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Shane Legg

Publications and source records attributed to Shane Legg.

At least 37 records · Page 2Linked to original sources

Shaking the foundations: delusions in sequence models for interaction and control

The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.

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Learning Human Objectives by Evaluating Hypothetical Behavior

We seek to align agent behavior with a user's objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user is expensive. To address this challenge, we propose an algorithm that safely and interactively learns a model of the user's reward function. We start with a generative model of initial states and a forward dynamics model trained on off-policy data. Our method uses these models to synthesize hypothetical behaviors, asks the user to label the behaviors with rewards, and trains a neural network to predict the rewards. The key idea is to actively synthesize the hypothetical behaviors from scratch by maximizing tractable proxies for the value of information, without interacting with the environment. We call this method reward query synthesis via trajectory optimization (ReQueST). We evaluate ReQueST with simulated users on a state-based 2D navigation task and the image-based Car Racing video game. The results show that ReQueST significantly outperforms prior methods in learning reward models that transfer to new environments with different initial state distributions. Moreover, ReQueST safely trains the reward model to detect unsafe states, and corrects reward hacking before deploying the agent.

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Quantifying Differences in Reward Functions

For many tasks, the reward function is inaccessible to introspection or too complex to be specified procedurally, and must instead be learned from user data. Prior work has evaluated learned reward functions by evaluating policies optimized for the learned reward. However, this method cannot distinguish between the learned reward function failing to reflect user preferences and the policy optimization process failing to optimize the learned reward. Moreover, this method can only tell us about behavior in the evaluation environment, but the reward may incentivize very different behavior in even a slightly different deployment environment. To address these problems, we introduce the Equivalent-Policy Invariant Comparison (EPIC) distance to quantify the difference between two reward functions directly, without a policy optimization step. We prove EPIC is invariant on an equivalence class of reward functions that always induce the same optimal policy. Furthermore, we find EPIC can be efficiently approximated and is more robust than baselines to the choice of coverage distribution. Finally, we show that EPIC distance bounds the regret of optimal policies even under different transition dynamics, and we confirm empirically that it predicts policy training success. Our source code is available at https://github.com/HumanCompatibleAI/evaluating-rewards.

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Agent Incentives: A Causal Perspective

We present a framework for analysing agent incentives using causal influence diagrams. We establish that a well-known criterion for value of information is complete. We propose a new graphical criterion for value of control, establishing its soundness and completeness. We also introduce two new concepts for incentive analysis: response incentives indicate which changes in the environment affect an optimal decision, while instrumental control incentives establish whether an agent can influence its utility via a variable X. For both new concepts, we provide sound and complete graphical criteria. We show by example how these results can help with evaluating the safety and fairness of an AI system.

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Causal Analysis of Agent Behavior for AI Safety

As machine learning systems become more powerful they also become increasingly unpredictable and opaque. Yet, finding human-understandable explanations of how they work is essential for their safe deployment. This technical report illustrates a methodology for investigating the causal mechanisms that drive the behaviour of artificial agents. Six use cases are covered, each addressing a typical question an analyst might ask about an agent. In particular, we show that each question cannot be addressed by pure observation alone, but instead requires conducting experiments with systematically chosen manipulations so as to generate the correct causal evidence.

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REALab: An Embedded Perspective on Tampering

This paper describes REALab, a platform for embedded agency research in reinforcement learning (RL). REALab is designed to model the structure of tampering problems that may arise in real-world deployments of RL. Standard Markov Decision Process (MDP) formulations of RL and simulated environments mirroring the MDP structure assume secure access to feedback (e.g., rewards). This may be unrealistic in settings where agents are embedded and can corrupt the processes producing feedback (e.g., human supervisors, or an implemented reward function). We describe an alternative Corrupt Feedback MDP formulation and the REALab environment platform, which both avoid the secure feedback assumption. We hope the design of REALab provides a useful perspective on tampering problems, and that the platform may serve as a unit test for the presence of tampering incentives in RL agent designs.

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Avoiding Tampering Incentives in Deep RL via Decoupled Approval

How can we design agents that pursue a given objective when all feedback mechanisms are influenceable by the agent? Standard RL algorithms assume a secure reward function, and can thus perform poorly in settings where agents can tamper with the reward-generating mechanism. We present a principled solution to the problem of learning from influenceable feedback, which combines approval with a decoupled feedback collection procedure. For a natural class of corruption functions, decoupled approval algorithms have aligned incentives both at convergence and for their local updates. Empirically, they also scale to complex 3D environments where tampering is possible.

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Algorithms for Causal Reasoning in Probability Trees

Probability trees are one of the simplest models of causal generative processes. They possess clean semantics and -- unlike causal Bayesian networks -- they can represent context-specific causal dependencies, which are necessary for e.g. causal induction. Yet, they have received little attention from the AI and ML community. Here we present concrete algorithms for causal reasoning in discrete probability trees that cover the entire causal hierarchy (association, intervention, and counterfactuals), and operate on arbitrary propositional and causal events. Our work expands the domain of causal reasoning to a very general class of discrete stochastic processes.

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Meta-trained agents implement Bayes-optimal agents

Memory-based meta-learning is a powerful technique to build agents that adapt fast to any task within a target distribution. A previous theoretical study has argued that this remarkable performance is because the meta-training protocol incentivises agents to behave Bayes-optimally. We empirically investigate this claim on a number of prediction and bandit tasks. Inspired by ideas from theoretical computer science, we show that meta-learned and Bayes-optimal agents not only behave alike, but they even share a similar computational structure, in the sense that one agent system can approximately simulate the other. Furthermore, we show that Bayes-optimal agents are fixed points of the meta-learning dynamics. Our results suggest that memory-based meta-learning might serve as a general technique for numerically approximating Bayes-optimal agents - that is, even for task distributions for which we currently don't possess tractable models.

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Avoiding Side Effects By Considering Future Tasks

Designing reward functions is difficult: the designer has to specify what to do (what it means to complete the task) as well as what not to do (side effects that should be avoided while completing the task). To alleviate the burden on the reward designer, we propose an algorithm to automatically generate an auxiliary reward function that penalizes side effects. This auxiliary objective rewards the ability to complete possible future tasks, which decreases if the agent causes side effects during the current task. The future task reward can also give the agent an incentive to interfere with events in the environment that make future tasks less achievable, such as irreversible actions by other agents. To avoid this interference incentive, we introduce a baseline policy that represents a default course of action (such as doing nothing), and use it to filter out future tasks that are not achievable by default. We formally define interference incentives and show that the future task approach with a baseline policy avoids these incentives in the deterministic case. Using gridworld environments that test for side effects and interference, we show that our method avoids interference and is more effective for avoiding side effects than the common approach of penalizing irreversible actions.

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Pitfalls of learning a reward function online

In some agent designs like inverse reinforcement learning an agent needs to learn its own reward function. Learning the reward function and optimising for it are typically two different processes, usually performed at different stages. We consider a continual (``one life'') learning approach where the agent both learns the reward function and optimises for it at the same time. We show that this comes with a number of pitfalls, such as deliberately manipulating the learning process in one direction, refusing to learn, ``learning'' facts already known to the agent, and making decisions that are strictly dominated (for all relevant reward functions). We formally introduce two desirable properties: the first is `unriggability', which prevents the agent from steering the learning process in the direction of a reward function that is easier to optimise. The second is `uninfluenceability', whereby the reward-function learning process operates by learning facts about the environment. We show that an uninfluenceable process is automatically unriggable, and if the set of possible environments is sufficiently rich, the converse is true too.

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Meta-learning of Sequential Strategies

In this report we review memory-based meta-learning as a tool for building sample-efficient strategies that learn from past experience to adapt to any task within a target class. Our goal is to equip the reader with the conceptual foundations of this tool for building new, scalable agents that operate on broad domains. To do so, we present basic algorithmic templates for building near-optimal predictors and reinforcement learners which behave as if they had a probabilistic model that allowed them to efficiently exploit task structure. Furthermore, we recast memory-based meta-learning within a Bayesian framework, showing that the meta-learned strategies are near-optimal because they amortize Bayes-filtered data, where the adaptation is implemented in the memory dynamics as a state-machine of sufficient statistics. Essentially, memory-based meta-learning translates the hard problem of probabilistic sequential inference into a regression problem.

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Noisy Networks for Exploration

We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent's policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining network weights. NoisyNet is straightforward to implement and adds little computational overhead. We find that replacing the conventional exploration heuristics for A3C, DQN and dueling agents (entropy reward and $ε$-greedy respectively) with NoisyNet yields substantially higher scores for a wide range of Atari games, in some cases advancing the agent from sub to super-human performance.

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Modeling AGI Safety Frameworks with Causal Influence Diagrams

Proposals for safe AGI systems are typically made at the level of frameworks, specifying how the components of the proposed system should be trained and interact with each other. In this paper, we model and compare the most promising AGI safety frameworks using causal influence diagrams. The diagrams show the optimization objective and causal assumptions of the framework. The unified representation permits easy comparison of frameworks and their assumptions. We hope that the diagrams will serve as an accessible and visual introduction to the main AGI safety frameworks.

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Penalizing side effects using stepwise relative reachability

How can we design safe reinforcement learning agents that avoid unnecessary disruptions to their environment? We show that current approaches to penalizing side effects can introduce bad incentives, e.g. to prevent any irreversible changes in the environment, including the actions of other agents. To isolate the source of such undesirable incentives, we break down side effects penalties into two components: a baseline state and a measure of deviation from this baseline state. We argue that some of these incentives arise from the choice of baseline, and others arise from the choice of deviation measure. We introduce a new variant of the stepwise inaction baseline and a new deviation measure based on relative reachability of states. The combination of these design choices avoids the given undesirable incentives, while simpler baselines and the unreachability measure fail. We demonstrate this empirically by comparing different combinations of baseline and deviation measure choices on a set of gridworld experiments designed to illustrate possible bad incentives.

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Soft-Bayes: Prod for Mixtures of Experts with Log-Loss

We consider prediction with expert advice under the log-loss with the goal of deriving efficient and robust algorithms. We argue that existing algorithms such as exponentiated gradient, online gradient descent and online Newton step do not adequately satisfy both requirements. Our main contribution is an analysis of the Prod algorithm that is robust to any data sequence and runs in linear time relative to the number of experts in each round. Despite the unbounded nature of the log-loss, we derive a bound that is independent of the largest loss and of the largest gradient, and depends only on the number of experts and the time horizon. Furthermore we give a Bayesian interpretation of Prod and adapt the algorithm to derive a tracking regret.

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Scaling shared model governance via model splitting

Currently the only techniques for sharing governance of a deep learning model are homomorphic encryption and secure multiparty computation. Unfortunately, neither of these techniques is applicable to the training of large neural networks due to their large computational and communication overheads. As a scalable technique for shared model governance, we propose splitting deep learning model between multiple parties. This paper empirically investigates the security guarantee of this technique, which is introduced as the problem of model completion: Given the entire training data set or an environment simulator, and a subset of the parameters of a trained deep learning model, how much training is required to recover the model's original performance? We define a metric for evaluating the hardness of the model completion problem and study it empirically in both supervised learning on ImageNet and reinforcement learning on Atari and DeepMind~Lab. Our experiments show that (1) the model completion problem is harder in reinforcement learning than in supervised learning because of the unavailability of the trained agent's trajectories, and (2) its hardness depends not primarily on the number of parameters of the missing part, but more so on their type and location. Our results suggest that model splitting might be a feasible technique for shared model governance in some settings where training is very expensive.

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Scalable agent alignment via reward modeling: a research direction

One obstacle to applying reinforcement learning algorithms to real-world problems is the lack of suitable reward functions. Designing such reward functions is difficult in part because the user only has an implicit understanding of the task objective. This gives rise to the agent alignment problem: how do we create agents that behave in accordance with the user's intentions? We outline a high-level research direction to solve the agent alignment problem centered around reward modeling: learning a reward function from interaction with the user and optimizing the learned reward function with reinforcement learning. We discuss the key challenges we expect to face when scaling reward modeling to complex and general domains, concrete approaches to mitigate these challenges, and ways to establish trust in the resulting agents.

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