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Shane Legg

Publications and source records attributed to Shane Legg.

At least 55 records · Page 3Linked to original sources

Reward learning from human preferences and demonstrations in Atari

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.

cs.LG↗

Modeling Friends and Foes

How can one detect friendly and adversarial behavior from raw data? Detecting whether an environment is a friend, a foe, or anything in between, remains a poorly understood yet desirable ability for safe and robust agents. This paper proposes a definition of these environmental "attitudes" based on an characterization of the environment's ability to react to the agent's private strategy. We define an objective function for a one-shot game that allows deriving the environment's probability distribution under friendly and adversarial assumptions alongside the agent's optimal strategy. Furthermore, we present an algorithm to compute these equilibrium strategies, and show experimentally that both friendly and adversarial environments possess non-trivial optimal strategies.

cs.AI↗

IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures

In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time. We have developed a new distributed agent IMPALA (Importance Weighted Actor-Learner Architecture) that not only uses resources more efficiently in single-machine training but also scales to thousands of machines without sacrificing data efficiency or resource utilisation. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (Beattie et al., 2016)) and Atari-57 (all available Atari games in Arcade Learning Environment (Bellemare et al., 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents with less data, and crucially exhibits positive transfer between tasks as a result of its multi-task approach.

cs.LG↗

Agents and Devices: A Relative Definition of Agency

According to Dennett, the same system may be described using a `physical' (mechanical) explanatory stance, or using an `intentional' (belief- and goal-based) explanatory stance. Humans tend to find the physical stance more helpful for certain systems, such as planets orbiting a star, and the intentional stance for others, such as living animals. We define a formal counterpart of physical and intentional stances within computational theory: a description of a system as either a device, or an agent, with the key difference being that `devices' are directly described in terms of an input-output mapping, while `agents' are described in terms of the function they optimise. Bayes' rule can then be applied to calculate the subjective probability of a system being a device or an agent, based only on its behaviour. We illustrate this using the trajectories of an object in a toy grid-world domain.

cs.LG↗

Psychlab: A Psychology Laboratory for Deep Reinforcement Learning Agents

Psychlab is a simulated psychology laboratory inside the first-person 3D game world of DeepMind Lab (Beattie et al. 2016). Psychlab enables implementations of classical laboratory psychological experiments so that they work with both human and artificial agents. Psychlab has a simple and flexible API that enables users to easily create their own tasks. As examples, we are releasing Psychlab implementations of several classical experimental paradigms including visual search, change detection, random dot motion discrimination, and multiple object tracking. We also contribute a study of the visual psychophysics of a specific state-of-the-art deep reinforcement learning agent: UNREAL (Jaderberg et al. 2016). This study leads to the surprising conclusion that UNREAL learns more quickly about larger target stimuli than it does about smaller stimuli. In turn, this insight motivates a specific improvement in the form of a simple model of foveal vision that turns out to significantly boost UNREAL's performance, both on Psychlab tasks, and on standard DeepMind Lab tasks. By open-sourcing Psychlab we hope to facilitate a range of future such studies that simultaneously advance deep reinforcement learning and improve its links with cognitive science.

cs.AI↗

Symmetric Decomposition of Asymmetric Games

We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.

cs.GT↗

AI Safety Gridworlds

We present a suite of reinforcement learning environments illustrating various safety properties of intelligent agents. These problems include safe interruptibility, avoiding side effects, absent supervisor, reward gaming, safe exploration, as well as robustness to self-modification, distributional shift, and adversaries. To measure compliance with the intended safe behavior, we equip each environment with a performance function that is hidden from the agent. This allows us to categorize AI safety problems into robustness and specification problems, depending on whether the performance function corresponds to the observed reward function. We evaluate A2C and Rainbow, two recent deep reinforcement learning agents, on our environments and show that they are not able to solve them satisfactorily.

cs.LG↗

Reinforcement Learning with a Corrupted Reward Channel

No real-world reward function is perfect. Sensory errors and software bugs may result in RL agents observing higher (or lower) rewards than they should. For example, a reinforcement learning agent may prefer states where a sensory error gives it the maximum reward, but where the true reward is actually small. We formalise this problem as a generalised Markov Decision Problem called Corrupt Reward MDP. Traditional RL methods fare poorly in CRMDPs, even under strong simplifying assumptions and when trying to compensate for the possibly corrupt rewards. Two ways around the problem are investigated. First, by giving the agent richer data, such as in inverse reinforcement learning and semi-supervised reinforcement learning, reward corruption stemming from systematic sensory errors may sometimes be completely managed. Second, by using randomisation to blunt the agent's optimisation, reward corruption can be partially managed under some assumptions.

cs.AI↗

DeepMind Lab

DeepMind Lab is a first-person 3D game platform designed for research and development of general artificial intelligence and machine learning systems. DeepMind Lab can be used to study how autonomous artificial agents may learn complex tasks in large, partially observed, and visually diverse worlds. DeepMind Lab has a simple and flexible API enabling creative task-designs and novel AI-designs to be explored and quickly iterated upon. It is powered by a fast and widely recognised game engine, and tailored for effective use by the research community.

cs.AI↗

Massively Parallel Methods for Deep Reinforcement Learning

We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function or behaviour policy; and a distributed store of experience. We used our architecture to implement the Deep Q-Network algorithm (DQN). Our distributed algorithm was applied to 49 games from Atari 2600 games from the Arcade Learning Environment, using identical hyperparameters. Our performance surpassed non-distributed DQN in 41 of the 49 games and also reduced the wall-time required to achieve these results by an order of magnitude on most games.

cs.LG↗

An Approximation of the Universal Intelligence Measure

The Universal Intelligence Measure is a recently proposed formal definition of intelligence. It is mathematically specified, extremely general, and captures the essence of many informal definitions of intelligence. It is based on Hutter's Universal Artificial Intelligence theory, an extension of Ray Solomonoff's pioneering work on universal induction. Since the Universal Intelligence Measure is only asymptotically computable, building a practical intelligence test from it is not straightforward. This paper studies the practical issues involved in developing a real-world UIM-based performance metric. Based on our investigation, we develop a prototype implementation which we use to evaluate a number of different artificial agents.

cs.AI↗

Temporal Difference Updating without a Learning Rate

We derive an equation for temporal difference learning from statistical principles. Specifically, we start with the variational principle and then bootstrap to produce an updating rule for discounted state value estimates. The resulting equation is similar to the standard equation for temporal difference learning with eligibility traces, so called TD(lambda), however it lacks the parameter alpha that specifies the learning rate. In the place of this free parameter there is now an equation for the learning rate that is specific to each state transition. We experimentally test this new learning rule against TD(lambda) and find that it offers superior performance in various settings. Finally, we make some preliminary investigations into how to extend our new temporal difference algorithm to reinforcement learning. To do this we combine our update equation with both Watkins' Q(lambda) and Sarsa(lambda) and find that it again offers superior performance without a learning rate parameter.

cs.LG↗

Tests of Machine Intelligence

Although the definition and measurement of intelligence is clearly of fundamental importance to the field of artificial intelligence, no general survey of definitions and tests of machine intelligence exists. Indeed few researchers are even aware of alternatives to the Turing test and its many derivatives. In this paper we fill this gap by providing a short survey of the many tests of machine intelligence that have been proposed.

cs.AI↗

Universal Intelligence: A Definition of Machine Intelligence

A fundamental problem in artificial intelligence is that nobody really knows what intelligence is. The problem is especially acute when we need to consider artificial systems which are significantly different to humans. In this paper we approach this problem in the following way: We take a number of well known informal definitions of human intelligence that have been given by experts, and extract their essential features. These are then mathematically formalised to produce a general measure of intelligence for arbitrary machines. We believe that this equation formally captures the concept of machine intelligence in the broadest reasonable sense. We then show how this formal definition is related to the theory of universal optimal learning agents. Finally, we survey the many other tests and definitions of intelligence that have been proposed for machines.

cs.AI↗

A Collection of Definitions of Intelligence

This paper is a survey of a large number of informal definitions of ``intelligence'' that the authors have collected over the years. Naturally, compiling a complete list would be impossible as many definitions of intelligence are buried deep inside articles and books. Nevertheless, the 70-odd definitions presented here are, to the authors' knowledge, the largest and most well referenced collection there is.

cs.AI↗

Fitness Uniform Optimization

In evolutionary algorithms, the fitness of a population increases with time by mutating and recombining individuals and by a biased selection of more fit individuals. The right selection pressure is critical in ensuring sufficient optimization progress on the one hand and in preserving genetic diversity to be able to escape from local optima on the other hand. Motivated by a universal similarity relation on the individuals, we propose a new selection scheme, which is uniform in the fitness values. It generates selection pressure toward sparsely populated fitness regions, not necessarily toward higher fitness, as is the case for all other selection schemes. We show analytically on a simple example that the new selection scheme can be much more effective than standard selection schemes. We also propose a new deletion scheme which achieves a similar result via deletion and show how such a scheme preserves genetic diversity more effectively than standard approaches. We compare the performance of the new schemes to tournament selection and random deletion on an artificial deceptive problem and a range of NP-hard problems: traveling salesman, set covering and satisfiability.

cs.NE↗

Is there an Elegant Universal Theory of Prediction?

Solomonoff's inductive learning model is a powerful, universal and highly elegant theory of sequence prediction. Its critical flaw is that it is incomputable and thus cannot be used in practice. It is sometimes suggested that it may still be useful to help guide the development of very general and powerful theories of prediction which are computable. In this paper it is shown that although powerful algorithms exist, they are necessarily highly complex. This alone makes their theoretical analysis problematic, however it is further shown that beyond a moderate level of complexity the analysis runs into the deeper problem of Goedel incompleteness. This limits the power of mathematics to analyse and study prediction algorithms, and indeed intelligent systems in general.

cs.AI↗

A Formal Measure of Machine Intelligence

A fundamental problem in artificial intelligence is that nobody really knows what intelligence is. The problem is especially acute when we need to consider artificial systems which are significantly different to humans. In this paper we approach this problem in the following way: We take a number of well known informal definitions of human intelligence that have been given by experts, and extract their essential features. These are then mathematically formalised to produce a general measure of intelligence for arbitrary machines. We believe that this measure formally captures the concept of machine intelligence in the broadest reasonable sense.

cs.AI↗