1,617 research outputs found
Hierarchical reinforcement learning as creative problem solving
publisher: Elsevier articletitle: Hierarchical reinforcement learning as creative problem solving journaltitle: Robotics and Autonomous Systems articlelink: http://dx.doi.org/10.1016/j.robot.2016.08.021 content_type: article copyright: © 2016 Elsevier B.V. All rights reserved
Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes
I argue that data becomes temporarily interesting by itself to some
self-improving, but computationally limited, subjective observer once he learns
to predict or compress the data in a better way, thus making it subjectively
simpler and more beautiful. Curiosity is the desire to create or discover more
non-random, non-arbitrary, regular data that is novel and surprising not in the
traditional sense of Boltzmann and Shannon but in the sense that it allows for
compression progress because its regularity was not yet known. This drive
maximizes interestingness, the first derivative of subjective beauty or
compressibility, that is, the steepness of the learning curve. It motivates
exploring infants, pure mathematicians, composers, artists, dancers, comedians,
yourself, and (since 1990) artificial systems.Comment: 35 pages, 3 figures, based on KES 2008 keynote and ALT 2007 / DS 2007
joint invited lectur
AI Researchers, Video Games Are Your Friends!
If you are an artificial intelligence researcher, you should look to video
games as ideal testbeds for the work you do. If you are a video game developer,
you should look to AI for the technology that makes completely new types of
games possible. This chapter lays out the case for both of these propositions.
It asks the question "what can video games do for AI", and discusses how in
particular general video game playing is the ideal testbed for artificial
general intelligence research. It then asks the question "what can AI do for
video games", and lays out a vision for what video games might look like if we
had significantly more advanced AI at our disposal. The chapter is based on my
keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad
audience.Comment: in Studies in Computational Intelligence Studies in Computational
Intelligence, Volume 669 2017. Springe
Robot Mindreading and the Problem of Trust
This paper raises three questions regarding the attribution of beliefs, desires, and intentions to robots. The first one is whether humans in fact engage in robot mindreading. If they do, this raises a second question: does robot mindreading foster trust towards robots? Both of these questions are empirical, and I show that the available evidence is insufficient to answer them. Now, if we assume that the answer to both questions is affirmative, a third and more important question arises: should developers and engineers promote robot mindreading in view of their stated goal of enhancing transparency? My worry here is that by attempting to make robots more mind-readable, they are abandoning the project of understanding automatic decision processes. Features that enhance mind-readability are prone to make the factors that determine automatic decisions even more opaque than they already are. And current strategies to eliminate opacity do not enhance mind-readability. The last part of the paper discusses different ways to analyze this apparent trade-off and suggests that a possible solution must adopt tolerable degrees of opacity that depend on pragmatic factors connected to the level of trust required for the intended uses of the robot
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