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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Interestingness Elements for Explainable Reinforcement Learning through Introspection</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eric Yeh SRI International Menlo Park</string-name>
          <email>melinda.gervasio@sri.com</email>
          <email>pedro.sequeira@sri.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>CA eric.yeh@sri.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Melinda Gervasio SRI International Menlo Park</institution>
          ,
          <country>CA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Pedro Sequeira SRI International Menlo Park</institution>
          ,
          <country>CA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>20</volume>
      <issue>2019</issue>
      <abstract>
        <p>We propose a framework toward more explainable reinforcement learning (RL) agents. The framework uses introspective analysis of an agent's history of interaction with its environment to extract several interestingness elements regarding its behavior. Introspection operates at three distinct levels, first analyzing characteristics of the task that the agent has to solve, then the behavior of the agent while interacting with the environment, and finally by performing a meta-analysis combining information gathered at the lower levels. The analyses rely on data that is already collected by standard RL algorithms. We propose that additional statistical data can easily be collected by a RL agent while learning that helps extract more meaningful aspects. We provide insights on how an explanation framework can leverage the elements generated through introspection. Namely, they can help convey learned strategies to a human user, justify the agent's decisions in relevant situations, denote its learned preferences and goals, and identify circumstances in which advice from the user might be needed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computing methodologies → Artificial intelligence ;
Intelligent agents; Sequential decision making; • Human-centered
computing → Human computer interaction (HCI); Collaborative
interaction.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Reinforcement learning (RL) is a very popular computational
approach to address problems of autonomous agents facing a
sequential decision problem in a dynamic and often times uncertain
environment [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The goal of any RL algorithm is to learn a policy, i.e., a
mapping from states to actions, given trial-and-error interactions
between the agent and an environment. Typical approaches within
IUI Workshops’19, March 20, 2019, Los Angeles, USA
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editors.
      </p>
      <p>
        RL focus on developing memoryless (reactive) agents, i.e., that
select their actions based solely on their current observation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
This means that by the end of learning, a RL agent is capable of
selecting the most appropriate action in each situation it faces—the
learned policy ensures that by doing so, the agent will maximize the
reward received during its lifespan, thereby performing according
to the underlying task assigned by its designer.
      </p>
      <p>
        On one hand, RL agents do not need to plan or reason about their
future in order to select actions. On the other hand, this means that
it is hard for them to come up with explanations for their behavior—
all they know is that they should perform one action in any given
situation, in the case of deterministic policies, or select an action
according to a probability distribution over actions, in the case of
stochastic policies. Importantly, the “why” behind decision-making
is lost during the learning process as the policy converges to an
optimal action-selection mechanism. At most, agents know that
choosing some action is preferable over others, or that some actions
have a higher value associated with them. Another key insight of
RL that complicates explainability is that it allows an agent to learn
from delayed rewards [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]—the reward received after executing
some action should be “propagated” back to the states and actions
leading to that situation, meaning that important actions might not
have associated any (positive) reward.
      </p>
      <p>Ultimately, RL agents lack the ability of knowing why some
actions are preferable over others, of identifying the goals that they
are currently pursuing, of making sense of the dynamics of the
environment or recognizing what elements are more desirable, of
identifying situations that are “hard to learn”, or of summarizing
the strategy learned to solve the task. Without such an explanation
mechanism, autonomous RL agents may sufer from lack of trust
by end users of the system or human collaborators that wish to
delegate on them critical tasks.
1.1</p>
    </sec>
    <sec id="sec-3">
      <title>Approach Overview</title>
      <p>In this paper, we present a framework towards making autonomous
RL agents more explainable. The framework is illustrated in Fig. 1
and relies on introspective analysis. In particular, the agent
examines its history of interaction with the environment to extract
interestingness elements denoting meaningful situations, i.e.,
potentially “interesting” characteristics of the interaction. Each element
is generated by applying statistical analysis and machine learning
methods to data collected during the interaction. In that regard,
we argue that there is a great amount of information that is
disregarded by typical RL algorithms that can be of most importance to
understand the behavior of the agent and address some the
aforementioned problems. Some of such information is already collected
by standard algorithms but used only for updates of the policy or
history of interaction</p>
      <p>RL algorithm</p>
      <p>Observation
human user
value function, while other data can easily be collected and updated
by the agent during learning. As depicted in Fig. 1, the introspection
framework can be the basis of an explanation system operating on
top of the interestingness elements, selecting the ones that better
help explain the agent’s behavior.</p>
      <p>There are a few characteristics of the proposed introspection
framework that are worth noting. First, the framework is
domainindependent, meaning that the data that is collected and analyzed
is agnostic to the specific learning scenario. Second, the framework
is also algorithm-independent in the sense that it can be used in
conjunction with standard RL tabular methods without having to
modify the learning mechanism itself. Furthermore, the framework
makes no assumptions with regards to optimality of the observed
behavior—it captures important aspects specific to some history
of interaction, independently of whether the agent was exploring
the environment, exploiting its knowledge after learning, or simply
acting randomly. Moreover, the framework is suitable to be used at
diferent times and for diferent explanation modes, namely: during
learning, by tracking the agent’s learning progress and acquired
preferences; after learning, by summarizing the most relevant
aspects of the interaction; passively, where a user can query the agent
regarding its current goals or ask it to justify its behavior at any
given situation; proactively, where the agent requests input from
the user in situations where its decision-making is more uncertain
or unpredictable.
1.2</p>
    </sec>
    <sec id="sec-4">
      <title>Reinforcement Learning</title>
      <p>
        RL agents can be modeled using the partially observable Markov
decision process (POMDP) framework [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], denoted as a tuple M =
(S, A, Z, P, O, R, γ ). At each time step t = 0, 1, 2, . . ., the
environment is in some state St = s ∈ S. The agent selects some
action At = a ∈ A and the environment transitions to state
St +1 = s ′ ∈ S with probability P(s ′ | s, a). The agent receives
a reward R(s, a) = r ∈ R and makes an observation Zt +1 = z ∈ Z
with probability O(z | s ′, a), and the process repeats.
      </p>
      <p>
        In this paper, we deal with the problem of explainability in
situations where the agent may have limited sensing capabilities, i.e., the
environment may be partially-observable. Notwithstanding, as in
typical RL scenarios, we assume that the agent’s observations are
suficient for it to solve the intended task, in which case Z is treated
as if it were S, and O is discarded. The simplified model thus
obtained, represented as a tuple M = (S, A, P, R, γ ), is referred to as
a Markov decision process (MDP) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>The goal of the agent can be formalized as that of gathering as
much reward as possible throughout its lifespan discounted by γ .
This corresponds to maximizing the value v = E Ít γ t r . To that
end, the agent must learn a policy, denoted by π : Z → A, that
maps each observation z ∈ Z directly to an action π (z) ∈ A. In the
case of MDPs, this corresponds to learning a policy π ∗ : S → A
referred to as the optimal policy maximizing the value v.</p>
      <p>
        We focus on value-based RL, where a function Q∗ : S × A → R
associated with π ∗ verifies the recursive relation Q∗(s, a) = r +
γ Ís′ ∈S P(s ′ | s, a) maxb ∈A Q∗(s ′, b). Q∗(s, a) represents the value
of executing action a in state s and henceforth following the optimal
policy. Standard RL algorithms like Q-learning [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] assume that
the agent has no knowledge of either P or R. Hence, they typically
start by exploring the environment—by selecting actions in some
exploratory manner—collecting samples in the form (s, a, r, s ′) which
are then used to successively approximate Q∗ using the above
recursion. After exploring, the agent can exploit its knowledge and
select the actions that maximize (its estimate of) Q∗.
2
2.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>INTROSPECTION FRAMEWORK</title>
    </sec>
    <sec id="sec-6">
      <title>Interaction Data</title>
      <p>As depicted in Fig. 1, the introspection framework relies on
interaction data that is collected by the agent during its interaction with
the environment. Namely, the analyses rely on the following data:
• n(z), n(z, a) and n(z, a, z′), which respectively denote the
number of times that some observation z, observation-action
pair (z, a) and transition (z, a, z′) were observed by the agent
while interacting with the environment;
• Pˆ(z′ | z, a) corresponds to the estimated probability of
observing z′ when executing action a after observing z. This
can be estimated by using n(z, a, z′)/n(z, a);
• Rˆ(z, a) is the agent’s estimate of the reward received for
performing action a after observing z. This can be estimated by
maintaining a running average of the rewards received;
• Q(z, a) is the agent’s estimate of the Q function. It corresponds
to the expected value of executing a having observed z and
henceforth following the current policy. It can be estimated
by using any value-based RL algorithm;
• ∆ cQ(z, a) is the expected prediction (Bellman) error associated
with Q(z, a). For a transition (z, a, r, z′), the prediction error
corresponds to ∆ Q(z, a) = r + γ maxb ∈A Q(z′, b) − Q(z, a).
As such, the agent can maintain a running average of the
prediction errors after each visit to (z, a).
As we can see, some of the data is already collected by value-based
RL methods, namely the Q function, and by model-based algorithms,
namely Pˆ and Rˆ . The remaining data can easily be collected by the
agent during its interaction with the environment by updating
counters and running averages.</p>
      <p>In addition, as is the case with many RL scenarios, let us assume
that, at each time-step t , the agent observes its environment through
a finite set of features Zti = zi , i = 1, . . . , N , each taking values in
some feature space Zi . The observation-space thus corresponds to
the cartesian product Z = Z1 × . . . × ZN . When this is the case, the
structure exhibited by such factored MDPs can also be exploited to
derive interesting aspects related to specific observation elements.</p>
      <p>All these data are used by the agent as sources of information
for the several introspection analyses. Table 1 lists the analyses
implemented so far, how they are group at diferent levels, and the
elements that each generates.1 The idea is to take the most out of
the data collected during the interaction to highlight information
that helps explain the agent’s behavior.
2.2</p>
    </sec>
    <sec id="sec-7">
      <title>Level 0: Analyzing the Environment</title>
      <p>
        In this level we analyze characteristics of the task or problem that
the agent has to solve.
2.2.1 Transition Analysis. The estimated transition probability
function Pˆ(z′ | z, a) can be used to expose the environment’s dynamics.
Namely, it allows the identification of (un)certain transitions. Given
an observation z and an action a, the transition certainty
associated with (z, a) is measured according to how concentrated the
observations z′ ∈ Z following (z, a) are. In particular, we use the
evenness of the distribution over observations following (z, a) as the
normalized true diversity (information entropy) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] by resorting
to the probabilities stored in Pˆ .
      </p>
      <sec id="sec-7-1">
        <title>Certain/uncertain transitions: denote situations in which the</title>
        <p>next state is hard/easy to be predicted by the agent.</p>
      </sec>
      <sec id="sec-7-2">
        <title>Certain/uncertain observation-features: are values of observa</title>
        <p>tion features that are active, on average, whenever certain/uncertain
observation-action pairs occur.</p>
        <p>
          Transitions leading to many diferent states—according to a given
threshold—have a high evenness and are considered uncertain.
Likewise, transitions leading only to a few states have a low
evenness and are considered certain. This analysis thus highlights the
(un)certain elements of the agent’s transitions, actions and of its
observation features. Uncertain elements are especially important
as people tend to resort to “abnormal” situations for the explanation
of behavior [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This information can also be used by the agent in
a more proactive manner while interacting with the environment.
For example, the agent can express its confidence in the result of its
actions when necessary, or request the help of a human user when
it faces a very uncertain situation.
2.2.2 Reward Analysis. The idea of this analysis is to identify
uncommon situations regarding the reward received by the agent
during its interaction with the environment, namely:
        </p>
        <sec id="sec-7-2-1">
          <title>Observation-action reward outliers: (z, a) pairs in which, on</title>
          <p>average among all other states and actions, the agent received
1Due to space restrictions, only some elements are detailed here.
significantly more/less reward. 2 This information may be used to
identify situations in which the agent is likely to receive relatively
low or high rewards.</p>
          <p>Feature-action reward outliers: correspond to feature-action
pairs that are, on average among all observations taken,
significantly more or less rewarding than other pairs. The rationale is
that, in typical RL scenarios, the agent designer defines rewards
to be provided to the agent when it interacts with elements of the
environment in a (in)correct manner, e.g., the agent may have to
interact with the appropriate object to achieve some subgoal.
However, the reward from executing some action after making some
observation is “diluted” among all the features that were active at
that time. Therefore, this element may be used to denote significant
individual contributions of features to the agent’s reward.
2.3</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Level 1: Analyzing the Interaction with the</title>
    </sec>
    <sec id="sec-9">
      <title>Environment</title>
      <p>The purpose of this level is to help characterize the environment’s
dynamics and extract important aspects of the agent’s behavior
and history of interaction with it.
2.3.1 Observation Frequency Analysis. This analysis identifies
interestingness elements that can be found given information stored
in the counters n, namely:
Observation coverage: corresponds to how much of the
observationspace—regarding all possible combinations between the observation
features—were actually observed by the agent. This information
may provide an indication of how much of the state-space was
covered by the agent’s behavior, which is an important quality of
its exploration strategy.</p>
      <p>Observation evenness: corresponds to how even the distribution
of visits to the observation space was. In particular, it analyzes the
histogram of observations using the aforementioned distribution
evenness metric. It can be used to infer how unbalanced the visits to
states were, which in turn may denote how interesting the dynamics
of the environment are, e.g., denoting situations that are physically
impossible to occur, and how exploratory the agent was during the
interaction with it.</p>
      <p>Frequent/infrequent observations: these correspond to
observations that appeared less/more frequently than others during the
interaction. This element can assess the agent’s (in)experience with
its environment, denoting not only common situations it
encounters but also rare interactions. Importantly, the latter may indicate
states that were not suficiently explored by the agent, e.g., locations
that are hard to reach in a maze or encounters with elements that
are scarce, or situations that had such a negative impact on the
agent’s performance that its action-selection and learning
mechanisms made sure they were rarely visited, such as a death situation
in a game.</p>
      <sec id="sec-9-1">
        <title>Strongly/weakly-associated feature-sets: are sets of observa</title>
        <p>
          tion features (feature-sets) that frequently/rarely co-occur. To that
end, we resorted to frequent pattern-mining (FPM) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], a
datamining technique to find patterns of items in a set of transactions.
        </p>
        <p>In this case, each observation corresponds to a transaction
containing the features that are active in that observation. We then
2In our analyses, we detect outliers based on whether the distance to the mean is
higher than a certain number of standard deviations.</p>
        <p>(Un)Certain transitions; (Un)Certain actions; (Un)certain features
of the task (POMDP)
analyze agent’s
history of interaction
with the environment
combine elements
generated by the
diferent analyses</p>
        <p>Obs.-Action Freq. Obs.-action coverage; Obs.-action evenness; (Un)Certain obs. and features
Reward
Obs. Freq. and
Recency
Value
Transition Value
Sequence
Contradiction</p>
        <p>
          Mean reward; Obs.-action reward outliers; Actions mean reward;
Feature-action reward outliers
Obs. coverage; Obs. Dispersion; (In)Freq. obs.; Strongly/weakly-associated
feature-sets; Associative feature-rules; Earlier obs. and actions
Mean value; Obs.-action value outliers; Feature-action value outliers; Mean
pred. error; Obs.-action pred. outliers; Actions mean value and pred. error
Local minima/maxima; Absolute minima/maxima; Maximal
strict-diference obs.; Obs. variance outliers
Uncertain-future obs.; Certain sequences to subgoal
Contradictory-value obs.; Contradictory-count obs.; Contradictory-goal
obs.; Contradictory feature-actions
created a frequent-pattern tree (FP-tree) using the algorithm in [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
that facilitates the systematic discovery of frequent combinations
between the items in the data-base.
        </p>
        <p>
          Typical FPM techniques rely on the relative frequency of
cooccurrences of items to judge whether a certain item-set is
considered a pattern or not. However, other metrics exist that allow
the discovery of more meaningful patterns—for example, if two
features are always observed together by the agent, the pair should
be consider interesting even if their relative frequency (i.e.,
compared to all other observations) is low. Therefore, we use the Jaccard
index [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], which can be used to measure the association strength of
item-sets [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ]. We then use an algorithm based on FP-Growth
[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] to retrieve all observation feature-sets that have a Jaccard index
above/below a given threshold, in which case they are considered
to be strongly-/weakly-associated.
        </p>
        <p>This element may be used to denote both patterns in the agent’s
perceptions (or regularities in its environment), and also rare on
inexistent combinations of features. In turn, these aspects may
be important to explain the agent’s physical interaction with the
environment and expose its perceptual limitations to an external
observer.</p>
        <p>
          Associative feature-rules: these are rules generated in the form
antecedent ⇒ consequent . The idea is to determine sets of features–
the antecedent—that frequently appear conditioned on the
appearance of another set of features—the consequent. We used the lift
statistical measure [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] to determine the confidence of every possible
rule given the strongly-associated feature-sets. This element can be
used to determine causal relationships in the environment, e.g., the
physical rules of the environment or the co-appearance of certain
objects, which are important elements of explanation [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
2.3.2 Observation-Action Frequency Analysis. This analysis
produces the following elements:
        </p>
      </sec>
      <sec id="sec-9-2">
        <title>Observation-action coverage: corresponds to how much of the</title>
        <p>actions were executed in the observations made. Similarly to the
observation coverage, this element reveals how exploratory the
interaction with the environment was.</p>
      </sec>
      <sec id="sec-9-3">
        <title>Observation-action dispersion: corresponds to the mean even</title>
        <p>ness of action executions per observation. It can be used to
determine how (un)balanced the selection of actions in certain
observations were. In turn, this may denote either how exploratory the
agent was during the interaction, or how stochastic the agent’s
policy is.</p>
        <p>Certain/uncertain observations and features: besides
transition certainty, we can calculate how certain or uncertain each
observation is with regards to action execution. Observations where
many diferent actions have a high count (high evenness) are
considered uncertain, while those in which only a few actions were
selected are considered certain. This may denote situations in which
the agent is (un)certain of what to do, therefore providing good
opportunities to ask for a human user for intervention. Similarly,
we can identify features denoting situations in which, on average,
action selection is very even/uneven. Uneven features may be
particularly useful to abstract action-execution rules, i.e., actions that
are very likely to be executed whenever some feature is active.
2.3.3 Value Analysis. This analysis uses information stored in Q,
V and ∆ cQ to generate the following interestingness elements:</p>
        <sec id="sec-9-3-1">
          <title>Observation-action value outliers: correspond to (z, a) pairs</title>
          <p>that are significantly more or less valued. This element denotes
desirable situations with regards to the agent’s goals—high-value
pairs indicate situations conducive for the agent to attain its goals
while low-valued situations might prevent the agent of fulfilling its
task.</p>
          <p>Mean prediction error: the mean prediction error among all
states and actions. This evaluates the accuracy of the agent’s world
model, i.e., how well can the agent predict the consequences and
future value of its actions in most situations.</p>
        </sec>
        <sec id="sec-9-3-2">
          <title>Observation-action prediction outliers: correspond to the (z, a)</title>
          <p>
            pairs that have associated a significantly higher/lower mean
prediction error. These are situations that are very hard (or easy) for
the agent to learn. Together with transition uncertainty, this is an
important element for explanation as people use social attribution
to determine causes and judge others’ behavior [
            <xref ref-type="bibr" rid="ref14">14</xref>
            ]—e.g., when
the next observation and reward received are very stochastic, the
agent’s future might be very unpredictable and uncertain.
Therefore, in such situations the agent should inform the user to avoid
misunderstandings.
2.4
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Level 2: Meta-Analysis</title>
      <p>This level refers to analyses combining information from the
diferent interaction data and the previous levels.
2.4.1 Transition Value Analysis. This analysis combines
information from the agent’s estimated V function and the transition
function Pˆ (z′ | z, a). The goal is to analyze how the value attributed to
some observation changes with regards to possible observations
taken at the next time-step. The following elements are produced:
Local minima/maxima: refers to observations whose values are
greater/lower than or equal to the values of all possible next
observations. These help explain the desirability attributed by the agent
to a given situation. Specifically, local maxima denote subgoals
or acquired preferences—e.g., this may help explain situations in
which the agent prefers to remain in the same state rather than
explore the surrounding environment. In contrast, local minima
denote highly-undesirable situations that the agent will want to
avoid and in which typically any action leading to a diferent state
is preferable.</p>
      <p>
        Observation variance outliers: correspond to observations where
the variance of the diference in value to possible next observations
is significantly higher or lower. This element is important to identify
highly-unpredictable and especially risky situations, i.e., in which
executing actions might lead to either lower- or higher-valued next
states.
2.4.2 Sequence Analysis. This analysis combines information from
the analyses of observation frequencies, transitions and values. The
goal is to extract common and relevant sequences of actions from
to the agent’s interaction with its environment. In particular,
interesting sequences involve starting from important observations
identified by the other analyses, then executing the most likely
action, and henceforth performing actions until reaching a local
maximum. To discover sequences between observations we first
used the information stored in Pˆ to create a graph where nodes are
observations and edges are the actions denoting the observed
transitions. We then implemented a variant of Dijkstra’s algorithm [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to
determine the most likely paths between a given source observation
and a set of possible target observations. Using this procedure, this
analysis generates the following interestingness elements:
Uncertain-future observations: correspond to observations, taken
from the local minima, maxima, variance outliers, frequent, and
transition-uncertain sets of observations, from which a sequence
to any local maxima (subgoal) is very unlikely. These enable the
identification of very uncertain situations—where the agent is not
able to reason about how to reach a better situation—and hence in
which help from a human user might be needed.
      </p>
      <p>
        Certain sequences to subgoal: these denote likely sequences
starting from an observation in the same set of sources used for
the previous element, and then performing actions until reaching a
subgoal. This element determines the agent’s typical or most likely
actions when in relevant situations. Thus, it can be used to
summarize its behavior in the environment, e.g., by distilling a visual
representation from the graph or visualizing a sequence of
observations. The sequence-finding procedure can also be used by the
user to query the agent about its future goals and behavior in any
possible situation. Notably, this can be used to provide contrastive
explanations which help reasoning about why the alternatives to
some actions—the foils—are not as desirable as those chosen by the
agent [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Also, starting points may denote reasons for behavior
while the combined transition likelihoods denote the agent’s
beliefs—these are two crucial elements commonly used by people to
explain intentional events [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
2.4.3 Contradiction Analysis. This analysis combines information
from the value, reward and frequency functions, the value analysis
and provided domain knowledge. The goal is to identify unexpected
situations, where the agent was expected to behave in a certain
manner, but the collected data informs us otherwise. Hence, we
automatically determine the foils for behavior in specific situations.
Contradictory-value observations: correspond to observations
in which the actions’ values distribution proportionally diverges
from that of their rewards. Specifically, we use the Jensen-Shannon
divergence (JSD) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that measures how (dis)similar two probability
distributions are with regards to the proportion attributed to each
element. By using this technique and resorting to the information
stored in Q and Rˆ, we can identify situations with a value-reward
JSD higher than a given threshold. In such situations, the agent
may select actions contradicting what an external observer would
expect. Further, we analyze the individual components of the JSD
to identify which indexes are responsible for the non-alignment or
dissimilarity between the distributions. In this manner, the agent
can automatically detect the contradictory situations and justify
why it chose an unexpected action, e.g., explaining that it leads
to a certain subgoal and is thus a better option compared to the
expected action (contrastive explanation).
      </p>
      <sec id="sec-10-1">
        <title>Contradictory-count observations: similarly, we can identify</title>
        <p>observations in which the actions’ selection distribution diverges
from that of their values. We use the same technique as above to
calculate the count-value JSD by using the data stored in n and
Q. This element can identify situations where the agent’s
actionselection mechanism contradicts what it has learned, e.g., by
selecting more often actions in situations in which they have lower
values. In turn, this could indicate one of several things: an
inadequate action-selection mechanism; an unstable and hard-to-learn
situation, where the value of an action changed throughout
learning; that the agent has acquired a preference for an action but
selected other actions with the same frequency during learning,
which means that the agent has not started exploiting its learned
knowledge.</p>
        <p>Contradictory-goal observations: to identify these elements, we
assume that the system is provided with domain-knowledge
regarding goal states. These correspond to situations that would normally
be considered as highly-desirable for the agent to perform the task
by an external observer, e.g., collecting relevant items from the
environment, reaching a new level in a game, etc. Based on this
information, we determine which observations that were found to
be subgoals for the agent (local maxima) are not in the known list
of goals. The idea is to identify surprising situations in which the
agent can justify its behavior by resorting to other interestingness
elements.
3</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>RELATED WORK</title>
      <p>
        Recent works within eXplainable RL (XRL) have recently started to
addressed some of the problems identified in this paper. Some
frameworks simply develop language templates to translate elements of
the problem into human-understandable explanations. Namely, the
work in [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] generates explanations for reasoning in POMDPs,
i.e., the agent’s policy, beliefs over states of the environment,
transition probabilities, rewards, etc. All explanations were derived
directly from the POMDP elements, therefore corresponding to our
Level 0 analysis. In [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], the discounted occupancy frequency is
used to form contrastive explanations about the expected return in
a given state by executing the optimal action and following some
policy. Other works focus on abstracting state representations of the
task and creating graph structures denoting the agent’s behavior—
in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], explanations were framed as summaries assembled
from outputs of binary classifiers that characterized the agent’s
trajectories and decisions. Other approaches try to identify key
moments of the agent’s interaction to summarize its behavior. The
approach in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] used the concept of importance, dictated by the
largest diference in the Q-values of a given state, to identify which
trajectories are representative of the agent’s behavior, which were
then shown to a human user.
      </p>
      <p>We note that, overall, these works usually require a great deal
of manual adjustments for specific domains while our framework
relies on generic data that is already collected by standard RL
algorithms and on a factored-state structure. Moreover, while some can
summarize the agent’s behavior, they do not perform an analysis
of the reasons of behavior and thus cannot provide insights about
the agent’s decision-making. In addition, they lack the capability of
automatically detecting situations requiring external human
intervention. Finally, current XRL systems operate only after learning,
making it hard to recover key aspects of the interaction.
4</p>
    </sec>
    <sec id="sec-12">
      <title>CONCLUSIONS AND FUTURE WORK</title>
      <p>We introduced a framework capable of analyzing a RL agent’s
history of interaction with its environment. The framework operates
at three distinct levels, first analyzing characteristics of the task
that the agent has to solve, then the behavior of the agent while
interacting with the environment, and finally by performing a
metaanalysis combining information gathered at the lower levels. In
general, the proposed analyses generate meaningful information
from data that is already collected by standard RL algorithms, such
as the Q and V functions generated by value-based methods, and
state frequencies and expected rewards collected by model-based
techniques. In addition, we proposed statistical data that can be
easily collected by an RL agent while performing the task that
helps further summarizing its history of interaction. We then
detailed how, based on this interaction data, several interestingness
elements can be generated by the analyses framework.
4.1</p>
    </sec>
    <sec id="sec-13">
      <title>Explanation Framework</title>
      <p>
        Explanation for autonomous agents requires determining not just
what to explain but also how and when. The interestingness
elements described here provide the content for explanation.
Throughout the paper, we provided insights on how each element can be
used to expose the agent’s behavior to a human user, justifications
regarding its decisions, situations in which input from the user
might be needed, etc. For most of the elements, explanations can
easily be converted from the data by coupling them with natural
language templates, similarly to what has been done in [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. For
others, visual tools like graphs and images highlighting important
situations—including relevant observation features—can be used,
in line with [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>In an autonomy setting—particularly for learned autonomy—
explanation should be capable of operating with diferent modes.
As mentioned earlier, in a passive mode the agent constructs
explanations in response to explicit queries from the user. For example,
after training the agent in some task, the user may wish to validate
the learning by asking the agent to analyze particular situations, its
motivations, its foreseeable plans, etc. To that end, we can use the
analyses proposed in this paper to summarize the learned policy,
i.e., abstract a strategy, or identify the most important situations.</p>
      <p>
        The explanation framework should also be able to operate in a
proactive mode, where the agent initiates explanation, whether to
avert surprise [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], or to request assistance. For example, while the
agent is learning, it may use the identified uncertain, unpredictable,
or low-valued situations to ask input from a user. This may be
particularly useful in situations where the agent alone is not able
to perform optimally, e.g., it is learning in a partially-observable
domain. Interaction with the user may occur in various forms,
by the user indicating which action to perform in some situation,
by providing corrective rewards [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], or by providing higher-level
guidance [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The explanations provided by the agent in this setting
provide the user with the context within which to give feedback to
better influence the agent’s learning process.
      </p>
      <p>Being able to operate at diferent times is another desirable
feature of an explanation framework. In that regard, we can use the
proposed framework to perform a diferential analysis identifying
how the interestingness elements change given two histories of
interaction with an environment. By analyzing these changes, we can
explain transformations of the agent’s behavior, changes in the
environment, identify novel situations, acquired knowledge, etc. This
analysis can be used during training to assess the agent’s learning
progress. Another possibility is to compare between the agent’s
behavior during and after training to identify which challenges were
overcome after learning, and which situations remained confusing,
uncertain or unpredictable. Finally, one can apply the diferential
analysis to data captured by a novice/learning agent and an expert
in the task. This can be useful to “debug” the agent’s behavior and
identify its learning dificulties, assess how its acquired goals difer
from those of the expert, etc.</p>
    </sec>
  </body>
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