Searcharxiv⌕ Search

arXiv subjects

David H. Wolpert

Publications and source records attributed to David H. Wolpert.

At least 55 records · Page 3Linked to original sources

A space-time tradeoff for implementing a function with master equation dynamics

Master equations are commonly used to model the dynamics of physical systems, including systems that implement single-valued functions like a computer's update step. However, many such functions cannot be implemented by any master equation, even approximately, which raises the question of how they can occur in the real world. Here we show how any function over some "visible" states can be implemented with master equation dynamics--if the dynamics exploits additional, "hidden" states at intermediate times. We also show that any master equation implementing a function can be decomposed into a sequence of "hidden" timesteps, demarcated by changes in what state-to-state transitions have nonzero probability. In many real-world situations there is a cost both for more hidden states and for more hidden timesteps. Accordingly, we derive a "space-time" tradeoff between the number of hidden states and the number of hidden timesteps needed to implement any given function.

cond-mat.stat-mech↗

Semantic information, autonomous agency, and nonequilibrium statistical physics

Shannon information theory provides various measures of so-called "syntactic information", which reflect the amount of statistical correlation between systems. In contrast, the concept of "semantic information" refers to those correlations which carry significance or "meaning" for a given system. Semantic information plays an important role in many fields, including biology, cognitive science, and philosophy, and there has been a long-standing interest in formulating a broadly applicable and formal theory of semantic information. In this paper we introduce such a theory. We define semantic information as the syntactic information that a physical system has about its environment which is causally necessary for the system to maintain its own existence. "Causal necessity" is defined in terms of counter-factual interventions which scramble correlations between the system and its environment, while "maintaining existence" is defined in terms of the system's ability to keep itself in a low entropy state. We also use recent results in nonequilibrium statistical physics to analyze semantic information from a thermodynamic point of view. Our framework is grounded in the intrinsic dynamics of a system coupled to an environment, and is applicable to any physical system, living or otherwise. It leads to formal definitions of several concepts that have been intuitively understood to be related to semantic information, including "value of information", "semantic content", and "agency".

cond-mat.stat-mech↗

Upgrading from Gaussian Processes to Student's-T Processes

Gaussian process priors are commonly used in aerospace design for performing Bayesian optimization. Nonetheless, Gaussian processes suffer two significant drawbacks: outliers are a priori assumed unlikely, and the posterior variance conditioned on observed data depends only on the locations of those data, not the associated sample values. Student's-T processes are a generalization of Gaussian processes, founded on the Student's-T distribution instead of the Gaussian distribution. Student's-T processes maintain the primary advantages of Gaussian processes (kernel function, analytic update rule) with additional benefits beyond Gaussian processes. The Student's-T distribution has higher Kurtosis than a Gaussian distribution and so outliers are much more likely, and the posterior variance increases or decreases depending on the variance of observed data sample values. Here, we describe Student's-T processes, and discuss their advantages in the context of aerospace optimization. We show how to construct a Student's-T process using a kernel function and how to update the process given new samples. We provide a clear derivation of optimization-relevant quantities such as expected improvement, and contrast with the related computations for Gaussian processes. Finally, we compare the performance of Student's-T processes against Gaussian process on canonical test problems in Bayesian optimization, and apply the Student's-T process to the optimization of an aerostructural design problem.

stat.ML↗

Dependence of dissipation on the initial distribution over states

We analyze how the amount of work dissipated by a fixed nonequilibrium process depends on the initial distribution over states. Specifically, we compare the amount of dissipation when the process is used with some specified initial distribution to the minimal amount of dissipation possible for any initial distribution. We show that the difference between those two amounts of dissipation is given by a simple information-theoretic function that depends only on the initial and final state distributions. Crucially, this difference is independent of the details of the process relating those distributions. We then consider how dissipation depends on the initial distribution for a 'computer', i.e., a nonequilibrium process whose dynamics over coarse-grained macrostates implement some desired input-output map. We show that our results still apply when stated in terms of distributions over the computer's coarse-grained macrostates. This can be viewed as a novel thermodynamic cost of computation, reflecting changes in the distribution over inputs rather than the logical dynamics of the computation.

cond-mat.stat-mech↗

The free energy requirements of biological organisms; implications for evolution

Recent advances in nonequilibrium statistical physics have provided unprecedented insight into the thermodynamics of dynamic processes. The author recently used these advances to extend Landauer's semi-formal reasoning concerning the thermodynamics of bit erasure, to derive the minimal free energy required to implement an arbitrary computation. Here, I extend this analysis, deriving the minimal free energy required by an organism to run a given (stochastic) map $π$ from its sensor inputs to its actuator outputs. I use this result to calculate the input-output map $π$ of an organism that optimally trades off the free energy needed to run $π$ with the phenotypic fitness that results from implementing $π$. I end with a general discussion of the limits imposed on the rate of the terrestrial biosphere's information processing by the flux of sunlight on the Earth.

cond-mat.stat-mech↗

Reducing the error of Monte Carlo Algorithms by Learning Control Variates

Monte Carlo (MC) sampling algorithms are an extremely widely-used technique to estimate expectations of functions f(x), especially in high dimensions. Control variates are a very powerful technique to reduce the error of such estimates, but in their conventional form rely on having an accurate approximation of f, a priori. Stacked Monte Carlo (StackMC) is a recently introduced technique designed to overcome this limitation by fitting a control variate to the data samples themselves. Done naively, forming a control variate to the data would result in overfitting, typically worsening the MC algorithm's performance. StackMC uses in-sample / out-sample techniques to remove this overfitting. Crucially, it is a post-processing technique, requiring no additional samples, and can be applied to data generated by any MC estimator. Our preliminary experiments demonstrated that StackMC improved the estimates of expectations when it was used to post-process samples produces by a "simple sampling" MC estimator. Here we substantially extend this earlier work. We provide an in-depth analysis of the StackMC algorithm, which we use to construct an improved version of the original algorithm, with lower estimation error. We then perform experiments of StackMC on several additional kinds of MC estimators, demonstrating improved performance when the samples are generated via importance sampling, Latin-hypercube sampling and quasi-Monte Carlo sampling. We also show how to extend StackMC to combine multiple fitting functions, and how to apply it to discrete input spaces x.

stat.ML↗

Extending Landauer's Bound from Bit Erasure to Arbitrary Computation

Recent analyses have calculated the minimal thermodynamic work required to perform a computation pi when two conditions hold: the output of pi is independent of its input (e.g., as in bit erasure); we use a physical computer C to implement pi that is specially tailored to the environment of C, i.e., to the precise distribution over C's inputs, P_0. First I extend these analyses to calculate the work required even if the output of pi depends on its input, and even if C is not used with the distribution P_0 it was tailored for. Next I show that if C will be re-used, then the minimal work to run it depends only on the logical computation pi, independent of the physical details of C. This establishes a formal identity between the thermodynamics of (re-usable) computers and theoretical computer science. I use this identity to prove that the minimal work required to compute a bit string sigma on a "general purpose computer" rather than a special purpose one, i.e., on a universal Turing machine U, is k_BT ln(2) times the sum of three terms: The Kolmogorov complexity of sigma, log of the Bernoulli measure of the set of strings that compute sigma, and log of the halting probability of U. I also prove that using C with a distribution over environments results in an unavoidable increase in the work required to run the computer, even if it is tailored to the distribution over environments. I end by using these results to relate the free energy flux incident on an organism / robot / biosphere to the maximal amount of computation that the organism / robot / biosphere can do per unit time.

cond-mat.stat-mech↗

Optimal high-level descriptions of dynamical systems

To analyze high-dimensional systems, many fields in science and engineering rely on high-level descriptions, sometimes called "macrostates," "coarse-grainings," or "effective theories". Examples of such descriptions include the thermodynamic properties of a large collection of point particles undergoing reversible dynamics, the variables in a macroeconomic model describing the individuals that participate in an economy, and the summary state of a cell composed of a large set of biochemical networks. Often these high-level descriptions are constructed without considering the ultimate reason for needing them in the first place. Here, we formalize and quantify one such purpose: the need to predict observables of interest concerning the high-dimensional system with as high accuracy as possible, while minimizing the computational cost of doing so. The resulting State Space Compression (SSC) framework provides a guide for how to solve for the {optimal} high-level description of a given dynamical system, rather than constructing it based on human intuition alone. In this preliminary report, we introduce SSC, and illustrate it with several information-theoretic quantifications of "accuracy", all with different implications for the optimal compression. We also discuss some other possible applications of SSC beyond the goal of accurate prediction. These include SSC as a measure of the complexity of a dynamical system, and as a way to quantify information flow between the scales of a system.

cs.IT↗

Value of information in noncooperative games

In some games, additional information hurts a player, e.g., in games with first-mover advantage, the second-mover is hurt by seeing the first-mover's move. What properties of a game determine whether it has such negative "value of information" for a particular player? Can a game have negative value of information for all players? To answer such questions, we generalize the definition of marginal utility of a good to define the marginal utility of a parameter vector specifying a game. So rather than analyze the global structure of the relationship between a game's parameter vector and player behavior, as in previous work, we focus on the local structure of that relationship. This allows us to prove that generically, every game can have negative marginal value of information, unless one imposes a priori constraints on allowed changes to the game's parameter vector. We demonstrate these and related results numerically, and discuss their implications.

cs.GT↗

Predicting the behavior of interacting humans by fusing data from multiple sources

Multi-fidelity methods combine inexpensive low-fidelity simulations with costly but highfidelity simulations to produce an accurate model of a system of interest at minimal cost. They have proven useful in modeling physical systems and have been applied to engineering problems such as wing-design optimization. During human-in-the-loop experimentation, it has become increasingly common to use online platforms, like Mechanical Turk, to run low-fidelity experiments to gather human performance data in an efficient manner. One concern with these experiments is that the results obtained from the online environment generalize poorly to the actual domain of interest. To address this limitation, we extend traditional multi-fidelity approaches to allow us to combine fewer data points from high-fidelity human-in-the-loop experiments with plentiful but less accurate data from low-fidelity experiments to produce accurate models of how humans interact. We present both model-based and model-free methods, and summarize the predictive performance of each method under dierent conditions.

cs.AI↗

Estimating Functions of Distributions Defined over Spaces of Unknown Size

We consider Bayesian estimation of information-theoretic quantities from data, using a Dirichlet prior. Acknowledging the uncertainty of the event space size $m$ and the Dirichlet prior's concentration parameter $c$, we treat both as random variables set by a hyperprior. We show that the associated hyperprior, $P(c, m)$, obeys a simple "Irrelevance of Unseen Variables" (IUV) desideratum iff $P(c, m) = P(c) P(m)$. Thus, requiring IUV greatly reduces the number of degrees of freedom of the hyperprior. Some information-theoretic quantities can be expressed multiple ways, in terms of different event spaces, e.g., mutual information. With all hyperpriors (implicitly) used in earlier work, different choices of this event space lead to different posterior expected values of these information-theoretic quantities. We show that there is no such dependence on the choice of event space for a hyperprior that obeys IUV. We also derive a result that allows us to exploit IUV to greatly simplify calculations, like the posterior expected mutual information or posterior expected multi-information. We also use computer experiments to favorably compare an IUV-based estimator of entropy to three alternative methods in common use. We end by discussing how seemingly innocuous changes to the formalization of an estimation problem can substantially affect the resultant estimates of posterior expectations.

math.ST↗

Counter-Factual Reinforcement Learning: How to Model Decision-Makers That Anticipate The Future

This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players (i.e., players account for one another's reward functions when predicting one another's behavior), and (3) computational tractability even on real-world systems. We achieve these benefits by combining concepts from game theory and reinforcement learning. To be precise, we extend the bounded rational "level-K reasoning" model to apply to games over multiple stages. Our extension allows the decomposition of the overall modeling problem into a series of smaller ones, each of which can be solved by standard reinforcement learning algorithms. We call this hybrid approach "level-K reinforcement learning". We investigate these ideas in a cyber battle scenario over a smart power grid and discuss the relationship between the behavior predicted by our model and what one might expect of real human defenders and attackers.

cs.MA↗

Predicting the behavior of interacting humans by fusing data from multiple sources

Multi-fidelity methods combine inexpensive low-fidelity simulations with costly but high-fidelity simulations to produce an accurate model of a system of interest at minimal cost. They have proven useful in modeling physical systems and have been applied to engineering problems such as wing-design optimization. During human-in-the-loop experimentation, it has become increasingly common to use online platforms, like Mechanical Turk, to run low-fidelity experiments to gather human performance data in an efficient manner. One concern with these experiments is that the results obtained from the online environment generalize poorly to the actual domain of interest. To address this limitation, we extend traditional multi-fidelity approaches to allow us to combine fewer data points from high-fidelity human-in-the-loop experiments with plentiful but less accurate data from low-fidelity experiments to produce accurate models of how humans interact. We present both model-based and model-free methods, and summarize the predictive performance of each method under different conditions.

cs.AI↗

Game theoretic modeling of pilot behavior during mid-air encounters

We show how to combine Bayes nets and game theory to predict the behavior of hybrid systems involving both humans and automated components. We call this novel framework "Semi Network-Form Games," and illustrate it by predicting aircraft pilot behavior in potential near mid-air collisions. At present, at the beginning of such potential collisions, a collision avoidance system in the aircraft cockpit advises the pilots what to do to avoid the collision. However studies of mid-air encounters have found wide variability in pilot responses to avoidance system advisories. In particular, pilots rarely perfectly execute the recommended maneuvers, despite the fact that the collision avoidance system's effectiveness relies on their doing so. Rather pilots decide their actions based on all information available to them (advisory, instrument readings, visual observations). We show how to build this aspect into a semi network-form game model of the encounter and then present computational simulations of the resultant model.

cs.GT↗

Hysteresis effects of changing parameters of noncooperative games

We adapt the method used by Jaynes to derive the equilibria of statistical physics to instead derive equilibria of bounded rational game theory. We analyze the dependence of these equilibria on the parameters of the underlying game, focusing on hysteresis effects. In particular, we show that by gradually imposing individual-specific tax rates on the players of the game, and then gradually removing those taxes, the players move from a poor equilibrium to one that is better for all of them.

cs.GT↗

What does Newcomb's paradox teach us?

In Newcomb's paradox you choose to receive either the contents of a particular closed box, or the contents of both that closed box and another one. Before you choose, a prediction algorithm deduces your choice, and fills the two boxes based on that deduction. Newcomb's paradox is that game theory appears to provide two conflicting recommendations for what choice you should make in this scenario. We analyze Newcomb's paradox using a recent extension of game theory in which the players set conditional probability distributions in a Bayes net. We show that the two game theory recommendations in Newcomb's scenario have different presumptions for what Bayes net relates your choice and the algorithm's prediction. We resolve the paradox by proving that these two Bayes nets are incompatible. We also show that the accuracy of the algorithm's prediction, the focus of much previous work, is irrelevant. In addition we show that Newcomb's scenario only provides a contradiction between game theory's expected utility and dominance principles if one is sloppy in specifying the underlying Bayes net. We also show that Newcomb's paradox is time-reversal invariant; both the paradox and its resolution are unchanged if the algorithm makes its `prediction' after you make your choice rather than before.

cs.GT↗

Physical limits of inference

I show that physical devices that perform observation, prediction, or recollection share an underlying mathematical structure. I call devices with that structure "inference devices". I present a set of existence and impossibility results concerning inference devices. These results hold independent of the precise physical laws governing our universe. In a limited sense, the impossibility results establish that Laplace was wrong to claim that even in a classical, non-chaotic universe the future can be unerringly predicted, given sufficient knowledge of the present. Alternatively, these impossibility results can be viewed as a non-quantum mechanical "uncertainty principle". Next I explore the close connections between the mathematics of inference devices and of Turing Machines. In particular, the impossibility results for inference devices are similar to the Halting theorem for TM's. Furthermore, one can define an analog of Universal TM's (UTM's) for inference devices. I call those analogs "strong inference devices". I use strong inference devices to define the "inference complexity" of an inference task, which is the analog of the Kolmogorov complexity of computing a string. However no universe can contain more than one strong inference device. So whereas the Kolmogorov complexity of a string is arbitrary up to specification of the UTM, there is no such arbitrariness in the inference complexity of an inference task. I end by discussing the philosophical implications of these results, e.g., for whether the universe "is" a computer.

cond-mat.stat-mech↗

Parametric Learning and Monte Carlo Optimization

This paper uncovers and explores the close relationship between Monte Carlo Optimization of a parametrized integral (MCO), Parametric machine-Learning (PL), and `blackbox' or `oracle'-based optimization (BO). We make four contributions. First, we prove that MCO is mathematically identical to a broad class of PL problems. This identity potentially provides a new application domain for all broadly applicable PL techniques: MCO. Second, we introduce immediate sampling, a new version of the Probability Collectives (PC) algorithm for blackbox optimization. Immediate sampling transforms the original BO problem into an MCO problem. Accordingly, by combining these first two contributions, we can apply all PL techniques to BO. In our third contribution we validate this way of improving BO by demonstrating that cross-validation and bagging improve immediate sampling. Finally, conventional MC and MCO procedures ignore the relationship between the sample point locations and the associated values of the integrand; only the values of the integrand at those locations are considered. We demonstrate that one can exploit the sample location information using PL techniques, for example by forming a fit of the sample locations to the associated values of the integrand. This provides an additional way to apply PL techniques to improve MCO.

cs.LG↗