393
MABLE: A Framework for Learning from Natural
Instruction
Roger Mailler
University of Tulsa
Tulsa, Oklahoma 74104
mailler@utulsa.edu
Daniel Bryce
Utah State University
Logan, Utah 84322
daniel.bryce@usu.edu
Jiaying Shen,
Ciaran O’Reilly
SRI International
Menlo Park, California 94025
{shen,oreilly}@ai.sri.com
Categories and Subject Descriptors
I.2.6 [Artificial Intelligence]: Learning
General Terms
Design, Experimentation
Keywords
Learning, MABLE, Architecture
ABSTRACT
The Modular Architecture for Bootstrapped Learning Experiments
(MABLE) is a system that is being developed to allow humans
to teach computers in the most natural manner possible: by us-
ing combinations of descriptions, demonstrations, and feedback.
MABLE is a highly modular, well-engineered, and extendable sys-
tem that provides generalized services, such as control, knowledge
representation, and execution management. MABLE works by ac-
cepting instruction from a teacher and forms concrete learning tasks
that are fed to state-of-the-art machine learning algorithms. To
make the learning tractable, specialized heuristics, in the form of
learning strategies, are used to derive bias from the instruction. The
output of the learning is then incorporated into the system’s back-
ground knowledge to be used in performing tasks or as the basis for
simplifying the process of learning difficult concepts.
Although still in development, MABLE has already demonstrated
the ability to learn four different types of knowledge (definitions,
rules, functions, and procedures) from three different modes of stu-
dent/teacher interaction on two separate, qualitatively different do-
mains. MABLE presents a unique opportunity for machine learn-
ing researchers to easily plug in and test algorithms in the context of
instructible computing. In the near future, MABLE will be freely
available as an open source project.
1. INTRODUCTION
The computer is probably the most flexible and powerful tool
ever devised by humans. Yet in spite of these properties, comput-
ers still retain one fundamental limitation: the cost, difficulty, and
time needed to develop new software. In stark contrast, humans are
able to learn complex tasks from, what most programmers would
consider to be, horrible instruction. Imagine for a moment a parent
Cite as: MABLE: A Framework for Learning from Natural Instruction,
Roger Mailler, Daniel Bryce, Jiaying Shen, and Ciaran O’reilly, Proc. of
8th Int. Conf. on Autonomous Agents and Multiagent Systems (AA-
MAS 2009), Decker, Sichman, Sierra and Castelfranchi (eds.), May, 10–
15, 2009, Budapest, Hungary, pp. XXX-XXX.
Copyright c 2009, International Foundation for Autonomous Agents and
Multiagent Systems (www.ifaamas.org). All rights reserved.
teaching their child to write the letter "p". Most would describe
it as "Draw a straight line and then put a loop at the top". Then
the parent would demonstrate the action of drawing the "p" while
explaining the actions and finally, would allow the child to demon-
strate mastery of the action while giving feedback on their perfor-
mance. Assuming the child can draw a reasonably good line and
loop, they will master this task quickly. We aim to design a digital
student that can learn from similar forms of natural instruction.
The Modular Architecture for Bootstrapped Learning Experi-
ments (MABLE), which is being constructed as part of DARPA’s
Bootstrapped Learning program, can be thought of as a step toward
human-instructible computing. The primary goal is to create a sys-
tem (a digital student) that learns from human instruction in all of
its various forms and in the face of incompleteness and impreci-
sion. This makes MABLE different from existing systems that are
designed to learn a single type of knowledge (e.g., a process) from
a single form of instruction (e.g., a demonstration). MABLE must
be able to create and modify hypotheses (bootstrap) that may have
been learned by a myriad of different learning techniques.
Achieving human-instructible computing entails a large number
of conceptual challenges, some of which will be addressed in this
paper. For example, how can we leverage all of the work that
has been done in machine learning over the past 50 years? How
can the system control the learning process? How can you form a
common representation that can represent everything MABLE has
learned and provide sufficient meta-information about the use of
that knowledge? How can we manage the interaction between the
teacher and the system to avoid the natural language understanding
problem? How can we resolve ambiguities that result from incom-
plete and inaccurate instruction or as a result of misunderstanding?
A secondary goal of the program is to provide the MABLE sys-
tem (and supporting architecture) to the AI community as a re-
search platform. We expect that researchers will benefit from hav-
ing a plug-in architecture with which they can test algorithms for
learning from natural instruction, and more-traditional algorithms
for machine learning. Therefore, every attempt as been made to
make MABLE as modular, extendable, and well-constructed as
possible. MABLE will be freely available as an open-source project
released under the terms of the BSD license [10].
In the following sections of this paper, we give an overview of the
bootstrapped learning program and the current version of MABLE.
We then describe the framework that is used to test and develop
MABLE and an example of instructible computing in Blocksworld.
Finally, we will discuss the open issues within our system, which
leads to our future directions.
2. BOOTSTRAPPED LEARNING
As mentioned in the introduction, MABLE is being developed as
Cite as: MABLE: A Framework for Learning from Natural Instruction,
Roger Mailler, Daniel Bryce, Jiaying Shen, Ciaran O’Reilly, Proc. of
8th Int. Conf. on Autonomous Agents and Multiagent Systems (AAMAS
2009), Decker, Sichman, Sierra and Castelfranchi (eds.), May, 10–15,
2009, Budapest, Hungary, pp. 393–400
Copyright © 2009, International Foundation for Autonomous Agents
and Multiagent Systems (www.ifaamas.org), All rights reserved.