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RL-KLM: Automating
Keystroke-level Modeling
with Reinforcement Learning
Katri Leino, Antti Oulasvirta, Mikko Kurimo
Aalto University
Objectives Automate
task performance modeling
Groundwork
for adaptation and optimization
Related Work
Model-based evaluation
• GOMS, KLM models used as
evaluation functions
• E.g. CogTool, STEM
• Demonstrations required
[https://cogtool.wordpress.com]
[http://stem.lille.inria.fr]
!3
Reinforcement learning in
cognitive models
• Model learns a policy of to use a UI
• Case specific (e.g. text entry)
[Jokinen et al. 2017] [Chen et al. 2015]
Inverse Reinforcement Learning
• Learns reward functions from
observation
• Required data
[Brochu et al. 2010]
Approach
Keystroke Level Model
Predicts task completion time.
Behaviour as a sequence of independent operators.
!5
Mental operator

1.35s
Pointing

1.1s
Pressing

1.5s
System response

1.5s
[Card et al. 1980]
Traditionally, sequence is handcrafted
KLM as MDP
Markov decision process
provides a mathematical
framework for decision making.
MDP's policy, KLM's sequence,
can be solved with
Reinforcement Learning.
UI can be represented by a state-
action simulator.
!6
Agent
Interface
ActionReward
State
Reinforcement Learning
!7
Reward
• Finish the maze
• Penalty from
each used action
Learner
Learning policy from trial and error
by interacting with environment to
maximise the cumulative reward
• Policy defines which action agent
performs in the current state.
Environment
RL-KLM
Finds a KLM operator sequence which
minimises task completion time.
!8
Q-Learning
KLM operator
Duration of the operator
State of UI
Example Cases
Cases
Case 1:
Remote Controller
Case 2:
Multimodal Alarm
Case 3:
Form Filling
Case 1: Remote Controller
Task:
• Switch to a channel
• Select from two button types (blue
or green)
Proof of concept
• Time optimal policy
• Selected button depends on the
distance between channels
• If distance > 3 : blue
!11
Case 2: Multimodal Alarm
Problem
• Select modality to go to the goal state.
• Some modalities are inaccurate.
Policy accounts for the recognition
errors.
!12
Gestures are fastest to use,
Speech the second fastest, and
Tactile the slowest.
Case 3: GUI - Form filling
Task:
• Visit all states
Suited for spatial tasks: finds
the fastest path to visit the
items.
!13
Applications
Design tool: demo
!15
Optimization
Objectives:
Simple, Fast, Consistent
• Trade-off between simple and fast
• Consistency: logical structure
UI modeled with
Finite State Machine
Design space and the tasks are
automatically generated.
!16
Simplest design
Balanced design
Fastest design
Conclusion
• KLM is a general model that can be automated with
Reinforcement Learning
• RL-KLM: Finds a policy that minimizes the task completion time.
• Initial results for simple cases.
• Possible applications: Evaluation, Optimization
Demo and codes for all experiments:
https://github.com/aalto-speech/rl-klm
!17
Thank you!
katri.k.leino@aalto.fi
https://github.com/aalto-speech/rl-klm
References
- Jokinen, Jussi PP, et al. "Modelling learning of new keyboard layouts."
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems.
ACM, 2017.
- Chen, Xiuli, et al. "The emergence of interactive behavior: A model of rational
menu search." Proceedings of the 33rd Annual ACM Conference on Human Factors in
Computing Systems. ACM, 2015.
- Brochu, Eric, Vlad M. Cora, and Nando De Freitas. "A tutorial on Bayesian
optimization of expensive cost functions, with application to active user modeling
and hierarchical reinforcement learning." arXiv preprint arXiv:1012.2599 (2010).
- Card, Stuart K., Thomas P. Moran, and Allen Newell. "The keystroke-level model
for user performance time with interactive systems." Communications of the ACM
23.7 (1980): 396-410.
!19

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RL-KLM: Automating Keystroke-level Modeling with Reinforcement Learning (IUI 2019)

  • 1. RL-KLM: Automating Keystroke-level Modeling with Reinforcement Learning Katri Leino, Antti Oulasvirta, Mikko Kurimo Aalto University
  • 2. Objectives Automate task performance modeling Groundwork for adaptation and optimization
  • 3. Related Work Model-based evaluation • GOMS, KLM models used as evaluation functions • E.g. CogTool, STEM • Demonstrations required [https://cogtool.wordpress.com] [http://stem.lille.inria.fr] !3 Reinforcement learning in cognitive models • Model learns a policy of to use a UI • Case specific (e.g. text entry) [Jokinen et al. 2017] [Chen et al. 2015] Inverse Reinforcement Learning • Learns reward functions from observation • Required data [Brochu et al. 2010]
  • 5. Keystroke Level Model Predicts task completion time. Behaviour as a sequence of independent operators. !5 Mental operator
 1.35s Pointing
 1.1s Pressing
 1.5s System response
 1.5s [Card et al. 1980] Traditionally, sequence is handcrafted
  • 6. KLM as MDP Markov decision process provides a mathematical framework for decision making. MDP's policy, KLM's sequence, can be solved with Reinforcement Learning. UI can be represented by a state- action simulator. !6 Agent Interface ActionReward State
  • 7. Reinforcement Learning !7 Reward • Finish the maze • Penalty from each used action Learner Learning policy from trial and error by interacting with environment to maximise the cumulative reward • Policy defines which action agent performs in the current state. Environment
  • 8. RL-KLM Finds a KLM operator sequence which minimises task completion time. !8 Q-Learning KLM operator Duration of the operator State of UI
  • 10. Cases Case 1: Remote Controller Case 2: Multimodal Alarm Case 3: Form Filling
  • 11. Case 1: Remote Controller Task: • Switch to a channel • Select from two button types (blue or green) Proof of concept • Time optimal policy • Selected button depends on the distance between channels • If distance > 3 : blue !11
  • 12. Case 2: Multimodal Alarm Problem • Select modality to go to the goal state. • Some modalities are inaccurate. Policy accounts for the recognition errors. !12 Gestures are fastest to use, Speech the second fastest, and Tactile the slowest.
  • 13. Case 3: GUI - Form filling Task: • Visit all states Suited for spatial tasks: finds the fastest path to visit the items. !13
  • 16. Optimization Objectives: Simple, Fast, Consistent • Trade-off between simple and fast • Consistency: logical structure UI modeled with Finite State Machine Design space and the tasks are automatically generated. !16 Simplest design Balanced design Fastest design
  • 17. Conclusion • KLM is a general model that can be automated with Reinforcement Learning • RL-KLM: Finds a policy that minimizes the task completion time. • Initial results for simple cases. • Possible applications: Evaluation, Optimization Demo and codes for all experiments: https://github.com/aalto-speech/rl-klm !17
  • 19. References - Jokinen, Jussi PP, et al. "Modelling learning of new keyboard layouts." Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, 2017. - Chen, Xiuli, et al. "The emergence of interactive behavior: A model of rational menu search." Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 2015. - Brochu, Eric, Vlad M. Cora, and Nando De Freitas. "A tutorial on Bayesian optimization of expensive cost functions, with application to active user modeling and hierarchical reinforcement learning." arXiv preprint arXiv:1012.2599 (2010). - Card, Stuart K., Thomas P. Moran, and Allen Newell. "The keystroke-level model for user performance time with interactive systems." Communications of the ACM 23.7 (1980): 396-410. !19