Goto

Collaborating Authors

 curiosity-driven learning


Parallel development of social preferences in fish and machines

arXiv.org Artificial Intelligence

What are the computational foundations of social grouping? Traditional approaches to this question have focused on verbal reasoning or simple (low-dimensional) quantitative models. In the real world, however, social preferences emerge when high-dimensional learning systems (brains and bodies) interact with high-dimensional sensory inputs during an animal's embodied interactions with the world. A deep understanding of social grouping will therefore require embodied models that learn directly from sensory inputs using high-dimensional learning mechanisms. To this end, we built artificial neural networks (ANNs), embodied those ANNs in virtual fish bodies, and raised the artificial fish in virtual fish tanks that mimicked the rearing conditions of real fish. We then compared the social preferences that emerged in real fish versus artificial fish. We found that when artificial fish had two core learning mechanisms (reinforcement learning and curiosity-driven learning), artificial fish developed fish-like social preferences. Like real fish, the artificial fish spontaneously learned to prefer members of their own group over members of other groups. The artificial fish also spontaneously learned to self-segregate with their in-group, akin to self-segregation behavior seen in nature. Our results suggest that social grouping can emerge from three ingredients: (1) reinforcement learning, (2) intrinsic motivation, and (3) early social experiences with in-group members. This approach lays a foundation for reverse engineering animal-like social behavior with image-computable models, bridging the divide between high-dimensional sensory inputs and social preferences.


Hierarchical Optimistic Region Selection driven by Curiosity

Neural Information Processing Systems

This paper aims to take a step forwards making the term intrinsic motivation'' from reinforcement learning theoretically well founded, focusing on curiosity-driven learning. To that end, we consider the setting where, a fixed partition P of a continuous space X being given, and a process u defined on X being unknown, we are asked to sequentially decide which cell of the partition to select as well as where to sample u in that cell, in order to minimize a loss function that is inspired from previous work on curiosity-driven learning. The loss on each cell consists of one term measuring a simple worst case quadratic sampling error, and a penalty term proportional to the range of the variance in that cell. The corresponding problem formulation extends the setting known as active learning for multi-armed bandits to the case when each arm is a continuous region, and we show how an adaptation of recent algorithms for that problem and of hierarchical optimistic sampling algorithms for optimization can be used in order to solve this problem. The resulting procedure, called Hierarchical Optimistic Region SElection driven by Curiosity (HORSE.C) is provided together with a finite-time regret analysis.


Development of collective behavior in newborn artificial agents

arXiv.org Artificial Intelligence

Collective behavior is widespread across the animal kingdom. To date, however, the developmental and mechanistic foundations of collective behavior have not been formally established. What learning mechanisms drive the development of collective behavior in newborn animals? Here, we used deep reinforcement learning and curiosity-driven learning -- two learning mechanisms deeply rooted in psychological and neuroscientific research -- to build newborn artificial agents that develop collective behavior. Like newborn animals, our agents learn collective behavior from raw sensory inputs in naturalistic environments. Our agents also learn collective behavior without external rewards, using only intrinsic motivation (curiosity) to drive learning. Specifically, when we raise our artificial agents in natural visual environments with groupmates, the agents spontaneously develop ego-motion, object recognition, and a preference for groupmates, rapidly learning all of the core skills required for collective behavior. This work bridges the divide between high-dimensional sensory inputs and collective action, resulting in a pixels-to-actions model of collective animal behavior. More generally, we show that two generic learning mechanisms -- deep reinforcement learning and curiosity-driven learning -- are sufficient to learn collective behavior from unsupervised natural experience.


Hierarchical Optimistic Region Selection driven by Curiosity

Neural Information Processing Systems

This paper aims to take a step forwards making the term intrinsic motivation'' from reinforcement learning theoretically well founded, focusing on curiosity-driven learning. To that end, we consider the setting where, a fixed partition P of a continuous space X being given, and a process u defined on X being unknown, we are asked to sequentially decide which cell of the partition to select as well as where to sample u in that cell, in order to minimize a loss function that is inspired from previous work on curiosity-driven learning. The loss on each cell consists of one term measuring a simple worst case quadratic sampling error, and a penalty term proportional to the range of the variance in that cell. The corresponding problem formulation extends the setting known as active learning for multi-armed bandits to the case when each arm is a continuous region, and we show how an adaptation of recent algorithms for that problem and of hierarchical optimistic sampling algorithms for optimization can be used in order to solve this problem. The resulting procedure, called Hierarchical Optimistic Region SElection driven by Curiosity (HORSE.C) is provided together with a finite-time regret analysis.


Large-Scale Study of Curiosity-Driven Learning

#artificialintelligence

Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing reward functions that are intrinsic to the agent. Curiosity is a type of intrinsic reward function which uses prediction error as reward signal. In this paper: (a) We perform the first large-scale study of purely curiosity-driven learning, i.e. without any extrinsic rewards, across 54 standard benchmark environments, including the Atari game suite. Our results show surprisingly good performance, and a high degree of alignment between the intrinsic curiosity objective and the hand-designed extrinsic rewards of many game environments.