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Mark Riedl

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13 papers
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13

TMLR Journal 2025 Journal Article

Multi-Attribute Constraint Satisfaction via Language Model Rewriting

  • Ashutosh Baheti
  • Debanjana Chakraborty
  • Faeze Brahman
  • Ronan Le Bras
  • Ximing Lu
  • Nouha Dziri
  • Yejin Choi
  • Mark Riedl

Obeying precise constraints on top of multiple external attributes is a common computational problem underlying seemingly different domains, from controlled text generation to protein engineering. Existing language model (LM) controllability methods for multi-attribute constraint satisfaction often rely on specialized architectures or gradient-based classifiers, limiting their flexibility to work with arbitrary black-box evaluators and pretrained models. Current general-purpose large language models, while capable, cannot achieve fine-grained multi-attribute control over external attributes. Thus, we create Multi-Attribute Constraint Satisfaction (MACS), a generalized method capable of finetuning language models on any sequential domain to satisfy user-specified constraints on multiple external real-value attributes. Our method trains LMs as editors by sampling diverse multi-attribute edit pairs from an initial set of paraphrased outputs. During inference, LM iteratively improves upon its previous solution to satisfy constraints for all attributes by leveraging our designed constraint satisfaction reward. We additionally experiment with reward-weighted behavior cloning to further improve the constraint satisfaction rate of LMs. To evaluate our approach, we present a new Fine-grained Constraint Satisfaction (FineCS) benchmark, featuring two challenging tasks: (1) Text Style Transfer, where the goal is to simultaneously modify the sentiment and complexity of reviews, and (2) Protein Design, focusing on modulating fluorescence and stability of Green Fluorescent Proteins (GFP). Our empirical results show that MACS achieves the highest threshold satisfaction in both FineCS tasks, outperforming strong domain-specific baselines. Our work opens new avenues for generalized and real-value multi-attribute control, with implications for diverse applications spanning natural language processing and bioinformatics.

NeurIPS Conference 2022 Conference Paper

Inherently Explainable Reinforcement Learning in Natural Language

  • Xiangyu Peng
  • Mark Riedl
  • Prithviraj Ammanabrolu

We focus on the task of creating a reinforcement learning agent that is inherently explainable---with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce temporally extended explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed---providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.

NeurIPS Conference 2021 Conference Paper

Learning Knowledge Graph-based World Models of Textual Environments

  • Prithviraj Ammanabrolu
  • Mark Riedl

World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.

NeurIPS Conference 2021 Conference Paper

Modeling Worlds in Text

  • Prithviraj Ammanabrolu
  • Mark Riedl

We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives---or text-adventure games---are partially observable environments structured as long puzzles or quests in which an agent perceives and interacts with the world purely through textual natural language. Each individual game typically contains hundreds of locations, characters, and objects---each with their own unique descriptions---providing an opportunity to study the problem of giving language-based agents the structured memory necessary to operate in such worlds. Our dataset provides 24198 mappings between rich natural language observations and: (1) knowledge graphs that reflect the world state in the form of a map; (2) natural language actions that are guaranteed to cause a change in that particular world state. The training data is collected across 27 games in multiple genres and contains a further 7836 heldout instances over 9 additional games in the test set. We further provide baseline models using rules-based, question-answering, and sequence learning approaches in addition to an analysis of the data and corresponding learning tasks.

AAAI Conference 2018 Conference Paper

Event Representations for Automated Story Generation with Deep Neural Nets

  • Lara Martin
  • Prithviraj Ammanabrolu
  • Xinyu Wang
  • William Hancock
  • Shruti Singh
  • Brent Harrison
  • Mark Riedl

Automated story generation is the problem of automatically selecting a sequence of events, actions, or words that can be told as a story. We seek to develop a system that can generate stories by learning everything it needs to know from textual story corpora. To date, recurrent neural networks that learn language models at character, word, or sentence levels have had little success generating coherent stories. We explore the question of event representations that provide a midlevel of abstraction between words and sentences in order to retain the semantic information of the original data while minimizing event sparsity. We present a technique for preprocessing textual story data into event sequences. We then present a technique for automated story generation whereby we decompose the problem into the generation of successive events (event2event) and the generation of natural language sentences from events (event2sentence). We give empirical results comparing different event representations and their effects on event successor generation and the translation of events to natural language.

AAAI Conference 2015 Conference Paper

Scheherazade: Crowd-Powered Interactive Narrative Generation

  • Boyang Li
  • Mark Riedl

Interactive narrative is a form of storytelling in which users affect a dramatic storyline through actions by assuming the role of characters in a virtual world. This extended abstract outlines the SCHEHERAZADE-IF system, which uses crowdsourcing and artificial intelligence to automatically construct text-based interactive narrative experiences.

AAAI Conference 2014 Conference Paper

Automatic Game Design via Mechanic Generation

  • Alexander Zook
  • Mark Riedl

Game designs often center on the game mechanics— rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics—what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements—controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.

AAAI Conference 2014 Conference Paper

Dramatis: A Computational Model of Suspense

  • Brian O'Neill
  • Mark Riedl

We introduce Dramatis, a computational model of suspense based on a reformulation of a psychological definition of the suspense phenomenon. In this reformulation, suspense is correlated with the audience’s ability to generate a plan for the protagonist to avoid an impending negative outcome. Dramatis measures the suspense level by generating such a plan and determining its perceived likelihood of success. We report on three evaluations of Dramatis, including a comparison of Dramatis output to the suspense reported by human readers, as well as ablative tests of Dramatis components. In these studies, we found that Dramatis output corresponded to the suspense ratings given by human readers for stories in three separate domains.

AAAI Conference 2013 Conference Paper

Story Generation with Crowdsourced Plot Graphs

  • Boyang Li
  • Stephen Lee-Urban
  • George Johnston
  • Mark Riedl

Story generation is the problem of automatically selecting a sequence of events that meet a set of criteria and can be told as a story. Story generation is knowledge-intensive; traditional story generators rely on a priori defined domain models about fictional worlds, including characters, places, and actions that can be performed. Manually authoring the domain models is costly and thus not scalable. We present a novel class of story generation system that can generate stories in an unknown domain. Our system (a) automatically learns a domain model by crowdsourcing a corpus of narrative examples and (b) generates stories by sampling from the space defined by the domain model. A large-scale evaluation shows that stories generated by our system for a previously unknown topic are comparable in quality to simple stories authored by untrained humans.

AAMAS Conference 2012 Conference Paper

A Sequential Recommendation Approach for Interactive Personalized Story Generation

  • Hong Yu
  • Mark Riedl

In story-based games or other interactive story systems, a Drama Manager is an omniscient agent that acts to bring about a particular sequence of plot points for the user to experience. We present a Drama Manager that uses player modeling to personalize the user's story according to his or her storytelling preferences. In order to deliver personalized stories, a Drama Manager must make decisions on not only which plot points to be included into the unfolding story but also the optimal sequence of the events the user should experience. A prefix based collaborative filtering algorithm based on users' structural feedback is proposed to address the sequential selection problem. We demonstrate our system on a simple interactive story generation system based on choose-your-own-adventure stories to evaluate our algorithms. Results on human users and simulated users show that our Drama Manager is capable of capturing users' preference and generating personalized stories with high accuracy.