To help facilitate play and learning, game-based educational activities often feature a computational agent as a co-player. Personalizing this agent's behavior to the student player is an active area of research, and prior work has demonstrated the benefits of personalized educational interaction across a variety of domains. A critical research challenge for personalized educational agents is real-time student modeling. Most student models are designed for and trained on only a single task, which limits the variety, flexibility, and efficiency of student player model learning. In this paper we present a research project applying transfer learning methods to student player models over different educational tasks, studying the effects of an algorithmic "multi-task personalization" approach on the accuracy and data efficiency of student model learning. We describe a unified robotic game system for studying multi-task personalization over two different educational games, each emphasizing early language and literacy skills such as rhyming and spelling. We present a flexible Gaussian Process-based approach for rapidly learning student models from interactive play in each game, and a method for transferring each game's learned student model to the other via a novel instance-weighting protocol based on task similarity. We present results from a simulation-based investigation of themore »
Lifelong Personalization via Gaussian Process Modeling for Long-Term HRI
Across a wide variety of domains, artificial agents that can adapt and personalize to users have potential to improve and transform how social services are provided. Because of the need for personalized interaction data to drive this process, long-term (or longitudinal) interactions between users and agents, which unfold over a series of distinct interaction sessions, have attracted substantial research interest. In recognition of the expanded scope and structure of a long-term interaction, researchers are also adjusting the personalization models and algorithms used, orienting toward “continual learning” methods, which do not assume a stationary modeling target and explicitly account for the temporal context of training data. In parallel, researchers have also studied the effect of “multitask personalization,” an approach in which an agent interacts with users over multiple different tasks contexts throughout the course of a long-term interaction and learns personalized models of a user that are transferrable across these tasks. In this paper, we unite these two paradigms under the framework of “Lifelong Personalization,” analyzing the effect of multitask personalization applied to dynamic, non-stationary targets. We extend the multi-task personalization approach to the more complex and realistic scenario of modeling dynamic learners over time, focusing in particular on interactive scenarios more »
- Publication Date:
- NSF-PAR ID:
- 10300774
- Journal Name:
- Frontiers in Robotics and AI
- Volume:
- 8
- ISSN:
- 2296-9144
- Sponsoring Org:
- National Science Foundation
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To help facilitate play and learning, game-based educational activities often feature a computational agent as a co-player. Personalizing this agent's behavior to the student player is an active area of research, and prior work has demonstrated the benefits of personalized educational interaction across a variety of domains. A critical research challenge for personalized educational agents is real-time student modeling. Most student models are designed for and trained on only a single task, which limits the variety, flexibility, and efficiency of student player model learning. In this paper we present a research project applying transfer learning methods to student player models over different educational tasks, studying the effects of an algorithmic "multi-task personalization" approach on the accuracy and data efficiency of student model learning. We describe a unified robotic game system for studying multi-task personalization over two different educational games, each emphasizing early language and literacy skills such as rhyming and spelling. We present a flexible Gaussian Process-based approach for rapidly learning student models from interactive play in each game, and a method for transferring each game's learned student model to the other via a novel instance-weighting protocol based on task similarity. We present results from a simulation-based investigation of themore »
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