Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning
Abstract
:1. Introduction
2. Related Work
2.1. Improving Usability
2.2. Creating a Reward Model
3. Method
3.1. Decentralized POMDP Model
3.2. Usability Reward Model
3.3. IQL Algorithm
Algorithm 1 Deep Independent Learning for Agent i Using Fully Connected Neural Network. |
|
4. Experiment
4.1. Multi-Agent Environment
4.2. Use Cases
4.3. Reward Computation
4.4. Experimental Results and Analysis
4.5. Model Validation
5. Discussion
5.1. Limitations
- Robustness: The ability of a multi-agent system to continue functioning in the event of failures in individual agents’ operations.
- Efficiency: Parallel data processing in a multi-agent system by autonomous agents accelerates the system’s operation.
- Adaptability: A decentralized multi-agent system is capable of dynamically changing its behavior in response to changes in the environment.
- Encapsulation: A multi-agent system is modular by nature, allowing flexible changes to its structure, abstraction of data, and protection of internal implementations.
- Scalability: In information perception and decision-making, a multi-agent system has no limitations on centralized data control, which enables better handling of increased workloads with added resources.
5.2. Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
UR | Usability Reward |
MUI | Mobile User Interface |
HCI | Human–Computer Interaction |
RL | Reinforcement Learning |
MARL | Multi-Agent Reinforcement Learning |
MDP | Markov Decision Processes |
POMDP | Partially Observable Markov Decision Process |
DQN | Deep Q-Network |
MADDPG | Multi-Agent Deep Deterministic Policy Gradient |
MCTS | Monte Carlo Tree Search |
PPO | Proximal Policy Optimization |
IQL | Independent Q-Learning |
LLM | Large Language Models |
tinyML | Tiny Machine Learning |
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RL Algorithm | Model | Author, Year, Reference |
---|---|---|
Memory-based learning | Closest distance | Maes et al., 1993 [21] |
Q-Learning | MDP | Seo et al., 2000 [22] |
Model-based Q-Learning | MDP | Schatzmann et al., 2006 [23] |
Interactive Q-Learning | MDP | Thomaz et al., 2006 [24] |
Policy Gradient | MDP | Branavan et al., 2009 [25] |
Iterative optimization | POMDP | Young, 2010 [26] |
Q-Learning | MDP | Glowacka et al., 2013 [27] |
DQN | MDP | Mnih et al., 2015 [11] |
DQN | MDP | Littman, 2015 [28] |
DDPG | MDP | Debard et al., 2020 [29] |
Maxmin DQN | POMDP | Sheikh et al., 2020 [35] |
MCTS | MDP | Todi et al., 2021 [8] |
DQN | MDP | Li et al., 2022 [30] |
PPO | POMDP | Langerak et al., 2022 [15] |
MADDPG | POMDP | Gupta et al., 2023 [33] |
DQN | MDP | Li et al., 2023 [34] |
Name of Usability Metric (Reference) | Definition |
---|---|
Structured Text Entry [37] | where Structured_Text_Entry() returns 1 if the input element displays a mask, 0 otherwise; n—the total number of input elements that accept data in an exact format. |
Essential Efficiency [38] | where Sessential is the number of user steps in the description of the primary (best) use case, and Senacted is the number of steps required to perform the use case with the current user interface design. |
Built in Icon [37] | where Built_in_Icon() returns 1 if the action element displays a system icon, 0 otherwise; n—the total number of action elements in the interface. |
Density Measure [37] | where ai and aframe represent the area of object i and the area of the frame, respectively, and n is the number of objects in the frame. |
Layout Appropriateness [38] | where Pi,j is the transition frequency between visual components i and j, Di, j is the distance between visual components i and j. |
Default Value [37] | where ai is the input element with a default value, n is the total number of input elements. |
Task Concordance [38] | where N is the number of tasks to be ranked, D is the inconsistency index, i.e., the number of tasks pairs whose difficulties are arranged correctly minus those pairs whose difficulties are arranged incorrectly. |
Target Element Size [37] | where ai returns 1 if the area of object i is greater than or equal to 44 pt × 44 pt (or 88 pt × 88 pt), otherwise 0, and n is the number of interactive objects in the interface. |
Text Size [37] | where FontSizei returns 1 if the font size for text input i is greater than or equal to 16 px, otherwise 0, and n is the number of text inputs in the interface. |
Task Visibility [38] | where Stotal is the total number of implemented steps to complete the use case, Vi is the visibility of the implemented step i, ranging from 0 to 1. |
Balance [37] | where BLvert is the vertical balance, and BLhor is the horizontal balance. where L, R, T, and B refer to the left, right, top, and bottom edges, respectively. Wj is the weight of the j-th side of the interface (left, right, top, and bottom). |
Horizontal (BH) or Vertical Balance (BV) [38] | where W1 is the weight of the first side, W2 is the weight of the second side. The weight of a side (Wi) = the number of pixels used × the distance of the side from the center. The center = halfway between the left edge of the leftmost visual element and the right edge of the rightmost element. |
Element Readability [8] | where B(il) is the activation of element i at point l, and δ is the constant for careful examination of the element in the absence of activation. |
Element Selection [8] | where ap and bp are the Fitts’ law constants for estimating the time to select an element (for example, ap = 10.3 and bp = 4.8), for the target element i at point l. |
Local Search [8] | where Tc is a constant penalty for unexpectedness (element found where it was not expected), δ is the constant cost of careful examination of the element, Nlocal is the number of nearby elements being checked, Ttrail is the constant time for the cursor to follow the gaze of the eye. |
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Vidmanov, D.; Alfimtsev, A. Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning. Multimodal Technol. Interact. 2024, 8, 26. https://doi.org/10.3390/mti8040026
Vidmanov D, Alfimtsev A. Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning. Multimodal Technologies and Interaction. 2024; 8(4):26. https://doi.org/10.3390/mti8040026
Chicago/Turabian StyleVidmanov, Dmitry, and Alexander Alfimtsev. 2024. "Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning" Multimodal Technologies and Interaction 8, no. 4: 26. https://doi.org/10.3390/mti8040026
APA StyleVidmanov, D., & Alfimtsev, A. (2024). Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning. Multimodal Technologies and Interaction, 8(4), 26. https://doi.org/10.3390/mti8040026