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Leveraging human knowledge in tabular reinforcement learning: a study of human subjects

Published online by Cambridge University Press:  17 September 2018

Ariel Rosenfeld
Affiliation:
Department of Management, Bar-Ilan University, Max and Anna Webb Street, 5290002 Ramat Gan, Israel; e-mail: arielros1@gmail.com
Moshe Cohen
Affiliation:
Department of Computer Science, Bar-Ilan University, Max and Anna Webb Street, 5290002 Ramat-Gan, Israel e-mail: moshec40@gmail.com; sarit@cs.biu.ac.il
Matthew E. Taylor
Affiliation:
Department of Computer Science, Washington State University, Pullman, WA 99164, USA e-mail: taylorm@eecs.wsu.edu
Sarit Kraus
Affiliation:
Department of Computer Science, Bar-Ilan University, Max and Anna Webb Street, 5290002 Ramat-Gan, Israel e-mail: moshec40@gmail.com; sarit@cs.biu.ac.il
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Abstract

Reinforcement learning (RL) can be extremely effective in solving complex, real-world problems. However, injecting human knowledge into an RL agent may require extensive effort and expertise on the human designer’s part. To date, human factors are generally not considered in the development and evaluation of possible RL approaches. In this article, we set out to investigate how different methods for injecting human knowledge are applied, in practice, by human designers of varying levels of knowledge and skill. We perform the first empirical evaluation of several methods, including a newly proposed method named State Action Similarity Solutions (SASS) which is based on the notion of similarities in the agent’s state–action space. Through this human study, consisting of 51 human participants, we shed new light on the human factors that play a key role in RL. We find that the classical reward shaping technique seems to be the most natural method for most designers, both expert and non-expert, to speed up RL. However, we further find that our proposed method SASS can be effectively and efficiently combined with reward shaping, and provides a beneficial alternative to using only a single-speedup method with minimal human designer effort overhead.

Information

Type
Adaptive and Learning Agents
Copyright
© Cambridge University Press, 2018 
Figure 0

Figure 1 (a) Players in the simple robotic soccer task are A and B; the state in which the two players are moved one cell down (A* and B*) should be considered similar. (b) Two (presumed) similar state–action pairs in the Pursuit domain. (c) A state in the Mario task where walking or running right are considered similar (i.e. falling into the gap)

Figure 1

Table 1 Experiment 1 main results summary

Figure 2

Figure 2 Pursuit agents’ average learning curves under the examined conditions. The x-axis marks the number of training games. The y-axis marks the average game score. The lower the score—the better. Error bars indicate standard error

Figure 3

Table 2 Summary of Experiment 2 main results: Pursuit task

Figure 4

Table 3 Correlation between agent types in Experiment 2: Pursuit task

Figure 5

Figure 3 Pursuit post-experiment customized questionnaire average answers. See Appendix A for details

Figure 6

Figure 4 Mario agents’ average learning curves under the examined conditions. The x-axis marks the number of training games. The y-axis marks the average game score. The higher the score—the better. Error bars indicate standard error

Figure 7

Figure 5 Mario post-experiment customized questionnaire average answers. See Appendix A for details

Figure 8

Figure 6 Soccer expert agents’ average learning curves under the examined conditions. The x-axis marks the number of training games. The y-axis marks the average game score. The higher the score—the better. Error bars indicate standard error

Figure 9

Figure 7 Pursuit expert agents’ average learning curves under the examined conditions. The x-axis marks the number of training games. The y-axis marks the average game score in log-scale. The lower the score—the better. Standard errors are very small and thus are not noted in the figure

Figure 10

Figure 8 Mario expert agents’ average learning curves under the examined conditions. The x-axis marks the number of training games. The y-axis marks the average game score. The higher the score—the better. Standard errors are very small thus are not noted in the figure