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Why traditional reinforcement learning will probably not yield AGI [pdf]

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Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#81
post #7

Earlier quoted context omitted.

The argument isn't so much about the type of agent (which I think is what Neural Turing Machines etc. are about), it's about the type of environment. In traditional Reinforcement Learning, environments give real-number-valued rewards (or even rational-number-valued rewards which is even more constrained). Presumably this was a decision that was made with hardly a second thought because real numbers are most familiar…

But isn't the sophisticated structure what leads to the real number. If you change the rewards to something more complex surely you still have to pick between actions and at some point you'll have to evaluate which one is "better" and I can't see why you couldn't use real numbers to represent utility. I mean, humans are general intelligences, and you can translate pretty much any human reward into money, which is a r…

>I mean, humans are general intelligences, and you can translate pretty much any human reward into money, which is a real number.

A lot of people have written quite a lot of arguments that this is false.

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#83

Earlier quoted context omitted.

Why couldn't a mechanism (say A Neural Turing or whatever) that you train be "cognition capable" when you start and then be trained to actual behavior after that?

You would need something that is "cognition capable" first and that has not been invented yet.

It's hard to know. Maybe something "cognition cable" exists, it's just the proper train routine hasn't been provided to it.

But regardless, the broader point is yeah, combine something akin cognition capability and the proper training routine and there you go, AGI from "reinforcement learning", broadly defined.

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#84
post #68
post #57

Earlier quoted context omitted.

I think you are right in constructing situations where real numbers are inadequate. It is also right that you do not claim that hyperreals or surreals suffice, you are merely pointing out that they may help you to do better than the reals. But I have often wondered - why are people hung up on linear ordering? Why not non-total partial orders? https://en.wikipedia.org/wiki/Ordinal_optimization Is this insistence on li…

One could certainly contemplate versions of RL with non-linear orderings. I guess the reason people care about linear ordering is because you want the agent to at least understand "this outcome is better than that outcome". How would we hope for a good nonlinear-RL agent to behave in an environment with 2 buttons, one of which always gives reward X, and the other of which always gives reward Y, where X and Y are inco…

That's understandable. But many decisions in life are like that. Do you want to be close to your roots and your parents, or do you want a high-flying career in a remote city? Choices involve sacrifices as well as gains, and many meaningful outcomes are incomparable among themselves.

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#85
post #19

I applaud the effort but the problem with RL as a model of learning is in the definition of RL itself. The idea of using "rewards" as a primary learning mechanism and a path to actual cognition is just wrong, full stop. It's a wrong level of abstraction and is too wasteful in energy spent. Looking at it from CogSci perspective it is essentially an offshoot of behaviorism, using a coarse and extremely inefficient mode…

>state-of-the-art cognitive psychology, and may be looking at research in "distributional semantics", "concept spaces", "sparse representations", "small-world networks" and "learning and memory" neuroscience. Look, uh, I've read Gardenfors too, but are those really the state of the art? I don't remember there being anything about them at CogSci this past summer. Maybe I wasn't paying close-enough attention?

In RL/DL context any CogSci developments after 1943 is the state of the art.

Some interesting recent work [1] related to Gardenfors ideas was combining them with discovery of place & grid cells, and extending the "cognitive maps" and spatial navigation machinery into concept spaces, treating the innate coordinate system as foundation for abstraction and generalization facilities.

And they actually found empirical data to prove it in [1] and related papers, so Gardenfors was right.

I believe it gotta be the starting point for anyone seriously considering an AI, kind of like Cartesian foundation. It also aligns nicely with rich "distributional semantics" work and popular vector space models.

[1] https://pubmed.ncbi.nlm.nih.gov/27313047/

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#87
post #11

TLDR: reinforcement learning cannot handle AGI, because reinforcement learning rewards must be finite, but a true artificial intelligence could reason about infinite numbers. I think this is complete nonsense. Humans don't receive infinite rewards, either, but we still think about infinite numbers. We typically think about infinite numbers in terms of finite representations, like finite proofs about their properties.…

I don't think the numbers really have to be "infinite" exactly (well, I suppose it depends what you mean). Suppose you introduce a data type which consists of an ordered pair of floating point numbers, along with an ordering relation, such that the elements of the data type are ordered lexicographically (i.e. if the first entries differ, then the one with a larger first entry is larger. Otherwise, the one with the larger second entry. If they are equal then they are equal.)

If you have an environment which gives rewards of this type, and you want the model which gets the highest reward, you are likely to have an issue if you try to represent the rewards using a single floating point number. (well, you could just use the first entry, and do decently well, but you would lose out a bit on what could be accomplished on the second number.) Of course, because there are, in actuality, only finitely many floating point values of a given precision, you can actually give an enumeration of the values of this type in order, and if you use that enumeration for the rewards, then that could work.

However, when we use floating point numbers, we sometimes sorta-pretend that they don't have a finite range of actual-number-values . We sometimes sorta-pretend that they are the actual real numbers (with a little fuzziness and errors tacked on, when we are being careful). We use them in computing "derivatives" and such. And this works pretty well! But if we wanted to use the enumeration of the pairs of floats, if we just treated them as the (bigint) integer index of the pair, we would lose all the nice interpretation that goes with floating point numbers, and be left with only the ordering. The notion of the relative distances between the different values would be lost. The whole "use the derivative of this function (except we are using floating point numbers)" trick stops being applicable.

While adding together any number of copies of (0.0 , 1.0) would never surpass (1.0 , -5.0) , that's not really a reason to make it so we can't define the preferences we want to represent, uh, unable to handle that situation.

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#88
post #15
post #5

Earlier quoted context omitted.

Yes you can, but said representations will necessarily be misleading. It's illuminating to consider Big-O notations: why don't we "simplify", since real numbers are so much easier, why don't we declare, e.g., that O(n) is "1", O(n^2) is "2", etc.? Well, then what should O(2^n) be? A million, perhaps? But then what about O(n^1000000)? To be consistent, you'd have to say O(n^1000000) was something below a million, sinc…

I don't see how representation of floats by natural numbers that we all use on daily basis is misleading. In fact, your entire comment is just an ordered sequence of natural numbers, and it does not seem to be very misleading (though it tried to trick). Besides, the article is purposed to be a rigorous mathematical proof of current representations in RL being unsuitable for AGI, but I haven't seen a Definition for "m…

misleading in the sense of "doesn't preserve the desired properties of closeness and such."

Re: Why traditional reinforcement learning will probably not yield AGI [pdf]

#90
post #72

Earlier quoted context omitted.

But isn't the sophisticated structure what leads to the real number. If you change the rewards to something more complex surely you still have to pick between actions and at some point you'll have to evaluate which one is "better" and I can't see why you couldn't use real numbers to represent utility. I mean, humans are general intelligences, and you can translate pretty much any human reward into money, which is a r…

Question: when you say "I can't see why you couldn't use real numbers to represent utility", does your reasoning for that have anything to do with Dedekind cuts, Cauchy sequences, or complete ordered fields? Because that's what the real numbers _are_. If your reasoning has nothing to do with these sort of things, then it can't possibly be sound because in order to argue that X has such-and-such property, you need to…

Good example, although what if you just assigned it a reward of like 100 trillion dollars? It might not be exactly correct but then you're assuming that exactly correct rewards are required for AGI which seems like a pretty big assumption.

Actually I thought about this some more, and maybe money wasn't the best example, but I think there must be some internal measure of utility that humans use that can be represented by real numbers.

Imagine you are presented with an array of possible actions with associated (possibly estimated) rewards. You can only pick one. Maybe there are some doors but you can only open one - behind the first is $1m, behind the second is a superdollar, behind the third is a button that cures world hunger, behind the 4th is your loving family, whatever.

As a human I can pick one. No matter what the rewards are. Even if one reward is "you essentially become God". That means I can order them, and therefore that they can be represented by real numbers (plus infinity for the god option).

I don't see why the infinity would cause an issue: the "you can now do literally anything" reward is worth more than every other reward, but it's the only one. Also it doesn't actually exist so who cares?

Actually I guess it can exist in games, e.g. God mode in Quake. But that should have an infinite reward and agents should choose it over everything else so I can't see the problem really.

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