Mostly I'm tired of RL work being oversold by its authors and proponents by anthropomorphizing its behaviors. All while this "agent" cannot reliably learn to hold down a button, literally the most basic interaction of the game.
Mostly I'm tired of RL work being oversold by its authors and proponents by anthropomorphizing its behaviors. All while this "agent" cannot reliably learn to hold down a button, literally the most basic interaction of the game.
While it's possible to bake in this particular inductive bias (repetitive actions might be useful), they decided not to (it's just not that interesting).
[1] And you certainly can't reproduce the observation selection effect in a laboratory. That is the thing that makes it possible to overcome the "no free lunch" theorem: our existence and intelligence are conditional on evolution being possible and finding the right biases.
We have to bake in inductive biases to get results. We have to incentivize behaviors useful (or interesting) to us to get useful results instead of generic exploration.
Its actions are not muscular, they are literal gameplay actions. It is orders of magnitude easier to learn that the same action should be performed until completion, than that the finger should be pressed against a surface while the hand is stabilized with respect to the cursor on a screen.
One of the most interesting (and pathological) things about humans is that we learn what is rewarding. Not how to get a reward, but actually we train ourselves to be rewarded by doing difficult/novel/funny/etc things. Notably this is communicated largely by being social, i.e., we feel reward for doing something difficult because other people are impressed by that.
In Castaway, Hanks' only companion is a mute, deflated ball, but nonetheless he must keep that relationship alive---to keep himself alive. The climax of the movie is when Hanks returns home and people are so impressed, his efforts are validated.
Contrast that to RL, there is no intrinsic motivation. The agents do not play, or meaningfully explore, really. The extent of its exploration is a nervous tic that makes it press the wrong button with probability ε. The reason it cannot hold down buttons is because it explores by having Parkinson's disease, by accident, not because it thought it might find out something useful/novel/funny/etc. In fact, it can't even have a definition of those words, because they are defined in the space between beings.
[1] definition: https://en.wikipedia.org/wiki/Small-world_network
[2] evidence for our brains: https://www.semanticscholar.org/paper/Small-world-directed-n...
As others already pointed it's not an intrinsic limitation of RL agents.
> In fact, it can't even have a definition of those words, because they are defined in the space between beings.
In fact an agent doesn't need to know definitions to act. A bacterium don't know what it means to reproduce, but reproduces anyway.
https://pathak22.github.io/noreward-rl/
and the followup which address the noise impredictability problem.
there are more after that which i believe fail the black pill and miss the point of ml, asicifying the architecture with human priors. But the broader point is to show that rl is not just discovering solutions by chance in random actions. Nature starts with priors, and curiosity is one of the universal policy bootstrapping techniques. (others might be imitation, next state prediction, total nearby replication count)
There is also a paper that deployed ICM on a physical robot and it just played with a ball because it was the only source of novel stimuli, and inadvertantly learned how to operate its arms. There was no other reward in the environment except for curiosity. It is amazing, and slightly creepy. I think the ICM will be rediscovered later in ML tech.
What's interesting to me about this is that the problem seems really aligned with the research they are doing. From what I can tell, they build a system where the agent has a simplified "mental" model of the game world and it uses to predict actions that will lead to better rewards.
I don't think what's missing here is teaching the model that it should just try to do things a lot until they succeed. Instead, what I think is missing is the context that it's playing a game, and what that means.
For example, any human player who sits down to play minecraft is likely to hold down the button to mine something. Younger children might also hold the jump button down and jump around aimlessly, but older children and adults probably wouldn't. Why? I suspect it's because people with experience in video games have set expectations for how game designers communicate the gameplay experience. We understand that clicking on things to interact with them is a common mode of interaction, and we expect that games have upgrade mechanics that will let us work faster or interact with high level items. It's not that we repeat any action arbitrarily to see that it pays off, but rather that we're speaking a language of games and modeling the mind of the game designers and anticipating what they expect from us.
I would think that trying to expand the model of the world to include this notion of the language of games might be a better approach to overcoming the limitation instead of just hard-coding the model to try things over and over again to see if there's a payoff.
“AlphaZero was trained solely via self-play using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks, all in parallel, with no access to opening books or endgame tables. After four hours of training, DeepMind estimated AlphaZero was playing chess at a higher Elo rating than Stockfish 8; after nine hours of training, the algorithm defeated Stockfish 8 in a time-controlled 100-game tournament (28 wins, 0 losses, and 72 draws).” [emphasis added] https://en.wikipedia.org/wiki/AlphaZero
Nevertheless, the theorem basically states that there are games where AlphaZero will be beaten by another algorithm. Even if those games are nonsensical from our point of view.
Of course, there are "games" like "invert sha-512" that can be implemented in our world but are probably impractical to learn. But NFL has nothing to say about them; a game that simple has zero measure in a uniform distribution over problems.
Haha, I wouldn’t feel bad. It’s one of the most misunderstood theorems, and I don’t think I’ve ever seen it invoked correctly on a message board.
If you code a reward function for each step necessary to get a diamond, you are teaching the AI how to do it. There is no other way to look at it. Its extremely unethical to claim, as Nature does, that it did this without "being taught", and it is in my eyes academic malpractice to claim, as their paper does, that it did this "without human data or curricula"; though mitigated by the reality that they admit this in the paper. If this is the case; I am still digesting the paper, as it is quite technical.
This isn't an LLM, I'm aware of this, but I am at the point where if I could bet on the following statement being true, I'd go in at five figures: Every major AI benchmark, advancement, or similar accomplishment in the past two years can almost entirely be explained by polluted training data. These systems are not nearly as autonomously intelligent as anyone making money on them says they are.
Really? Minecraft's gameplay dynamic are not particularly complex... The AI here isn't learning highly complex rules about the nuances of human interaction or learning to detect the relatively subtle differences between various four legged creatures based on small differences in body morphology. In these cases I could see how millions of years of evolution is important to at least give us and other animals a head start when entering the world. If the AI had to do something like this to progress in Minecraft then I'd get why learning those complexities would be skipped over.
But in this case a human would quickly understand that holding a button creates a state which tapping a button does not, and therefore would assume this state could be useful to explore further states. Identifying this doesn't seem particularly complex to me. If the argument is that it will take slightly longer for an AI to learn patterns in dependant states then okay, sure, but I think arguing that learning that holding a button creates a new state is such a complex problem that we couldn't possibly expect an AI to learn it from scratch within a short timeframe is a very weak argument. It's just not that complex. To me this suggests that current algorithms are lacking.
Until then, it is a question of if we can capture the appearance of agency in the training set well enough for learn it with training and not depend upon interactions to learn more.
Tasks such as:
- recognizing objects in our surroundings,
- speaking,
- reasoning about other people's thoughts and feelings,
- playing go?
All of those were at some point "easy for us but very hard for computer programs".I'd argue if you consider the size of the input and output space here it's not as complex you're implying.
To refer back to my example, to tell the difference between four legged creatures is complicated because there's a huge number of possible outputs and the visual input space is both large and complex. Learning how to detect patterns in raw image data is complicated and is why we and other animals are preloaded with the neurological structures to do this. It's also why we often use pretrained models when training models to label new outputs – simply learning how detect simple patterns in visual data is difficult enough so if this step can be skipped it often makes sense to skip it.
In constrast the inputs to Minecraft are relatively very simple – you have a handful of buttons which can be pressed and those buttons can be pressed for different durations. Similarly the output space here while large is relatively simple and presumably simply detecting that an action like holding a button results in a state change shouldn't be that complex to learn... I mean it's already learning that pressing a button results in a state change so I think you'd need to explain to me why adding a tiny bit of additional complexity here is so unreasonable. Maybe I'm missing something.
As far as I understand DreamerV3 doesn't employ intrinsic rewards (like in novelty-based exploration). It adopts stochastic exploration which makes it practically impossible to get to rewards that require to consistently repeat an action with no intermediate rewards.
And finding intrinsic rewards that work good across diverse domains is a complex problem in itself.
This is where the "inductive biases" from comment 43609692 are hidden in, and this is what AI currently lacks.
I think you underestimate complexity of going from 12288+400 changing numbers to a concept of gameplay dynamics in the first place. Or in other words your complexity prior is biased by experience.
But for an algorithm learning from scratch in Minecraft, it's more like having to guess the cheat code for a helicopter in GTA, it's not something you'd stumble upon unless you have prior knowledge/experience.
Obviously, pretraining world models for common-sense knowledge is another important research frontier, but that's for another paper.
I suppose whether you find this result intriguing or not depends on if you’re looking to build result-building planning agents over an indeterminate (and sizable!) time horizon, in which case this is a SOTA improvement and moderately cool, or if you’re looking for a god in the machine, which this is not.
When RL works, it really works.
The only alternative I have seen is deep networks with MCTS, and they are quickly to ramp up to decent quality. But they hit caps relatively quickly.