve challenging problems by learning from extensive interaction with the environment. A significant issue with transferring this success to the robotics domain is that interaction with the real world is costly, …

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    Recently, model-free reinforcement learning algorithms have been shown to solve challenging problems by learning from extensive interaction with the environment. A significant issue with transferring this success to the robotics domain is that interaction with the real world is costly, but training on limited experience is prone to overfitting. We present a method for learning to navigate, to a fixed goal and in a known environment, on a mobile robot. The robot leverages an interactive world model built from a single traversal of the environment, a pre-trained visual feature encoder, and stochastic environmental augmentation, to demonstrate successful zero-shot transfer under real-world environmental variations without fine-tuning.

    Ying Zheng, Dexian Li
    DeepMind Interactive Agents Team, Josh Abramson, Arun Ahuja, Arthur Brussee, Federico Carnevale, Mary Cassin et al.

    A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial …

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    A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. We show that imitation learning of human-human interactions in a simulated world, in conjunction with self-supervised learning, is sufficient to produce a multimodal interactive agent, which we call MIA, that successfully interacts with non-adversarial humans 75% of the time. We further identify architectural and algorithmic techniques that improve performance, such as hierarchical action selection. Altogether, our results demonstrate that imitation of multi-modal, real-time human behaviour may provide a straightforward and surprisingly effective means of imbuing agents with a rich behavioural prior from which agents might then be fine-tuned for specific purposes, thus laying a foundation for training capable agents for interactive robots or digital assistants. A video of MIA's behaviour may be found at https://youtu.be/ZFgRhviF7mY

    Piwen Xu
    Heriberto Cuayáhuitl, Guillaume Couly, Clément Olalainty

    Training robots to perceive, act and communicate using multiple modalities still represents a challenging problem, particularly if robots are expected to learn efficiently from small sets of example interactions. We describe a learning approach as a step in this direction, …

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    Training robots to perceive, act and communicate using multiple modalities still represents a challenging problem, particularly if robots are expected to learn efficiently from small sets of example interactions. We describe a learning approach as a step in this direction, where we teach a humanoid robot how to play the game of noughts and crosses. Given that multiple multimodal skills can be trained to play this game, we focus our attention to training the robot to perceive the game, and to interact in this game. Our multimodal deep reinforcement learning agent perceives multimodal features and exhibits verbal and non-verbal actions while playing. Experimental results using simulations show that the robot can learn to win or draw up to 98% of the games. A pilot test of the proposed multimodal system for the targeted game---integrating speech, vision and gestures---reports that reasonable and fluent interactions can be achieved using the proposed approach.