Open-domain dialog generation is a challenging problem; maximum likelihood training can lead to repetitive outputs, models have difficulty tracking long-term conversational goals, and training on standard movie or online datasets may lead to the generation of inappropriate, biased, or offensive text. Reinforcement Learning (RL) is a powerful framework that could potentially address these issues, for example by allowing a dialog model to optimize for reducing toxicity and repetitiveness. However, previous approaches which apply RL to open-domain dialog generation do so at the word level, making it difficult for the model to learn proper credit assignment for long-term conversational rewards. In this paper, we propose a novel approach to hierarchical reinforcement learning, VHRL, which uses policy gradients to tune the utterance-level embedding of a variational sequence model. This hierarchical approach provides greater flexibility for learning long-term, conversational rewards. We use self-play and RL to optimize for a set of human-centered conversation metrics, and show that our approach provides significant improvements -- in terms of both human evaluation and automatic metrics -- over state-of-the-art dialog models, including Transformers.
Currently self-report pain ratings are the gold standard in clinical pain assessment. However, the development of objective automatic measures of pain could substantially aid pain diagnosis and therapy. Recent neuroimaging studies have shown the potential of functional near-infrared spectroscopy (fNIRS) for pain detection. This is a brain-imaging technique that provides non-invasive, long-term measurements of cortical hemoglobin concentration changes. In this study, we focused on fNIRS signals acquired exclusively from the prefrontal cortex, which can be accessed unobtrusively, and derived an algorithm for the detection of the presence of pain using Bayesian hierarchical modelling with wavelet features. This approach allows personalization of the inference process by accounting for inter-participant variability in pain responses. Our work highlights the importance of adopting a personalized approach and supports the use of fNIRS for pain assessment.
Affective states have a critical role in driving performance and safety. They can degrade driver situation awareness and negatively impact cognitive processes, severely diminishing road safety. Therefore, detecting and assessing drivers' affective states is crucial in order to help improve the driving experience, and increase safety, comfort and well-being. Recent advances in affective computing have enabled the detection of such states. This may lead to empathic automotive user interfaces that account for the driver's emotional state and influence the driver in order to improve safety. In this work, we propose a multiview multi-task machine learning method for the detection of driver's affective states using physiological signals. The proposed approach is able to account for inter-drive variability in physiological responses while enabling interpretability of the learned models, a factor that is especially important in systems deployed in the real world. We evaluate the models on three different datasets containing real-world driving experiences. Our results indicate that accounting for drive-specific differences significantly improves model performance.
Most deep reinforcement learning (RL) systems are not able to learn effectively from off-policy data, especially if they cannot explore online in the environment. These are critical shortcomings for applying RL to real-world problems where collecting data is expensive, and models must be tested offline before being deployed to interact with the environment -- e.g. systems that learn from human interaction. Thus, we develop a novel class of off-policy batch RL algorithms, which are able to effectively learn offline, without exploring, from a fixed batch of human interaction data. We leverage models pre-trained on data as a strong prior, and use KL-control to penalize divergence from this prior during RL training. We also use dropout-based uncertainty estimates to lower bound the target Q-values as a more efficient alternative to Double Q-Learning. The algorithms are tested on the problem of open-domain dialog generation -- a challenging reinforcement learning problem with a 20,000-dimensional action space. Using our Way Off-Policy algorithm, we can extract multiple different reward functions post-hoc from collected human interaction data, and learn effectively from all of these. We test the real-world generalization of these systems by deploying them live to converse with humans in an open-domain setting, and demonstrate that our algorithm achieves significant improvements over prior methods in off-policy batch RL.
Building an open-domain conversational agent is a challenging problem. Current evaluation methods, mostly post-hoc judgments of single-turn evaluation, do not capture conversation quality in a realistic interactive context. In this paper, we investigate interactive human evaluation and provide evidence for its necessity; we then introduce a novel, model-agnostic, and dataset-agnostic method to approximate it. In particular, we propose a self-play scenario where the dialog system talks to itself and we calculate a combination of proxies such as sentiment and semantic coherence on the conversation trajectory. We show that this metric is capable of capturing the human-rated quality of a dialog model better than any automated metric known to-date, achieving a significant Pearson correlation (r>.7, p<.05). To investigate the strengths of this novel metric and interactive evaluation in comparison to state-of-the-art metrics and one-turn evaluation, we perform extended experiments with a set of models, including several that make novel improvements to recent hierarchical dialog generation architectures through sentiment and semantic knowledge distillation on the utterance level. Finally, we open-source the interactive evaluation platform we built and the dataset we collected to allow researchers to efficiently deploy and evaluate generative dialog models.
Opioids are the preferred medications for the treatment of pain in the intensive care unit. While undertreatment leads to unrelieved pain and poor clinical outcomes, excessive use of opioids puts patients at risk of experiencing multiple adverse effects. In this work, we present a sequential decision making framework for opioid dosing based on deep reinforcement learning. It provides real-time clinically interpretable dosing recommendations, personalized according to each patient's evolving pain and physiological condition. We focus on morphine, one of the most commonly prescribed opioids. To train and evaluate the model, we used retrospective data from the publicly available MIMIC-3 database. Our results demonstrate that reinforcement learning may be used to aid decision making in the intensive care setting by providing personalized pain management interventions.
In the quest towards general artificial intelligence (AI), researchers have explored developing loss functions that act as intrinsic motivators in the absence of external rewards. This paper argues that such research has overlooked an important and useful intrinsic motivator: social interaction. We posit that making an AI agent aware of implicit social feedback from humans can allow for faster learning of more generalizable and useful representations, and could potentially impact AI safety. We collect social feedback in the form of facial expression reactions to samples from Sketch RNN, an LSTM-based variational autoencoder (VAE) designed to produce sketch drawings. We use a Latent Constraints GAN (LC-GAN) to learn from the facial feedback of a small group of viewers, by optimizing the model to produce sketches that it predicts will lead to more positive facial expressions. We show in multiple independent evaluations that the model trained with facial feedback produced sketches that are more highly rated, and induce significantly more positive facial expressions. Thus, we establish that implicit social feedback can improve the output of a deep learning model.
Currently there is no validated objective measure of pain. Recent neuroimaging studies have explored the feasibility of using functional near-infrared spectroscopy (fNIRS) to measure alterations in brain function in evoked and ongoing pain. In this study, we applied multi-task machine learning methods to derive a practical algorithm for pain detection derived from fNIRS signals in healthy volunteers exposed to a painful stimulus. Especially, we employed multi-task multiple kernel learning to account for the inter-subject variability in pain response. Our results support the use of fNIRS and machine learning techniques in developing objective pain detection, and also highlight the importance of adopting personalized analysis in the process.
Robots have great potential to facilitate future therapies for children on the autism spectrum. However, existing robots lack the ability to automatically perceive and respond to human affect, which is necessary for establishing and maintaining engaging interactions. Moreover, their inference challenge is made harder by the fact that many individuals with autism have atypical and unusually diverse styles of expressing their affective-cognitive states. To tackle the heterogeneity in behavioral cues of children with autism, we use the latest advances in deep learning to formulate a personalized machine learning (ML) framework for automatic perception of the childrens affective states and engagement during robot-assisted autism therapy. The key to our approach is a novel shift from the traditional ML paradigm - instead of using 'one-size-fits-all' ML models, our personalized ML framework is optimized for each child by leveraging relevant contextual information (demographics and behavioral assessment scores) and individual characteristics of each child. We designed and evaluated this framework using a dataset of multi-modal audio, video and autonomic physiology data of 35 children with autism (age 3-13) and from 2 cultures (Asia and Europe), participating in a 25-minute child-robot interaction (~500k datapoints). Our experiments confirm the feasibility of the robot perception of affect and engagement, showing clear improvements due to the model personalization. The proposed approach has potential to improve existing therapies for autism by offering more efficient monitoring and summarization of the therapy progress.