If you are looking for an answer to the question What is Artificial Intelligence? and you only have a minute, then here's the definition the Association for the Advancement of Artificial Intelligence offers on its home page: "the scientific understanding of the mechanisms underlying thought and intelligent behavior and their embodiment in machines."
However, if you are fortunate enough to have more than a minute, then please get ready to embark upon an exciting journey exploring AI (but beware, it could last a lifetime) …
Deep reinforcement learning (RL) policies are known to be vulnerable to adversarial perturbations to their observations, similar to adversarial examples for classifiers. However, an attacker is not usually able to directly modify another agent's observations. This might lead one to wonder: is it possible to attack an RL agent simply by choosing an adversarial policy acting in a multi-agent environment so as to create natural observations that are adversarial? We demonstrate the existence of adversarial policies in zero-sum games between simulated humanoid robots with proprioceptive observations, against state-of-the-art victims trained via self-play to be robust to opponents. The adversarial policies reliably win against the victims but generate seemingly random and uncoordinated behavior. We find that these policies are more successful in high-dimensional environments, and induce substantially different activations in the victim policy network than when the victim plays against a normal opponent.
Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning (IRL) algorithms can infer a reward from demonstrations in low-dimensional continuous control environments, but there has been little work on applying IRL to high-dimensional video games. In our CNN-AIRL baseline, we modify the state-of-the-art adversarial IRL (AIRL) algorithm to use CNNs for the generator and discriminator. To stabilize training, we normalize the reward and increase the size of the discriminator training dataset. We additionally learn a low-dimensional state representation using a novel autoencoder architecture tuned for video game environments. This embedding is used as input to the reward network, improving the sample efficiency of expert demonstrations. Our method achieves high-level performance on the simple Catcher video game, substantially outperforming the CNN-AIRL baseline. We also score points on the Enduro Atari racing game, but do not match expert performance, highlighting the need for further work.
Building deep reinforcement learning agents that can generalize and adapt to unseen environments remains a fundamental challenge for AI. This paper describes progresses on this challenge in the context of man-made environments, which are visually diverse but contain intrinsic semantic regularities. We propose a hybrid model-based and model-free approach, LEArning and Planning with Semantics (LEAPS), consisting of a multi-target sub-policy that acts on visual inputs, and a Bayesian model over semantic structures. When placed in an unseen environment, the agent plans with the semantic model to make high-level decisions, proposes the next sub-target for the sub-policy to execute, and updates the semantic model based on new observations. We perform experiments in visual navigation tasks using House3D, a 3D environment that contains diverse human-designed indoor scenes with real-world objects. LEAPS outperforms strong baselines that do not explicitly plan using the semantic content. Deep reinforcement learning (DRL) has undoubtedly witnessed strong achievements in recent years (Silver et al., 2016; Mnih et al., 2015; Levine et al., 2016).
In recent years, deep generative models have been shown to 'imagine' convincing high-dimensional observations such as images, audio, and even video, learning directly from raw data. In this work, we ask how to imagine goal-directed visual plans -- a plausible sequence of observations that transition a dynamical system from its current configuration to a desired goal state, which can later be used as a reference trajectory for control. We focus on systems with high-dimensional observations, such as images, and propose an approach that naturally combines representation learning and planning. Our framework learns a generative model of sequential observations, where the generative process is induced by a transition in a low-dimensional planning model, and an additional noise. By maximizing the mutual information between the generated observations and the transition in the planning model, we obtain a low-dimensional representation that best explains the causal nature of the data. We structure the planning model to be compatible with efficient planning algorithms, and we propose several such models based on either discrete or continuous states. Finally, to generate a visual plan, we project the current and goal observations onto their respective states in the planning model, plan a trajectory, and then use the generative model to transform the trajectory to a sequence of observations. We demonstrate our method on imagining plausible visual plans of rope manipulation.
Our goal is for AI systems to correctly identify and act according to their human user's objectives. Cooperative Inverse Reinforcement Learning (CIRL) formalizes this value alignment problem as a two-player game between a human and robot, in which only the human knows the parameters of the reward function: the robot needs to learn them as the interaction unfolds. Previous work showed that CIRL can be solved as a POMDP, but with an action space size exponential in the size of the reward parameter space. In this work, we exploit a specific property of CIRL---the human is a full information agent---to derive an optimality-preserving modification to the standard Bellman update; this reduces the complexity of the problem by an exponential factor and allows us to relax CIRL's assumption of human rationality. We apply this update to a variety of POMDP solvers and find that it enables us to scale CIRL to non-trivial problems, with larger reward parameter spaces, and larger action spaces for both robot and human. In solutions to these larger problems, the human exhibits pedagogic (teaching) behavior, while the robot interprets it as such and attains higher value for the human.
Despite the recent successes of probabilistic programming languages (PPLs) in AI applications, PPLs offer only limited support for random variables whose distributions combine discrete and continuous elements. We develop the notion of measure-theoretic Bayesian networks (MTBNs) and use it to provide more general semantics for PPLs with arbitrarily many random variables defined over arbitrary measure spaces. We develop two new general sampling algorithms that are provably correct under the MTBN framework: the lexicographic likelihood weighting (LLW) for general MTBNs and the lexicographic particle filter (LPF), a specialized algorithm for state-space models. We further integrate MTBNs into a widely used PPL system, BLOG, and verify the effectiveness of the new inference algorithms through representative examples.
It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.
Online joint parameter and state estimation is a core problem for temporal models.Most existing methods are either restricted to a particular class of models (e.g., the Storvik filter) or computationally expensive (e.g., particle MCMC). We propose a novel nearly-black-box algorithm, the Assumed Parameter Filter (APF), a hybrid of particle filtering for state variables and assumed density filtering for parameter variables.It has the following advantages:(a) it is online and computationally efficient;(b) it is applicable to both discrete and continuous parameter spaces with arbitrary transition dynamics.On a variety of toy and real models, APF generates more accurate results within a fixed computation budget compared to several standard algorithms from the literature.
Hadfield-Menell, Dylan (University of California, Berkeley) | Dragan, Anca (University of California, Berkeley) | Abbeel, Pieter (University of California, Berkeley) | Russell, Stuart (University of California, Berkeley)
It is clear that one of the primary tools we can use to mitigate thepotential risk from a misbehaving AI system is the ability to turn thes ystem off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.
STRIPS-like languages (SLLs) have fostered immense advances in automated planning. In practice, SLLs are used to express highly abstract versions of real-world planning problems, leading to more concise models and faster solution times. Unfortunately, as we show in the paper, simple ways of abstracting solvable real-world problems may lead to SLL models that are unsolvable, SLL models whose solutions are incorrect with respect to the real-world problem, or models that are inexpressible in SLLs. There is some evidence that such limitations have restricted the applicability of AI planning technology in the real world, as is apparent in the case of task and motion planning in robotics. We show that the situation can be ameliorated by a combination of increased expressive power — for example, allowing angelic nondeterminism in action effects — and new kinds of algorithmic approaches designed to produce correct solutions from initially incorrect or non-Markovian abstract models.