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Jeff Clune

Publications and source records attributed to Jeff Clune.

At least 55 records · Page 3Linked to original sources

Learning to Continually Learn

Continual lifelong learning requires an agent or model to learn many sequentially ordered tasks, building on previous knowledge without catastrophically forgetting it. Much work has gone towards preventing the default tendency of machine learning models to catastrophically forget, yet virtually all such work involves manually-designed solutions to the problem. We instead advocate meta-learning a solution to catastrophic forgetting, allowing AI to learn to continually learn. Inspired by neuromodulatory processes in the brain, we propose A Neuromodulated Meta-Learning Algorithm (ANML). It differentiates through a sequential learning process to meta-learn an activation-gating function that enables context-dependent selective activation within a deep neural network. Specifically, a neuromodulatory (NM) neural network gates the forward pass of another (otherwise normal) neural network called the prediction learning network (PLN). The NM network also thus indirectly controls selective plasticity (i.e. the backward pass of) the PLN. ANML enables continual learning without catastrophic forgetting at scale: it produces state-of-the-art continual learning performance, sequentially learning as many as 600 classes (over 9,000 SGD updates).

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Backpropamine: training self-modifying neural networks with differentiable neuromodulated plasticity

The impressive lifelong learning in animal brains is primarily enabled by plastic changes in synaptic connectivity. Importantly, these changes are not passive, but are actively controlled by neuromodulation, which is itself under the control of the brain. The resulting self-modifying abilities of the brain play an important role in learning and adaptation, and are a major basis for biological reinforcement learning. Here we show for the first time that artificial neural networks with such neuromodulated plasticity can be trained with gradient descent. Extending previous work on differentiable Hebbian plasticity, we propose a differentiable formulation for the neuromodulation of plasticity. We show that neuromodulated plasticity improves the performance of neural networks on both reinforcement learning and supervised learning tasks. In one task, neuromodulated plastic LSTMs with millions of parameters outperform standard LSTMs on a benchmark language modeling task (controlling for the number of parameters). We conclude that differentiable neuromodulation of plasticity offers a powerful new framework for training neural networks.

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AI-GAs: AI-generating algorithms, an alternate paradigm for producing general artificial intelligence

Perhaps the most ambitious scientific quest in human history is the creation of general artificial intelligence, which roughly means AI that is as smart or smarter than humans. The dominant approach in the machine learning community is to attempt to discover each of the pieces required for intelligence, with the implicit assumption that some future group will complete the Herculean task of figuring out how to combine all of those pieces into a complex thinking machine. I call this the "manual AI approach". This paper describes another exciting path that ultimately may be more successful at producing general AI. It is based on the clear trend in machine learning that hand-designed solutions eventually are replaced by more effective, learned solutions. The idea is to create an AI-generating algorithm (AI-GA), which automatically learns how to produce general AI. Three Pillars are essential for the approach: (1) meta-learning architectures, (2) meta-learning the learning algorithms themselves, and (3) generating effective learning environments. I argue that either approach could produce general AI first, and both are scientifically worthwhile irrespective of which is the fastest path. Because both are promising, yet the ML community is currently committed to the manual approach, I argue that our community should increase its research investment in the AI-GA approach. To encourage such research, I describe promising work in each of the Three Pillars. I also discuss AI-GA-specific safety and ethical considerations. Because it it may be the fastest path to general AI and because it is inherently scientifically interesting to understand the conditions in which a simple algorithm can produce general AI (as happened on Earth where Darwinian evolution produced human intelligence), I argue that the pursuit of AI-GAs should be considered a new grand challenge of computer science research.

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Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data

This paper investigates the intriguing question of whether we can create learning algorithms that automatically generate training data, learning environments, and curricula in order to help AI agents rapidly learn. We show that such algorithms are possible via Generative Teaching Networks (GTNs), a general approach that is, in theory, applicable to supervised, unsupervised, and reinforcement learning, although our experiments only focus on the supervised case. GTNs are deep neural networks that generate data and/or training environments that a learner (e.g. a freshly initialized neural network) trains on for a few SGD steps before being tested on a target task. We then differentiate through the entire learning process via meta-gradients to update the GTN parameters to improve performance on the target task. GTNs have the beneficial property that they can theoretically generate any type of data or training environment, making their potential impact large. This paper introduces GTNs, discusses their potential, and showcases that they can substantially accelerate learning. We also demonstrate a practical and exciting application of GTNs: accelerating the evaluation of candidate architectures for neural architecture search (NAS), which is rate-limited by such evaluations, enabling massive speed-ups in NAS. GTN-NAS improves the NAS state of the art, finding higher performing architectures when controlling for the search proposal mechanism. GTN-NAS also is competitive with the overall state of the art approaches, which achieve top performance while using orders of magnitude less computation than typical NAS methods. Speculating forward, GTNs may represent a first step toward the ambitious goal of algorithms that generate their own training data and, in doing so, open a variety of interesting new research questions and directions.

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Evolving Multimodal Robot Behavior via Many Stepping Stones with the Combinatorial Multi-Objective Evolutionary Algorithm

An important challenge in reinforcement learning, including evolutionary robotics, is to solve multimodal problems, where agents have to act in qualitatively different ways depending on the circumstances. Because multimodal problems are often too difficult to solve directly, it is helpful to take advantage of staging, where a difficult task is divided into simpler subtasks that can serve as stepping stones for solving the overall problem. Unfortunately, choosing an effective ordering for these subtasks is difficult, and a poor ordering can reduce the speed and performance of the learning process. Here, we provide a thorough introduction and investigation of the Combinatorial Multi-Objective Evolutionary Algorithm (CMOEA), which avoids ordering subtasks by allowing all combinations of subtasks to be explored simultaneously. We compare CMOEA against two algorithms that can similarly optimize on multiple subtasks simultaneously: NSGA-II and Lexicase Selection. The algorithms are tested on a multimodal robotics problem with six subtasks as well as a maze navigation problem with a hundred subtasks. On these problems, CMOEA either outperforms or is competitive with the controls. Separately, we show that adding a linear combination over all objectives can improve the ability of NSGA-II to solve these multimodal problems. Lastly, we show that, in contrast to NSGA-II and Lexicase Selection, CMOEA can effectively leverage secondary objectives to achieve state-of-the-art results on the robotics task. In general, our experiments suggest that CMOEA is a promising, state-of-the-art algorithm for solving multimodal problems.

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The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research Communities

Biological evolution provides a creative fount of complex and subtle adaptations, often surprising the scientists who discover them. However, because evolution is an algorithmic process that transcends the substrate in which it occurs, evolution's creativity is not limited to nature. Indeed, many researchers in the field of digital evolution have observed their evolving algorithms and organisms subverting their intentions, exposing unrecognized bugs in their code, producing unexpected adaptations, or exhibiting outcomes uncannily convergent with ones in nature. Such stories routinely reveal creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This paper is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems.

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A deep active learning system for species identification and counting in camera trap images

Biodiversity conservation depends on accurate, up-to-date information about wildlife population distributions. Motion-activated cameras, also known as camera traps, are a critical tool for population surveys, as they are cheap and non-intrusive. However, extracting useful information from camera trap images is a cumbersome process: a typical camera trap survey may produce millions of images that require slow, expensive manual review. Consequently, critical information is often lost due to resource limitations, and critical conservation questions may be answered too slowly to support decision-making. Computer vision is poised to dramatically increase efficiency in image-based biodiversity surveys, and recent studies have harnessed deep learning techniques for automatic information extraction from camera trap images. However, the accuracy of results depends on the amount, quality, and diversity of the data available to train models, and the literature has focused on projects with millions of relevant, labeled training images. Many camera trap projects do not have a large set of labeled images and hence cannot benefit from existing machine learning techniques. Furthermore, even projects that do have labeled data from similar ecosystems have struggled to adopt deep learning methods because image classification models overfit to specific image backgrounds (i.e., camera locations). In this paper, we focus not on automating the labeling of camera trap images, but on accelerating this process. We combine the power of machine intelligence and human intelligence to build a scalable, fast, and accurate active learning system to minimize the manual work required to identify and count animals in camera trap images. Our proposed scheme can match the state of the art accuracy on a 3.2 million image dataset with as few as 14,100 manual labels, which means decreasing manual labeling effort by over 99.5%.

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Evolvability ES: Scalable and Direct Optimization of Evolvability

Designing evolutionary algorithms capable of uncovering highly evolvable representations is an open challenge; such evolvability is important because it accelerates evolution and enables fast adaptation to changing circumstances. This paper introduces evolvability ES, an evolutionary algorithm designed to explicitly and efficiently optimize for evolvability, i.e. the ability to further adapt. The insight is that it is possible to derive a novel objective in the spirit of natural evolution strategies that maximizes the diversity of behaviors exhibited when an individual is subject to random mutations, and that efficiently scales with computation. Experiments in 2-D and 3-D locomotion tasks highlight the potential of evolvability ES to generate solutions with tens of thousands of parameters that can quickly be adapted to solve different tasks and that can productively seed further evolution. We further highlight a connection between evolvability and a recent and popular gradient-based meta-learning algorithm called MAML; results show that evolvability ES can perform competitively with MAML and that it discovers solutions with distinct properties. The conclusion is that evolvability ES opens up novel research directions for studying and exploiting the potential of evolvable representations for deep neural networks.

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An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents

Much human and computational effort has aimed to improve how deep reinforcement learning algorithms perform on benchmarks such as the Atari Learning Environment. Comparatively less effort has focused on understanding what has been learned by such methods, and investigating and comparing the representations learned by different families of reinforcement learning (RL) algorithms. Sources of friction include the onerous computational requirements, and general logistical and architectural complications for running Deep RL algorithms at scale. We lessen this friction, by (1) training several algorithms at scale and releasing trained models, (2) integrating with a previous Deep RL model release, and (3) releasing code that makes it easy for anyone to load, visualize, and analyze such models. This paper introduces the Atari Zoo framework, which contains models trained across benchmark Atari games, in an easy-to-use format, as well as code that implements common modes of analysis and connects such models to a popular neural network visualization library. Further, to demonstrate the potential of this dataset and software package, we show initial quantitative and qualitative comparisons between the performance and representations of several deep RL algorithms, highlighting interesting and previously unknown distinctions between them.

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Understanding Neural Networks via Feature Visualization: A survey

A neuroscience method to understanding the brain is to find and study the preferred stimuli that highly activate an individual cell or groups of cells. Recent advances in machine learning enable a family of methods to synthesize preferred stimuli that cause a neuron in an artificial or biological brain to fire strongly. Those methods are known as Activation Maximization (AM) or Feature Visualization via Optimization. In this chapter, we (1) review existing AM techniques in the literature; (2) discuss a probabilistic interpretation for AM; and (3) review the applications of AM in debugging and explaining networks.

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Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions

While the history of machine learning so far largely encompasses a series of problems posed by researchers and algorithms that learn their solutions, an important question is whether the problems themselves can be generated by the algorithm at the same time as they are being solved. Such a process would in effect build its own diverse and expanding curricula, and the solutions to problems at various stages would become stepping stones towards solving even more challenging problems later in the process. The Paired Open-Ended Trailblazer (POET) algorithm introduced in this paper does just that: it pairs the generation of environmental challenges and the optimization of agents to solve those challenges. It simultaneously explores many different paths through the space of possible problems and solutions and, critically, allows these stepping-stone solutions to transfer between problems if better, catalyzing innovation. The term open-ended signifies the intriguing potential for algorithms like POET to continue to create novel and increasingly complex capabilities without bound. Our results show that POET produces a diverse range of sophisticated behaviors that solve a wide range of environmental challenges, many of which cannot be solved by direct optimization alone, or even through a direct-path curriculum-building control algorithm introduced to highlight the critical role of open-endedness in solving ambitious challenges. The ability to transfer solutions from one environment to another proves essential to unlocking the full potential of the system as a whole, demonstrating the unpredictable nature of fortuitous stepping stones. We hope that POET will inspire a new push towards open-ended discovery across many domains, where algorithms like POET can blaze a trail through their interesting possible manifestations and solutions.

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The Emergence of Canalization and Evolvability in an Open-Ended, Interactive Evolutionary System

Natural evolution has produced a tremendous diversity of functional organisms. Many believe an essential component of this process was the evolution of evolvability, whereby evolution speeds up its ability to innovate by generating a more adaptive pool of offspring. One hypothesized mechanism for evolvability is developmental canalization, wherein certain dimensions of variation become more likely to be traversed and others are prevented from being explored (e.g. offspring tend to have similarly sized legs, and mutations affect the length of both legs, not each leg individually). While ubiquitous in nature, canalization almost never evolves in computational simulations of evolution. Not only does that deprive us of in silico models in which to study the evolution of evolvability, but it also raises the question of which conditions give rise to this form of evolvability. Answering this question would shed light on why such evolvability emerged naturally and could accelerate engineering efforts to harness evolution to solve important engineering challenges. In this paper we reveal a unique system in which canalization did emerge in computational evolution. We document that genomes entrench certain dimensions of variation that were frequently explored during their evolutionary history. The genetic representation of these organisms also evolved to be highly modular and hierarchical, and we show that these organizational properties correlate with increased fitness. Interestingly, the type of computational evolutionary experiment that produced this evolvability was very different from traditional digital evolution in that there was no objective, suggesting that open-ended, divergent evolutionary processes may be necessary for the evolution of evolvability.

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Robustness to Out-of-Distribution Inputs via Task-Aware Generative Uncertainty

Deep learning provides a powerful tool for machine perception when the observations resemble the training data. However, real-world robotic systems must react intelligently to their observations even in unexpected circumstances. This requires a system to reason about its own uncertainty given unfamiliar, out-of-distribution observations. Approximate Bayesian approaches are commonly used to estimate uncertainty for neural network predictions, but can struggle with out-of-distribution observations. Generative models can in principle detect out-of-distribution observations as those with a low estimated density. However, the mere presence of an out-of-distribution input does not by itself indicate an unsafe situation. In this paper, we present a method for uncertainty-aware robotic perception that combines generative modeling and model uncertainty to cope with uncertainty stemming from out-of-distribution states. Our method estimates an uncertainty measure about the model's prediction, taking into account an explicit (generative) model of the observation distribution to handle out-of-distribution inputs. This is accomplished by probabilistically projecting observations onto the training distribution, such that out-of-distribution inputs map to uncertain in-distribution observations, which in turn produce uncertain task-related predictions, but only if task-relevant parts of the image change. We evaluate our method on an action-conditioned collision prediction task with both simulated and real data, and demonstrate that our method of projecting out-of-distribution observations improves the performance of four standard Bayesian and non-Bayesian neural network approaches, offering more favorable trade-offs between the proportion of time a robot can remain autonomous and the proportion of impending crashes successfully avoided.

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Deep Curiosity Search: Intra-Life Exploration Can Improve Performance on Challenging Deep Reinforcement Learning Problems

Traditional exploration methods in RL require agents to perform random actions to find rewards. But these approaches struggle on sparse-reward domains like Montezuma's Revenge where the probability that any random action sequence leads to reward is extremely low. Recent algorithms have performed well on such tasks by encouraging agents to visit new states or perform new actions in relation to all prior training episodes (which we call across-training novelty). But such algorithms do not consider whether an agent exhibits intra-life novelty: doing something new within the current episode, regardless of whether those behaviors have been performed in previous episodes. We hypothesize that across-training novelty might discourage agents from revisiting initially non-rewarding states that could become important stepping stones later in training. We introduce Deep Curiosity Search (DeepCS), which encourages intra-life exploration by rewarding agents for visiting as many different states as possible within each episode, and show that DeepCS matches the performance of current state-of-the-art methods on Montezuma's Revenge. We further show that DeepCS improves exploration on Amidar, Freeway, Gravitar, and Tutankham (many of which are hard exploration games). Surprisingly, DeepCS doubles A2C performance on Seaquest, a game we would not have expected to benefit from intra-life exploration because the arena is small and already easily navigated by naive exploration techniques. In one run, DeepCS achieves a maximum training score of 80,000 points on Seaquest, higher than any methods other than Ape-X. The strong performance of DeepCS on these sparse- and dense-reward tasks suggests that encouraging intra-life novelty is an interesting, new approach for improving performance in Deep RL and motivates further research into hybridizing across-training and intra-life exploration methods.

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Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents

Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES.

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Differentiable plasticity: training plastic neural networks with backpropagation

How can we build agents that keep learning from experience, quickly and efficiently, after their initial training? Here we take inspiration from the main mechanism of learning in biological brains: synaptic plasticity, carefully tuned by evolution to produce efficient lifelong learning. We show that plasticity, just like connection weights, can be optimized by gradient descent in large (millions of parameters) recurrent networks with Hebbian plastic connections. First, recurrent plastic networks with more than two million parameters can be trained to memorize and reconstruct sets of novel, high-dimensional 1000+ pixels natural images not seen during training. Crucially, traditional non-plastic recurrent networks fail to solve this task. Furthermore, trained plastic networks can also solve generic meta-learning tasks such as the Omniglot task, with competitive results and little parameter overhead. Finally, in reinforcement learning settings, plastic networks outperform a non-plastic equivalent in a maze exploration task. We conclude that differentiable plasticity may provide a powerful novel approach to the learning-to-learn problem.

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VINE: An Open Source Interactive Data Visualization Tool for Neuroevolution

Recent advances in deep neuroevolution have demonstrated that evolutionary algorithms, such as evolution strategies (ES) and genetic algorithms (GA), can scale to train deep neural networks to solve difficult reinforcement learning (RL) problems. However, it remains a challenge to analyze and interpret the underlying process of neuroevolution in such high dimensions. To begin to address this challenge, this paper presents an interactive data visualization tool called VINE (Visual Inspector for NeuroEvolution) aimed at helping neuroevolution researchers and end-users better understand and explore this family of algorithms. VINE works seamlessly with a breadth of neuroevolution algorithms, including ES and GA, and addresses the difficulty of observing the underlying dynamics of the learning process through an interactive visualization of the evolving agent's behavior characterizations over generations. As neuroevolution scales to neural networks with millions or more connections, visualization tools like VINE that offer fresh insight into the underlying dynamics of evolution become increasingly valuable and important for inspiring new innovations and applications.

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Safe Mutations for Deep and Recurrent Neural Networks through Output Gradients

While neuroevolution (evolving neural networks) has a successful track record across a variety of domains from reinforcement learning to artificial life, it is rarely applied to large, deep neural networks. A central reason is that while random mutation generally works in low dimensions, a random perturbation of thousands or millions of weights is likely to break existing functionality, providing no learning signal even if some individual weight changes were beneficial. This paper proposes a solution by introducing a family of safe mutation (SM) operators that aim within the mutation operator itself to find a degree of change that does not alter network behavior too much, but still facilitates exploration. Importantly, these SM operators do not require any additional interactions with the environment. The most effective SM variant capitalizes on the intriguing opportunity to scale the degree of mutation of each individual weight according to the sensitivity of the network's outputs to that weight, which requires computing the gradient of outputs with respect to the weights (instead of the gradient of error, as in conventional deep learning). This safe mutation through gradients (SM-G) operator dramatically increases the ability of a simple genetic algorithm-based neuroevolution method to find solutions in high-dimensional domains that require deep and/or recurrent neural networks (which tend to be particularly brittle to mutation), including domains that require processing raw pixels. By improving our ability to evolve deep neural networks, this new safer approach to mutation expands the scope of domains amenable to neuroevolution.

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