We describe an approach for aligning an LLM-based dialogue agent based on global (i.e., dialogue-level) rewards, while also taking into account naturally-occurring multimodal signals. At a high level, our approach (dubbed GELI) learns a local, turn-level reward model by decomposing the human-provided Global Explicit (GE) session-level reward, using Local Implicit (LI} multimodal reward signals to crossmodally shape the reward decomposition step. This decomposed reward model is then used as part of the standard RHLF pipeline improve an LLM-based dialog agent. We run quantitative and qualitative human studies to evaluate the performance of our GELI approach, and find that it shows consistent improvements across various conversational metrics compared to baseline methods.
Solutions to Markov Decision Processes (MDP) are often very sensitive to state transition probabilities. As the estimation of these probabilities is often inaccurate in practice, it is important to understand when and how Reinforcement Learning (RL) agents generalize when transition probabilities change. Here we present a new methodology to evaluate such generalization of RL agents under small shifts in the transition probabilities. Specifically, we evaluate agents in new environments (MDPs) in the vicinity of the training MDP created by adding quantifiable, parametric noise into the transition function of the training MDP. We refer to this process as Noise Injection, and the resulting environments as $\delta$-environments. This process allows us to create controlled variations of the same environment with the level of the noise serving as a metric of distance between environments. Conventional wisdom suggests that training and testing on the same MDP should yield the best results. However, we report several cases of the opposite -- when targeting a specific environment, training the agent in an alternative noise setting can yield superior outcomes. We showcase this phenomenon across $60$ different variations of ATARI games, including PacMan, Pong, and Breakout.
Large language models (LLMs) are capable of many natural language tasks, yet they are far from perfect. In health applications, grounding and interpreting domain-specific and non-linguistic data is important. This paper investigates the capacity of LLMs to deliver multi-modal health predictions based on contextual information (e.g. user demographics, health knowledge) and physiological data (e.g. resting heart rate, sleep minutes). We present a comprehensive evaluation of eight state-of-the-art LLMs with diverse prompting and fine-tuning techniques on six public health datasets (PM-Data, LifeSnaps, GLOBEM, AW_FB, MIT-BIH & MIMIC-III). Our experiments cover thirteen consumer health prediction tasks in mental health, activity, metabolic, sleep, and cardiac assessment. Our fine-tuned model, Health-Alpaca exhibits comparable performance to larger models (GPT-3.5 and GPT-4), achieving the best performance in 5 out of 13 tasks. Ablation studies highlight the effectiveness of context enhancement strategies, and generalization capability of the fine-tuned models across training datasets and the size of training samples. Notably, we observe that our context enhancement can yield up to 23.8% improvement in performance. While constructing contextually rich prompts (combining user context, health knowledge and temporal information) exhibits synergistic improvement, the inclusion of health knowledge context in prompts significantly enhances overall performance.
In this paper, we introduce a novel conceptual model for a robot's behavioral adaptation in its long-term interaction with humans, integrating dynamic robot role adaptation with principles of flow experience from psychology. This conceptualization introduces a hierarchical interaction objective grounded in the flow experience, serving as the overarching adaptation goal for the robot. This objective intertwines both cognitive and affective sub-objectives and incorporates individual and group-level human factors. The dynamic role adaptation approach is a cornerstone of our model, highlighting the robot's ability to fluidly adapt its support roles - from leader to follower - with the aim of maintaining equilibrium between activity challenge and user skill, thereby fostering the user's optimal flow experiences. Moreover, this work delves into a comprehensive exploration of the limitations and potential applications of our proposed conceptualization. Our model places a particular emphasis on the multi-person HRI paradigm, a dimension of HRI that is both under-explored and challenging. In doing so, we aspire to extend the applicability and relevance of our conceptualization within the HRI field, contributing to the future development of adaptive social robots capable of sustaining long-term interactions with humans.
Artificial Intelligence (AI) and its associated applications are ubiquitous in today's world, making it imperative that students and their teachers understand how it works and the ramifications arising from its usage. In this study, we investigate the experiences of seven teachers following their implementation of modules from the MIT RAICA (Responsible AI for Computational Action) curriculum. Through semi-structured interviews, we investigated their instructional strategies as they engaged with the AI curriculum in their classroom, how their teaching and learning beliefs about AI evolved with the curriculum as well as how those beliefs impacted their implementation of the curriculum. Our analysis suggests that the AI modules not only expanded our teachers' knowledge in the field, but also prompted them to recognize its daily applications and their ethical and societal implications, so that they could better engage with the content they deliver to students. Teachers were able to leverage their own interdisciplinary backgrounds to creatively introduce foundational AI topics to students to maximize engagement and playful learning. Our teachers advocated their need for better external support when navigating technological resources, additional time for preparation given the novelty of the curriculum, more flexibility within curriculum timelines, and additional accommodations for students of determination. Our findings provide valuable insights for enhancing future iterations of AI literacy curricula and teacher professional development (PD) resources.
Art created using generated Artificial Intelligence has taken the world by storm and generated excitement for many digital creators and technologists. However, the reception and reaction from artists have been mixed. Concerns about plagiarizing their artworks and styles for datasets and uncertainty around the future of digital art sparked movements in artist communities shunning the use of AI for generating art and protecting artists' rights. Collaborating with these tools for novel creative use cases also sparked hope from some creators. Artists are an integral stakeholder in the rapidly evolving digital creativity industry and understanding their concerns and hopes inform responsible development and use of creativity support tools. In this work, we study artists' sentiments about AI-generated art. We interviewed 7 artists and analyzed public posts from artists on social media platforms Reddit, Twitter and Artstation. We report artists' main concerns and hopes around AI-generated artwork, informing a way forward for inclusive development of these tools.
An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in reflecting on the ethical implications of AI systems and developing responsible AI. There is little work in using game-based learning methods in AI literacy. Games are known to be compelling media to teach children about complex STEM concepts. In this work, we developed a competitive card game for middle and high school students called "AI Audit" where they play as AI start-up founders building novel AI-powered technology. Players can challenge other players with potential harms of their technology or defend their own businesses by features that mitigate these harms. The game mechanics reward systems that are ethically developed or that take steps to mitigate potential harms. In this paper, we present the game design, teacher resources for classroom deployment and early playtesting results. We discuss our reflections about using games as teaching tools for AI literacy in K-12 classrooms.
The most meaningful connections between people are often fostered through expression of shared vulnerability and emotional experiences in personal narratives. We introduce a new task of identifying similarity in personal stories based on empathic resonance, i.e., the extent to which two people empathize with each others' experiences, as opposed to raw semantic or lexical similarity, as has predominantly been studied in NLP. Using insights from social psychology, we craft a framework that operationalizes empathic similarity in terms of three key features of stories: main events, emotional trajectories, and overall morals or takeaways. We create EmpathicStories, a dataset of 1,500 personal stories annotated with our empathic similarity features, and 2,000 pairs of stories annotated with empathic similarity scores. Using our dataset, we fine-tune a model to compute empathic similarity of story pairs, and show that this outperforms semantic similarity models on automated correlation and retrieval metrics. Through a user study with 150 participants, we also assess the effect our model has on retrieving stories that users empathize with, compared to naive semantic similarity-based retrieval, and find that participants empathized significantly more with stories retrieved by our model. Our work has strong implications for the use of empathy-aware models to foster human connection and empathy between people.
Accurately modeling affect dynamics, which refers to the changes and fluctuations in emotions and affective displays during human conversations, is crucial for understanding human interactions. By analyzing affect dynamics, we can gain insights into how people communicate, respond to different situations, and form relationships. However, modeling affect dynamics is challenging due to contextual factors, such as the complex and nuanced nature of interpersonal relationships, the situation, and other factors that influence affective displays. To address this challenge, we propose a Cross-person Memory Transformer (CPM-T) framework which is able to explicitly model affective dynamics (intrapersonal and interpersonal influences) by identifying verbal and non-verbal cues, and with a large language model to utilize the pre-trained knowledge and perform verbal reasoning. The CPM-T framework maintains memory modules to store and update the contexts within the conversation window, enabling the model to capture dependencies between earlier and later parts of a conversation. Additionally, our framework employs cross-modal attention to effectively align information from multi-modalities and leverage cross-person attention to align behaviors in multi-party interactions. We evaluate the effectiveness and generalizability of our approach on three publicly available datasets for joint engagement, rapport, and human beliefs prediction tasks. Remarkably, the CPM-T framework outperforms baseline models in average F1-scores by up to 7.3%, 9.3%, and 2.0% respectively. Finally, we demonstrate the importance of each component in the framework via ablation studies with respect to multimodal temporal behavior.
Generative AI tools introduce new and accessible forms of media creation for youth. They also raise ethical concerns about the generation of fake media, data protection, privacy and ownership of AI-generated art. Since generative AI is already being used in products used by youth, it is critical that they understand how these tools work and how they can be used or misused. In this work, we facilitated students' generative AI learning through expression of their imagined future identities. We designed a learning workshop - Dreaming with AI - where students learned about the inner workings of generative AI tools, used text-to-image generation algorithms to create their imaged future dreams, reflected on the potential benefits and harms of generative AI tools and voiced their opinions about policies for the use of these tools in classrooms. In this paper, we present the learning activities and experiences of 34 high school students who engaged in our workshops. Students reached creative learning objectives by using prompt engineering to create their future dreams, gained technical knowledge by learning the abilities, limitations, text-visual mappings and applications of generative AI, and identified most potential societal benefits and harms of generative AI.