68 research outputs found

    Death and Suicide in Universal Artificial Intelligence

    Full text link
    Reinforcement learning (RL) is a general paradigm for studying intelligent behaviour, with applications ranging from artificial intelligence to psychology and economics. AIXI is a universal solution to the RL problem; it can learn any computable environment. A technical subtlety of AIXI is that it is defined using a mixture over semimeasures that need not sum to 1, rather than over proper probability measures. In this work we argue that the shortfall of a semimeasure can naturally be interpreted as the agent's estimate of the probability of its death. We formally define death for generally intelligent agents like AIXI, and prove a number of related theorems about their behaviour. Notable discoveries include that agent behaviour can change radically under positive linear transformations of the reward signal (from suicidal to dogmatically self-preserving), and that the agent's posterior belief that it will survive increases over time.Comment: Conference: Artificial General Intelligence (AGI) 2016 13 pages, 2 figure

    Free Lunch for Optimisation under the Universal Distribution

    Full text link
    Function optimisation is a major challenge in computer science. The No Free Lunch theorems state that if all functions with the same histogram are assumed to be equally probable then no algorithm outperforms any other in expectation. We argue against the uniform assumption and suggest a universal prior exists for which there is a free lunch, but where no particular class of functions is favoured over another. We also prove upper and lower bounds on the size of the free lunch

    Towards Safe Artificial General Intelligence

    Get PDF
    The field of artificial intelligence has recently experienced a number of breakthroughs thanks to progress in deep learning and reinforcement learning. Computer algorithms now outperform humans at Go, Jeopardy, image classification, and lip reading, and are becoming very competent at driving cars and interpreting natural language. The rapid development has led many to conjecture that artificial intelligence with greater-than-human ability on a wide range of tasks may not be far. This in turn raises concerns whether we know how to control such systems, in case we were to successfully build them. Indeed, if humanity would find itself in conflict with a system of much greater intelligence than itself, then human society would likely lose. One way to make sure we avoid such a conflict is to ensure that any future AI system with potentially greater-than-human-intelligence has goals that are aligned with the goals of the rest of humanity. For example, it should not wish to kill humans or steal their resources. The main focus of this thesis will therefore be goal alignment, i.e. how to design artificially intelligent agents with goals coinciding with the goals of their designers. Focus will mainly be directed towards variants of reinforcement learning, as reinforcement learning currently seems to be the most promising path towards powerful artificial intelligence. We identify and categorize goal misalignment problems in reinforcement learning agents as designed today, and give examples of how these agents may cause catastrophes in the future. We also suggest a number of reasonably modest modifications that can be used to avoid or mitigate each identified misalignment problem. Finally, we also study various choices of decision algorithms, and conditions for when a powerful reinforcement learning system will permit us to shut it down. The central conclusion is that while reinforcement learning systems as designed today are inherently unsafe to scale to human levels of intelligence, there are ways to potentially address many of these issues without straying too far from the currently so successful reinforcement learning paradigm. Much work remains in turning the high-level proposals suggested in this thesis into practical algorithms, however

    Count-Based Exploration in Feature Space for Reinforcement Learning

    Full text link
    We introduce a new count-based optimistic exploration algorithm for Reinforcement Learning (RL) that is feasible in environments with high-dimensional state-action spaces. The success of RL algorithms in these domains depends crucially on generalisation from limited training experience. Function approximation techniques enable RL agents to generalise in order to estimate the value of unvisited states, but at present few methods enable generalisation regarding uncertainty. This has prevented the combination of scalable RL algorithms with efficient exploration strategies that drive the agent to reduce its uncertainty. We present a new method for computing a generalised state visit-count, which allows the agent to estimate the uncertainty associated with any state. Our \phi-pseudocount achieves generalisation by exploiting same feature representation of the state space that is used for value function approximation. States that have less frequently observed features are deemed more uncertain. The \phi-Exploration-Bonus algorithm rewards the agent for exploring in feature space rather than in the untransformed state space. The method is simpler and less computationally expensive than some previous proposals, and achieves near state-of-the-art results on high-dimensional RL benchmarks.Comment: Conference: Twenty-sixth International Joint Conference on Artificial Intelligence (IJCAI-17), 8 pages, 1 figur

    A Game-Theoretic Analysis of the Off-Switch Game

    Full text link
    The off-switch game is a game theoretic model of a highly intelligent robot interacting with a human. In the original paper by Hadfield-Menell et al. (2016), the analysis is not fully game-theoretic as the human is modelled as an irrational player, and the robot's best action is only calculated under unrealistic normality and soft-max assumptions. In this paper, we make the analysis fully game theoretic, by modelling the human as a rational player with a random utility function. As a consequence, we are able to easily calculate the robot's best action for arbitrary belief and irrationality assumptions

    How RL Agents Behave When Their Actions Are Modified

    Full text link
    Reinforcement learning in complex environments may require supervision to prevent the agent from attempting dangerous actions. As a result of supervisor intervention, the executed action may differ from the action specified by the policy. How does this affect learning? We present the Modified-Action Markov Decision Process, an extension of the MDP model that allows actions to differ from the policy. We analyze the asymptotic behaviours of common reinforcement learning algorithms in this setting and show that they adapt in different ways: some completely ignore modifications while others go to various lengths in trying to avoid action modifications that decrease reward. By choosing the right algorithm, developers can prevent their agents from learning to circumvent interruptions or constraints, and better control agent responses to other kinds of action modification, like self-damage.Comment: 10 pages (+6 appendix); 7 figures. Published in the AAAI 2021 Conference on AI. Code is available at https://github.com/edlanglois/mamd
    • …
    corecore