Skip to main content

    Kevin R . McKee

    Collaborating with humans requires rapidly adapting to their individual strengths, weaknesses, and preferences. Unfortunately, most standard multi-agent reinforcement learning techniques, such as self-play (SP) or population play (PP),... more
    Collaborating with humans requires rapidly adapting to their individual strengths, weaknesses, and preferences. Unfortunately, most standard multi-agent reinforcement learning techniques, such as self-play (SP) or population play (PP), produce agents that overfit to their training partners and do not generalize well to humans. Alternatively, researchers can collect human data, train a human model using behavioral cloning, and then use that model to train "human-aware" agents ("behavioral cloning play", or BCP). While such an approach can improve the generalization of agents to new human co-players, it involves the onerous and expensive step of collecting large amounts of human data first. Here, we study the problem of how to train agents that collaborate well with human partners without using human data. We argue that the crux of the problem is to produce a diverse set of training partners. Drawing inspiration from successful multi-agent approaches in competitive domains, we find that a surprisingly simple approach is highly effective. We train our agent partner as the best response to a population of self-play agents and their past checkpoints taken throughout training, a method we call Fictitious Co-Play (FCP). Our experiments focus on a two-player collaborative cooking simulator that has recently been proposed as a challenge problem for coordination with humans. We find that FCP agents score significantly higher than SP, PP, and BCP when paired with novel agent and human partners. Furthermore, humans also report a strong subjective preference to partnering with FCP agents over all baselines.
    Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix... more
    Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist.
    The philosopher John Rawls proposed the Veil of Ignorance (VoI) as a thought experiment to identify fair principles for governing a society. Here, we apply the VoI to an important governance domain: artificial intelligence (AI). In five... more
    The philosopher John Rawls proposed the Veil of Ignorance (VoI) as a thought experiment to identify fair principles for governing a society. Here, we apply the VoI to an important governance domain: artificial intelligence (AI). In five incentive-compatible studies ( N  = 2, 508), including two preregistered protocols, participants choose principles to govern an Artificial Intelligence (AI) assistant from behind the veil: that is, without knowledge of their own relative position in the group. Compared to participants who have this information, we find a consistent preference for a principle that instructs the AI assistant to prioritize the worst-off. Neither risk attitudes nor political preferences adequately explain these choices. Instead, they appear to be driven by elevated concerns about fairness: Without prompting, participants who reason behind the VoI more frequently explain their choice in terms of fairness, compared to those in the Control condition. Moreover, we find initi...
    Altruism and selfishness are highly transmissible. Either can easily cascade through human communities. Effective approaches to encouraging group cooperation—while also mitigating the risk of spreading defection—are still an open... more
    Altruism and selfishness are highly transmissible. Either can easily cascade through human communities. Effective approaches to encouraging group cooperation—while also mitigating the risk of spreading defection—are still an open challenge. Here, we apply recent advances in deep reinforcement learning to structure networks of human participants playing a group cooperation game. We leverage deep reinforcement learning and simulation methods to train a "social planner" capable of making recommendations to create or break connections between group members. This social planner learns a strategy from scratch, through repeated trial and error. The strategy that it develops succeeds at encouraging prosociality in networks of human participants (N = 208 participants in 13 groups) playing the group cooperation game for real monetary stakes. Under the social planner, groups finished the game with an average cooperation rate of 77.7%, compared to 42.8% in static networks (N = 176 par...
    Artificial intelligence increasingly suffuses everyday life. However, people are frequently reluctant to interact with A.I. systems. This challenges both the deployment of beneficial A.I. technology and the development of deep learning... more
    Artificial intelligence increasingly suffuses everyday life. However, people are frequently reluctant to interact with A.I. systems. This challenges both the deployment of beneficial A.I. technology and the development of deep learning systems that depend on humans for oversight, direction, and regulation. Nine behavioral studies (N = 3,300) demonstrate that social-cognitive processes guide human interactions across a diverse range of real-world A.I. systems. Across studies, perceived warmth and competence emerge prominently in participants’ impressions of A.I. systems. Judgments of warmth and competence systematically depend on human-A.I. interdependence and autonomy. In particular, participants perceive systems that optimize interests aligned with human interests as warmer and systems that operate independently from human direction as more competent. Finally, a prisoner’s dilemma game shows that warmth and competence judgments predict participants’ willingness to cooperate with a ...