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dc.contributor.advisorCynthia Breazeal.en_US
dc.contributor.authorThomaz, Andrea Lockerden_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciencesen_US
dc.date.accessioned2007-09-27T20:15:06Z
dc.date.available2007-09-27T20:15:06Z
dc.date.copyright2006en_US
dc.date.issued2006en_US
dc.identifier.urihttp://dspace.mit.edu/handle/1721.1/36160en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/36160
dc.descriptionThesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.en_US
dc.descriptionIncludes bibliographical references (p. 139-146).en_US
dc.description.abstractSocial interaction will be key to enabling robots and machines in general to learn new tasks from ordinary people (not experts in robotics or machine learning). Everyday people who need to teach their machines new things will find it natural for to rely on their interpersonal interaction skills. This thesis provides several contributions towards the understanding of this Socially Guided Machine Learning scenario. While the topic of human input to machine learning algorithms has been explored to some extent, prior works have not gone far enough to understand what people will try to communicate when teaching a machine and how algorithms and learning systems can be modified to better accommodate a human partner. Interface techniques have been based on intuition and assumptions rather than grounded in human behavior, and often techniques are not demonstrated or evaluated with everyday people. Using a computer game, Sophie's Kitchen, an experiment with human subjects provides several insights about how people approach the task of teaching a machine. In particular, people want to direct and guide an agent's exploration process, they quickly use the behavior of the agent to infer a mental model of the learning process, and they utilize positive and negative feedback in asymmetric ways.en_US
dc.description.abstract(cont.) Using a robotic platform, Leonardo, and 200 people in follow-up studies of modified versions of the Sophie's Kitchen game, four research themes are developed. The use of human guidance in a machine learning exploration can be successfully incorporated to improve learning performance. Novel learning approaches demonstrate aspects of goal-oriented learning. The transparency of the machine learner can have significant effects on the nature of the instruction received from the human teacher, which in turn positively impacts the learning process. Utilizing asymmetric interpretations of positive and negative feedback from a human partner, can result in a more efficient and robust learning experience.en_US
dc.description.statementofresponsibilityby Andrea Lockerd Thomaz.en_US
dc.format.extent146 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/36160en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582
dc.subjectArchitecture. Program In Media Arts and Sciencesen_US
dc.titleSocially guided machine learningen_US
dc.typeThesisen_US
dc.description.degreePh.D.en_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)
dc.identifier.oclc73524255en_US


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