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  1. null (Ed.)
    We explore unconstrained natural language feedback as a learning signal for artificial agents. Humans use rich and varied language to teach, yet most prior work on interactive learning from language assumes a particular form of input (e.g., commands). We propose a general framework which does not make this assumption, instead using aspect-based sentiment analysis to decompose feedback into sentiment over the features of a Markov decision process. We then infer the teacher's reward function by regressing the sentiment on the features, an analogue of inverse reinforcement learning. To evaluate our approach, we first collect a corpus of teaching behavior in a cooperative task where both teacher and learner are human. We implement three artificial learners: sentiment-based "literal" and "pragmatic" models, and an inference network trained end-to-end to predict rewards. We then re-run our initial experiment, pairing human teachers with these artificial learners. All three models successfully learn from interactive human feedback. The inference network approaches the performance of the "literal" sentiment model, while the "pragmatic" model nears human performance. Our work provides insight into the information structure of naturalistic linguistic feedback as well as methods to leverage it for reinforcement learning. 
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  2. This paper addresses the problem of training a robot to carry out temporal tasks of arbitrary complexity via evaluative human feedback that can be inaccurate. A key idea explored in our work is a kind of curriculum learning—training the robot to master simple tasks and then building up to more complex tasks. We show how a training procedure, using knowledge of the formal task representation, can decompose and train any task efficiently in the size of its representation. We further provide a set of experiments that support the claim that non-expert human trainers can decompose tasks in a way that is consistent with our theoretical results, with more than half of participants successfully training all of our experimental missions. We compared our algorithm with existing approaches and our experimental results suggest that our method outperforms alternatives, especially when feedback contains mistakes. 
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  3. When observing others’ behavior, people use Theory of Mind to infer unobservable beliefs, desires, and intentions. And when showing what activity one is doing, people will modify their behavior in order to facilitate more accurate interpretation and learning by an observer. Here, we present a novel model of how demonstrators act and observers interpret demonstrations corresponding to different levels of recursive social reasoning (i.e. a cognitive hierarchy) grounded in Theory of Mind. Our model can explain how demonstrators show others how to perform a task and makes predictions about how sophisticated observers can reason about communicative intentions. Additionally, we report an experiment that tests (1) how well an observer can learn from demonstrations that were produced with the intent to communicate, and (2) how an observer’s interpretation of demonstrations influences their judgments. 
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  4. Successfully navigating the social world requires reasoning about both high-level strategic goals, such as whether to cooperate or compete, as well as the low-level actions needed to achieve those goals. While previous work in experimental game theory has examined the former and work on multi-agent systems has examined the later, there has been little work investigating behavior in environments that require simultaneous planning and inference across both levels. We develop a hierarchical model of social agency that infers the intentions of other agents, strategically decides whether to cooperate or compete with them, and then executes either a cooperative or competitive planning program. Learning occurs across both high-level strategic decisions and low-level actions leading to the emergence of social norms. We test predictions of this model in multi-agent behavioral experiments using rich video-game like environments. By grounding strategic behavior in a formal model of planning, we develop abstract notions of both cooperation and competition and shed light on the computational nature of joint intentionality. 
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