Co-Evolutionary Learning

Co-Evolutionary Learning

Workshop on CurrentTrends and Applications of Artificial Intelligence in Education, ITESM, Mexico, 1998, 98-105 Co-evolutionary Learning: Machines and Humans Scho oling Together Elizab eth Sklar Alan D. Blair Jordan B. Pollack Dept. of Computer Science Dept. of Computer Science Dept. of Computer Science Brandeis University University of Queensland Brandeis University Waltham, MA 02254, USA 4072, Australia Waltham, MA 02254, USA +1-781-736-2741 +61-7-3365-1999 +1-781-736-2741 [email protected] [email protected] p [email protected] Abstract We consider a new form of co-evolutionary learning in whichhuman stu- dents and software tutors b ecome partners in a co op erative learning pro cess. While the students are learning from the tutors, the tutors will also b e learn- ing how to do their job more e ectively through their interactions with the students. Earlier work on game-playing machine learners has broughtto light imp ortant issues for co-evolutionary learning; in particular, that these interactions can b e mo deled as a meta-game between teachers and students, and that learning may fail due to suboptimal equilibria { for example, b e- cause of col lusion between the individual players { in this meta-game of learning. We discuss some of the challenges that these issues may raise for the designers of intelligent software tutoring systems and describ e a pro- totyp e Java applet that wehave built in an e ort to explore how these challenges may b est b e met. 1. Intro duction Advancing technology is op ening up exciting new p ossibilities for education. We can envision a future paradigm in which students playa much greater role in structuring their own education, with the assistance of sophisticated software agents that can guide them through the learning pro cess, adapting to their own individual needs. These software tutors could ful ll a numb er of functions { searching for information requested by the students, directing the students to appropriate sources and multimedia teaching materials, asking questions, suggesting certain topics or lines of inquiry { making sure the students gain a go o d grasp of the core concepts while encouraging developmentof a student's own particular skills and interests. This interaction can b e viewed as a form of co-evolutionary learning between the human students and the software tutors. While the students are learning from the tutors, the tutors will also b e learning how to do their job more e ectively through their interactions with the students. Wehave studied co-evolutionary learning in another context { namely, that of machine learners improving their strategies in comp etitive games by playing each other and observing the results. Such studies have brought to light imp ortant issues for co- evolutionary learning { in particular, that these interactions may b e mo deled as a meta-game between teachers and students, and that learning may fail due to suboptimal equilibria { for example, b ecause of col lusion between the individual players { in this meta-game of learning. We b elieve that similar issues are likely to arise in the context of human-student/software-tutor co-evolution, and that a b etter understanding of these issues will help improve the design and implementation of software tutoring systems. This pap er is arranged as follows: Section 2 provides background on co-evolution- ary and human learning. Section 3 discusses the problems of collusion and sub optimal equilibria in the meta-game of learning. Section 4 examines certain game learning do- mains which seem to haveavoided these problems. Section 5 describ es an exp erimental educational software Java applet that attempts to address some of these issues. 2. Co-Evolutionary Learning, Human Learning The goal of machine learning (ML) is to design software systems that can learn, through interacting with their environment, information which will help them to p erform par- ticular tasks b etter. Such systems, if successful, will automatically adapt to new en- vironments without re-programming, thus saving humans the trouble of designing all the relevant features by hand. The success of a machine learning system dep ends very much on the learning environment in which it is placed. Typically, such a system extracts information from its environment, as it is ready; then it may need to b e placed in a new environmentin order to progress. Incremental learning (Langley, 1995) o ccurs when a learner is placed into a pre-de ned series of environments one after the other, as it progresses. However, designing an appropriate series of environments is dicult and exp ensive. These costs could b e avoided if there were some way for the learner and its environmentto co-evolve with each other, so that the one would always b e appropriate for the other. The sub eld of co-evolutionary machine learning attempts to achieve just this, building on earlier work in genetic algorithms and genetic programming. Some p ertinent applications include Prisoner's Dilemma (Axelro d, 1984; Haynes et al., 1995), the game of tag (Reynolds, 1994), tic-tac-to e (Angeline and Pollack, 1993), and backgammon (Pollack et al., 1996). How do es the notion of co-evolutionary learning apply to human learning, and, in particular, t into to day's framework of intelligent tutoring? The current trend in educational culture transfers control away from the traditional teacher in favor of the student, the learner (Corte, 1995). In this typ e of constructionist environment, students are able to explore ideas for themselves without having to stick to a xed curriculum (Pap ert, 1993); and students at all levels of ability are provided with an opp ortunityto learn. Forrester promotes learner-centeredlearning, where students are not considered \passive receptors". Students and teachers participate in the learning pro cess together as colleagues (Forrester, 1992). The issue of learner control is addressed by John Seely Brown. He describ es systems where the \lo cus of control" b elongs either solely to the computer (e.g. frame- based CAI) or solely to the student (e.g. LOGO (Pap ert, 1980)). He cites disadvantages with b oth extremes { with the former, the student is restricted to a xed path and cannot explore di erentavenues of interest; with the latter, the studentmay get stuck and may not b e exp osed to the full range of problems in the domain b eing learned. Brown maintains that some combination of the twoscho ols is b est, but is also the hardest to build (Brown and Burton, 1978). IntelligentTutoring Systems (ITS) branch out from frame-based approaches, ex- hibiting such desirable characteristics as providing a trace of a problem-solving session, individualizing for each user, dynamically selecting what to do next and coaching the user at opp ortune times (Clancey, 1986). Early work combined some or all of these, each emphasizing di erent issues, such as memory mo delling (Schank, 1981; Kolo dner, 1983), construction of rules (ACT) (?), mo delling student's misconceptions (VanLehn, 1983; Soloway et al., 1981). But all of these require considerable engineering e ort on the part of the system designer/programmer. More recentwork is often still highly dep endent on a large engineering e ort. POLA (Conati and VanLehn, 1996) uses probabilistic metho ds to mo del students solv- ing problems in intro ductory physics. This work involves complex analysis of the prob- lems b eing solved and attempts to combine knowledge tracing and mo del tracing. IN- STRUCT (Mitrovic et al., 1996) tries to induce mo dels of pro cedural skill by observing students and collecting information b oth implicitly and explicitly. IntelligentTutoring Systems take on harsh criticism from (Kinshuk and Patel, 1996), who state that \the absence of substantial and usable ITS after years of research and development activities should encourage a re-examination of the ob jectives and the design principles of a tutoring system." In this work, we are attempting just such a re-examination by considering a role for co-evolutionary learning in an ITS. We b elieve that the same environmental elements necessary for a successful co-evolutionary learning scenario are also relevant for achieving success in human learning. 3. Games, Meta-Games and Collusion A go o d opp ortunity for studying co-evolutionary machine learning is provided by strategic games likechess, tic-tac-to e or backgammon. The theory is that several ma- chine learners trying to master a comp etitive game could all learn to improve their strategies simultaneously by playing each other and observing the outcomes. Each player would b e acting as a learner in a learning environment de ned by its p o ol of p otential opp onents. While this idea has b een around since the early days of arti cial intelligence (Samuel, 1959; Michie, 1961), interestingly some applications of it have b een very successful while others have run into serious diculties. While attempting to understand the nature of these diculties, wehave observed that a machine learning system can, in general, b e mo deled as an interaction b etween a teacher and a student (and p ossibly other participants) and that the manner in which these participants are rewarded de nes a meta-game of learning, or MGL (Pollack and Blair, 1998), to whichwe apply a game theoretical analysis. The game-playing machine learner could b e thought of as the student, while its opp onent assumes the role of the teacher. The teacher's goal is to discover the student's weaknesses and help to correct them, while the student's goal is to placate the teacher and avoid further correction.

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