Reinforcement Learning Researcher \\ Human-Guided Machine Learning \\ Adjunct Professor
Developing algorithms that enable humans to effectively train and shape autonomous agents through demonstrations, real-time interventions, evaluative feedback, and natural language guidance. This includes foundational work on interactive agent shaping (Deep TAMER), the Cycle-of-Learning framework, and rating-based reinforcement learning.
Exploring deep reinforcement learning techniques for complex environments including video games (Atari, StarCraft II, Minecraft) and multi-agent coordination for human-robot collaboration and autonomous systems in tactical environments.
Applying human-guided machine learning principles to LLMs for command and control planning, leveraging human feedback to steer and align generative AI systems.
Extended interactive agent shaping to high-dimensional state spaces using deep learning. Enables non-expert humans to train agents in complex environments like Atari games by providing evaluative feedback (positive/negative signals) rather than explicit demonstrations. Published at AAAI 2018.
A unified framework integrating multiple human interaction modalities—demonstrations, real-time interventions, and evaluative feedback—into reinforcement learning. Defines switching criteria between modalities for efficient autonomous system training. Published at AAAI 2019.
A novel approach using natural language narration to address reward sparsity in deep RL. Projects language commands into a shared representation with goal states, enabling agents to learn tasks that were previously unlearnable in complex environments like StarCraft II.
A framework allowing humans to train agents using intuitive numerical ratings rather than binary feedback or demonstrations. Extends the types of human feedback that can be leveraged for RL. Published at AAAI 2024.
Enables continuous human feedback grounded into dense rewards. Features a simulated feedback module that learns to replicate human guidance patterns. With only 10 minutes of human feedback, achieves up to 30% increase in success rate. Published at NeurIPS 2024.
Learning to guide multiple heterogeneous actors from a single human demonstration via automatic curriculum learning. Addresses the challenge of multi-agent coordination from limited human input.
Novel approach to learning from human demonstrations in Minecraft environments. Bridges the gap between human intuition and AI learning through preference inference.
Applying human-guided ML principles to LLMs for accelerated Course of Action development in military operations. Demonstrates how RL concepts extend to generative AI for Command and Control planning.