Allen Nie, Anirudhan Badrinath, Nicholas Tomlin +5cs.AI cs.LG
Learning and skill mastery require extensive and deliberate practice. In many learning settings, producing high-quality pedagogical materials can require a high level of domain expertise and be very time-consuming. Pedagogical materials often need to train students to engage in different thinking patterns. In some domains, such as chess, puzzles are used to help students practice their skills in calculating the next moves and recognizing known patterns on a board. Giving students a practice set of puzzles to help them learn different modes of thinking is challenging because the teacher needs to carefully balance between different motifs and how many look-ahead steps a student needs to perform. Popular online platforms like Chess.com and Lichess offer players millions of puzzles. Unlike chess tactics puzzles procured by human experts, where chess beginners can learn valuable insights, these puzzles are automatically generated and often regarded as having low pedagogical value. These platforms also rely on a heuristic to recommend puzzles to users for practice. Using the user history data over an entire year, a total of 1.5 billion puzzle-solving histories, we learn the pedagogical value of a puzzle and how to automatically choose a set of puzzles to better support chess learners using insights from offline reinforcement learning. We show that using offline policy evaluation, our trained policy has significant impact on beginners with puzzle-solving Elo range of 100--1000, particularly for the group of beginners whose learning growth was stagnant. We also performed a qualitative analysis of the puzzles discovered by our model by collecting annotation ratings from expert chess players. The success of our pipeline shows promise for a future where we can understand the pedagogical values of practice items given general user interaction data.
Yoann Poupart, Aurélie Beynier, Nicolas Maudetcs.LG cs.MA
Activation steering has emerged in large language models as a lightweight alternative for dynamically changing a model's behavior at inference time. However, we show that existing steering methods fail to steer even a simple policy in a two-route gridworld environment. To address this limitation, we propose Policy Gradient Steering (PGS), which formulates steering as a reinforcement learning problem. PGS accumulates gradients of a temporary behavioral objective over a small set of rollouts or demonstrations to construct a removable task vector. We first demonstrate the calibration and reversibility of PGS in a two-route gridworld environment. Using chess puzzles, we then evaluate independently fitted PGS vectors both in isolation and in combination, finding that compatible tactical objectives accumulate constructively. Finally, in competitive football, we show that PGS can alter specific team behaviors and that its effects transfer across opponents. Together, these results show that policy gradients provide a natural interface for constructing temporary and composable behavioral adaptations across diverse decision-making domains.
Xiaochen Zhu, Georgi Karadzhov, Tom Stafford +1cs.CL cs.AI cs.HC
Multi-party dialogue is a critical setting for studying collaborative reasoning and decision-making, yet existing datasets rarely focus on structured, in-depth complex reasoning tasks. We introduce DeliChess, a novel dataset of group deliberation dialogues in which participants collaboratively solve multiple-choice chess puzzles. Each group first completes the puzzle individually, then engages in a multi-party discussion before submitting a revised collective answer. The dataset includes 107 dialogues with full transcripts, pre- and post-discussion choices, and metadata on puzzle difficulty and move quality. We evaluate performance using three metrics based on chess engine evaluations, and find that deliberation significantly improves group accuracy. We further analyse the role of probing utterances (i.e., messages that elicit proposals, justifications, or strategic reflection) using a classifier trained on prior deliberation data. While probing makes group performance more variable after discussion, it does not consistently lead to better performance. Our dataset offers a rich testbed for modelling group reasoning, dialogue dynamics, and the resolution of differing perspectives and opinions in a well-defined strategic domain.