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Date: Tue, 14 Jan 1997 23:38:42 GMT
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<H1>Reinforcement Learning and Information Access</H1><h2>or <BR><BR><I>What is the Real Learning Problem in Information Access?</I></H2><br><H3>by <!WA0><A HREF="http://envy.cs.umass.edu/People/sutton/sutton.html">Rich Sutton</A><br>University of Massachusetts<br>rich@cs.umass.edu<br><br><br>Presented at the <!WA1><A HREF="http://www.aaai.org/Symposia/symposia.html">AAAI Stanford Spring Symposium</A> on<BR><!WA2><A HREF="http://www.parc.xerox.com/istl/projects/mlia/mlia.html">Machine Learning and Information Access</A><br>March 26, 1996<br><br>with many thanks to <!WA3><A HREF="http://www-cse.ucsd.edu:80/users/rik/MLIA.html">Rik Belew and Jude Shavlik</A></H3><HR><H3>Introductory Patter</H3><i>In this talk we will try to take a new look at thelearning problem in information access.  How is it structured?  Whattraining information is really available, or likely to be available?  Will there be delays between decision making and the receipt of relevantfeedback?  I am a newcomer to information access, but I have experience in reinforcement learning, and one of the main lessons ofreinforcement learning is that it is really important to understand thetrue nature of the learning problem you want to solve.<p>Here is an example that illustrates the whole idea.  In 1989 GerryTesauro at IBM built the world's best computer player of backgammon.  Itwas a neural network trained from 15,000 examples of human-expert moves.  Then he tried a reinforcement learning approach.  He trained thesame network not from expert examples, but simply by playing it againstitself and observing the outcomes.  After a month of self-play, the program became the new world champ of computers.  Now it is an extremely strongplayer, on a par with the world's best grandmasters, who are nowlearning from it!  The self-play approach worked so wellprimarily because it could generate new training data itself.  Theexpert-trained network was always limited by its 15,000 examples,laboriously constructed by human experts.  Self-play training data maybe individually less informative, but so much more of it can begenerated so cheaply that it is a big win in the long run.<p>The same may be true for information access.  Right now we use trainingsets of documents labeled by experts as relevant or not relevant.  Suchtraining data will always be expensive, scarce, and small.  How muchbetter it would be if we could generate some kind of training dataonline, from the normal use of the system.  The data may be imperfect and unclear, but certainly it will be plentiful!  It may also be truer inan important sense.  Expert-labeled training sets are artificial, and do notaccurately mirror real usage.  In backgammon, the expert-trained systemcould only learn to mimic the experts, not to win the game.  Onlythe online-trained system was able to learn to play better than theexperts. Its training data was more real.<p>This then is the challenge: to think about information access anduncover the real structure of the learning problem.  How can learning bedone online?  Learning thrives on data, data, data!  How can we get thedata we need online, from the normal operation of the system, withoutrelying on expensive, expert-labeled training sets?<p>This talk proceeds in three parts. The first is an introduction toreinforcement learning.  The second examines how parts of thelearning problem in information access are like those solved byreinforcement learning methods.  But the information access problem doesn't map exactly ontothe reinforcement learning problem.  It has a special structure all it own.  In the thirdpart of the talk we examine some of this special structure and what kindof new learning methods might be applied to it.</i><p>The rest below are approximations to the slides presented inthe talk. <HR><H2>Conclusions (in advance)</H2><UL><LI> Learning in IA (Information Access) is like learning everywhere     <UL>     <LI> you are never told the right answers     <LI> its a sequential problem - actions affect opportunities     </UL><LI> Reinforcement Learning addresses these issues<LI> Learning can be powerful when done online (from normal operation)<LI> What is online data/feedback like in IA?</UL><HR><H2>Reinforcement Learning</H2><UL><LI>  Learning by trial and error, rewards and punishments,<LI>  Active, multidisciplinary research area<LI>  An overall approach to AI    <UL>	<LI>based on learning from interaction with the environment	<LI>integrates learning, planning, reacting...	<LI>handles stochastic, uncertain environments    </UL><LI>  Recent large-scale, world-class applications<LI>  Not about particular learning mechanisms<LI>  Is about learning with less helpful feedback</UL><HR><H2>Classical Machine Learning - Supervised Learning</H2><PRE>	situation1  --->  action1     then correct-action1	situation2  --->  action2     then correct-action2		      .		      .		      .</PRE><!WA4><IMG ALIGN=right SRC="http://envy.cs.umass.edu/People/sutton/RLIA/SL.GIF"><BR><BR><BR><BR><BR><UL><LI>  correct action supplied<LI>  objective is % correct<LI>  actual actions have no effect<LI>  each interaction is independent, self contained</UL><HR><H2>Reinforcement Learning</H2><PRE>	        situation1  --->  action1	reward2	situation2  --->  action2 	reward3	situation3  --->  action3 	                     .	                     .	                     .</PRE><!WA5><IMG ALIGN=right SRC="http://envy.cs.umass.edu/People/sutton/RLIA/RL.GIF"><BR><BR><BR><BR><BR><BR><BR><BR><UL><LI>  agent never told which action is correct<LI>  agent told nothing about actions not selected<LI>  actions may affect <I>next situation</I><LI>  object is to maximize all future rewards</UL><HR><!WA6><IMG ALIGN=bottom SRC="http://envy.cs.umass.edu/People/sutton/RLIA/beads.GIF"><HR><H2>It's not just a harder problem, it's a real problem</H2><UL><LI> Problems with relevance feedback:	<UL>	<LI> what about all the documents not shown?	<LI> the exploration-exploitation dilemma	<LI> degrees of relevance    </UL><LI> We don't want to make user happy only in the short term<LI> Many solutions require <I>sequences</I> of steps	<UL>how do you support the early steps?</UL><LI> SL can't be used reliably on-line (except for immed. prediction)	<UL> can't learn from normal operation </UL></UL><HR><H2>Applications of RL</H2><UL><LI> TD-Gammon and Jellyfish -- Tesauro, Dahl<LI> Elevator control -- Crites<LI> Job-shop scheduling -- Zhang & Dietterich<LI> Mobile robot controllers -- Lin, Miller, Thrun, ...<LI> Computer Vision -- Peng et al.<LI> Natural language / dialog tuning -- Gorin, Henis<LI> Characters for interactive games -- Handelman & Lane<LI> Airline seat allocation -- Hutchinson<LI> Manufacturing of Composite materials -- Sofge & White</UL><HR><h2>Key Ideas of RL Algorithms</H2><H3>Value Functions</H3><UL><LI> Like a heuristic state evaluation function -- but learned<LI> Approximates the expected future reward after a state or action<LI> The idea:	learn "how good" an action is,		rather than whether or not it is the best,		taking into account long-term affects<LI> Value functions vastly simplify everything</H3></UL><H3>TD Methods</H3><UL> <LI> An efficient way of learning to predict (e.g., value functions)from <I>experience</I> and search <LI> Learning a guess from a guess</UL><HR><H2>A Large Space of RL Algorithms</H2><!WA7><IMG SRC="http://envy.cs.umass.edu/People/sutton/RLIA/trinity.GIF"><HR><H2>Major Components of an RL Agent</H2><!WA8><IMG align=right SRC="http://envy.cs.umass.edu/People/sutton/RLIA/components.GIF"><BR><BR><BR><BR><BR><BR>Policy - what to do<BR><BR>Reward - what is good<BR><BR>Value - what is good because it predicts reward<BR><BR>Model - what follows what<BR><BR><HR><H2>Info-Access Applications of RL</H2>Anytime you have decisions to be made	<UL> and desired choice is not immediately clear </UL>Anytime you want to make long-term predictions<HR><H2>Classical IR Querying/Routing/Filtering as RL</H2><PRE>	Situation = Query or user model + Documents	Actions	  = Present document?  Rankings	Reward	  = User feedback on presented docsPro RL:	Feedback is selective	and does not exactly fit SL frameworkCon RL:	Feedback does not exactly fit RL framework	Problem is not sequentiale.g.,Bartell, Cottrell & Belew, 1995Boyan, Freitag & Joachim 1996Sch焧ze, Hull & Pederson, 1995</PRE><HR><H2>MultiStep Info-Access Problems</H2><UL><LI> Query/Search Optimization<LI> Entertainment<LI> Software IR Agents<LI> Information Assistant<LI> Routing/Filtering<LI> Interface Manager<LI> Web Browsing<LI> Anticipating User</UL>But in a sense all these are the same<BR><BR>Learning a complex, interactive, goal-directed, input-sensitive, sequence of steps<BR><BR>That's exactly what RL is good for.<HR><H2>The Multi-Step, Sequential Nature of IA</H2><UL><LI> the web page that led to the web page<LI> the request of user that enabled a much better query<LI> the query whose results enabled user to refine his next query<LI> the ordering of search steps<LI> the document that turned out NOT to be useful<LI> the series of searches, each building on the prior's results</UL><HR><H2>Imagine an Ideal Info-Access System</H2><UL><LI> Continuous oportunity to provide query info:	<UL> <LI> keywords, type specs, feedback </UL><LI> Continuously updated list of proposed documents	<UL> <LI> find the good ones as soon as possible! </UL><LI> Actions: all the things that could be done to pursue the search	<UL> 	<LI> when, where to send queries (Alta Vista? Yahoo? ...)	<LI> when, what to ask user (synonyms, types, utilities...)	<LI> what documents to propose	<LI> which links to follow	<LI> who else to consult	 </UL><LI> Situations: the whole current status of the search<LI> Reward: good and bad buttons, maintaining interest, etc<LI> Value: how good is this action? what rewards will it lead to?</UL><HR><H2>Shortcutting</H2><UL> <LI> Feedback is often more than good/bad<LI> Often it does indicate the desired response	<UL> 	<LI> not for the one situation,	<LI> but for the whole sequence of prior situations	</UL><LI> Each good document is	<UL> 	<LI> a positive example    -  this is what I was looking for	<LI> a negative example  -  why wasn't this found earlier?	</UL><LI> The result of each search can be generalized, learned, anticipated, shortcutted<LI> This "anticipation" process is similar to certain RL processes...</UL><HR><H2>Compare...</H2><H3>The classical context</H3><UL> 	<LI> Large numbers of documents (e.g., 2 million)	<LI> a few queries (e.g., 200)	</UL>No way the queries can be used to learn about the docs</UL><H3>The Web</H3><UL>	<LI> Large numbers of documents	<LI> Even more queries	</UL>There will always be more readings than writings<BR><BR>Thus, we can learn about the docs    <UL>    <LI> How good are they?    <LI> Who are they good for?    <LI> What keywords are appropriate for them?    </UL><HR><H2>Popularity Ratings, Priors on Documents </H2><H3>Q. How do you decide what to access today?</H3>		<UL> <LI> scientific papers, books, movies, web pages...</UL><H3>A. Recommendations:	</H3>	<UL>	<LI> reviewed journals	<LI> movie critics	<LI> cool site of the day	<LI> # visitors to site	<LI> what your colleagues are talking about	</UL><BR>"Its hard to find the good stuff on the web"<BR><BR>But in classical IR there is no concept of good stuff	<UL> docs are relevant or not, but not good or bad</UL><HR><H2>Differences and Similarities between Users</H2><UL><LI> Now users provide feedback as a favor, to help others, <BR>	or because they are paid or the program forces them to<LI> They ought to be providing feedback for selfish reasons<LI> Suppose you had a personal research assistant... <BR>	wouldn't you tell him what you liked and didn't like?<LI> user differences ==> selfish feedback ==> known user similarities</UL><HR><H2>Summary</H2><UL><LI> Data is power!  What relevant data is/will be available? <LI> Relevance vs Utility<LI> Independent vs Multi-Step Queries<LI> Shortcutting<LI> Collaborative Filtering<LI> Selfish Feedback<LI> Learning classifications that help</UL>

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