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The Increasing Role
of Sensorimotor Experience in AI
Rich Sutton
University of Alberta
DeepMind Alberta
Alberta Machine Intelligence Institute
Reinforcement Learning and Artificial Intelligence Lab
with special thanks to Satinder Singh, Patrick Pilarski,AdamWhite, and Andy Barto
R
A I
L
&
Sensorimotor experience is the sensations and actions
of an agent’s ordinary interaction with the world
• Reinforcement learning involves experience
• Predictive learning involves experience
• Supervised learning does not involve experience;
it learns from special training data
• Experience is the agent’s only access to the world
• Experience has meaning only by its relationship
to other experience
• except for reward, a special scalar part of
the sensation, which is good
Intelligent
agent
Action
World
Sensation Reward
Will intelligence ultimately be explained in
• sensations
• actions
• rewards
• time steps
• things inside the agent
• states of the external world
• objects, people, places,
relationships, atoms
• space, motion, distances
• things outside the agent
Experiential terms? Objective terms?
OR
• Over AI’s seven decades, experience has played an increasing role;
I see four major steps in this progression:
Step 1: Agenthood (having experience)
Step 2: Reward (goals in terms of experience)
Step 3: Experiential state (state in terms of experience)
Step 4: Predictive knowledge (to know is to predict experience)
• For each step, AI has reluctantly moved toward experience
in order to be more grounded, learnable, and scalable
Main points / outline
Step 1: Agenthood
(having experience)
Experience was rare in early AI systems (1954–1985)
• Most AI systems were problem solvers and question answerers
with no sensations or actions (robotics was an exception)
• A typical problem was a start state and a goal state,
with operators defined not as actions, but as state transitions
• A solution was a sequence of operators guaranteed to go from
start to goal
• There was no sensing or acting (operators were deterministic)
The solution was never actually executed!
Action(Move(b, x, y),
PRECOND: On(b, x) ∧ Clear(b) ∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧
(b"=x) ∧ (b"=y) ∧ (x"=y),
EFFECT: On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y))
Action(MoveToTable(b, x),
PRECOND: On(b, x) ∧ Clear(b) ∧ Block(b) ∧ (b"=x),
EFFECT: On(b, Table) ∧ Clear(x) ∧ ¬On(b, x))
Figure 10.3 A planning problem in the blocks world: building a three-block tower. One
solution is the sequence [MoveToTable(C, A), Move(B, Table, C), Move(A, Table, B)].
Start State Goal State
B A
C
A
B
C
Figure 10.4 Diagram of the blocks-world problem in Figure 10.3.
hat other blocks. For example, a goal might be to get block A on B and block B on C
Figure 10.4).
We use On(b, x) to indicate that block b is on x, where x is either another block or the
. The action for moving block b from the top of x to the top of y will be Move(b, x, y).
, one of the preconditions on moving b is that no other block be on it. In first-order logic,
would be ¬∃ x On(x, b) or, alternatively, ∀ x ¬On(x, b). Basic PDDL does not allow
tifiers, so instead we introduce a predicate Clear(x) that is true when nothing is on x.
complete problem description is in Figure 10.3.)
The action Move moves a block b from x to y if both b and y are clear. After the move
371
On(C, A)
C) ∧ Clear(B) ∧ Clear(C))
lear(y) ∧ Block(b) ∧ Block(y) ∧
n(b, x) ∧ ¬Clear(y))
lock(b) ∧ (b"=x),
¬On(b, x))
blocks world: building a three-block tower. One
, A), Move(B, Table, C), Move(A, Table, B)].
Goal State
A
B
C
rld problem in Figure 10.3.
—Figures from Russell & Norvig, 2008
For the last 30 years, AI has focused on building agents
From the 1995 edition of the standard AI textbook (Russell & Norvig):
“The unifying theme of the book is the concept of an intelligent agent”
“In this view, the problem of AI is to describe and build agents 

that receive percepts from the environment and perform actions”
Experience used to be rare in AI, but now it is the standard, modern approach
AI is uneasy with reward, but warming to it
• The latest edition of the standard AI textbook defines goals
as world states to reach
• But it also has chapters on reinforcement learning, using reward
• With the rise of machine learning in AI,
the reward formulation of goals is becoming standard
• For example, Markov decision processes (with reward)
are now a standard way of formulating planning in AI
• Reward is “the cherry on top of the cake of intelligence” (Yann LeCun)
371
∧ On(C, A)
ck(C) ∧ Clear(B) ∧ Clear(C))
∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧
),
¬On(b, x) ∧ ¬Clear(y))
∧ Block(b) ∧ (b"=x),
) ∧ ¬On(b, x))
n the blocks world: building a three-block tower. One
le(C, A), Move(B, Table, C), Move(A, Table, B)].
Goal State
A
B
C
s-world problem in Figure 10.3.
oal might be to get block A on B and block B on C
block b is on x, where x is either another block or the
om the top of x to the top of y will be Move(b, x, y).
ng b is that no other block be on it. In first-order logic,
atively, ∀ x ¬On(x, b). Basic PDDL does not allow
predicate Clear(x) that is true when nothing is on x.
n Figure 10.3.)
b from x to y if both b and y are clear. After the move
rst attempt at the Move schema is
(b) ∧ Clear(y),
) ∧ ¬On(b, x) ∧ ¬Clear(y)) .
Clear properly when x or y is the table. When x is the
(Table), but the table should not become clear; and
Clear(Table), but the table does not have to be clear
But still, for many, reward is not enough
• Enough for animals maybe, enough for engineering okay,
but not enough for people, not enough for intelligence
• A single number? From outside the mind!?
• Reward just seems too small. Too reductive. Too demeaning.
• Surely peoples’ goals are grander
• to raise a family, to save the planet, to contribute to human
understanding, or to make the world a better place
• Surely our goals are more than just maximizing our pleasure
and comfort!
• Over AI’s seven decades, experience has played an increasing role;
I see four major steps in this progression:
Step 1: Agenthood (having experience)
Step 2: Reward (goals in terms of experience)
Step 3: Experiential state (state in terms of experience)
Step 4: Predictive knowledge (to know is to predict experience)
• For each step, AI has reluctantly moved toward experience
in order to be more grounded, learnable, and scalable
Main points / outline
An interlude:
Introduction to Experience
Experience — a concrete nonspecific example
Time
step
Action
signals
Sensory signals including… Reward Return
most recent
action
most recent
sensation
Experience up to time step 7
(think of a time step as 0.1 sec)
≈
Time
step
Action
signals Sensory signals including… Reward Return
• Different sensory signals can be
qualitatively different from each other
• In their range of values
• In their predictive relationships
• to action signals
• to each other
• to themselves
• There are short-term and long-term
patterns in these data
• There are many things to predict
• Prediction need not be just of the
sensory signals
• The most important predictions are of
functions of future sensory signals
• e.g., predictions of value, the
discounted sum of future reward
• e.g., General value functions (GVFs)
• predict any signal, not just reward
• over a flexible temporal envelope
• contingent on any policy
• Predictions of different functions
can vary greatly in their ability to be
learned with computational efficiency
Time
step
Action
signals Sensory signals including… Reward Return
• Different sensory signals can be
qualitatively different from each other
• In their range of values
• In their predictive relationships
• to action signals
• to each other
• to themselves
• There are short-term and long-term
patterns in these data
• There are many things to predict
• Prediction need not be just of the
sensory signals
• The most important predictions are of
functions of future sensory signals
• e.g., predictions of value, the
discounted sum of future reward
• e.g., General value functions (GVFs)
• predict any signal, not just reward
• over a flexible temporal envelope
• contingent on any policy
• Predictions of different functions
can vary greatly in their ability to be
learned with computational efficiency
Time
step
Action
signals Sensory signals including… Reward Return
• Different sensory signals can be
qualitatively different from each other
• In their range of values
• In their predictive relationships
• to action signals
• to each other
• to themselves
• There are short-term and long-term
patterns in these data
• There are many things to predict
• Prediction need not be just of the
sensory signals
• The most important predictions are of
functions of future sensory signals
• e.g., predictions of value, the
discounted sum of future reward
• e.g., General value functions (GVFs)
• predict any signal, not just reward
• over a flexible temporal envelope
• contingent on any policy
• Predictions of different functions
can vary greatly in their ability to be
learned with computational efficiency
Step 3: Experiential state
(state in terms of experience)
Conventionally in AI, state has been characterized
in terms of the external world (objective state)
• Classically, perception produced symbolic propositions
whose truth values were assumed to match the world, e.g.,
On(BlockC, BlockA), Loves (John, Mary)
• In probabilistic graphical models,
state is a probability distribution over world state variables
• In POMDPs (Partially observable Markov decision processes)
state is a probability distribution over underlying discrete
world states (belief state)
• Such objective state representations are far from experience
Action(Move(b, x, y),
PRECOND: On(b, x) ∧ Clear(b) ∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧
(b"=x) ∧ (b"=y) ∧ (x"=y),
EFFECT: On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y))
Action(MoveToTable(b, x),
PRECOND: On(b, x) ∧ Clear(b) ∧ Block(b) ∧ (b"=x),
EFFECT: On(b, Table) ∧ Clear(x) ∧ ¬On(b, x))
Figure 10.3 A planning problem in the blocks world: building a three-block tower. One
solution is the sequence [MoveToTable(C, A), Move(B, Table, C), Move(A, Table, B)].
Start State Goal State
B A
C
A
B
C
Figure 10.4 Diagram of the blocks-world problem in Figure 10.3.
of what other blocks. For example, a goal might be to get block A on B and block B on C
(see Figure 10.4).
We use On(b, x) to indicate that block b is on x, where x is either another block or the
table. The action for moving block b from the top of x to the top of y will be Move(b, x, y).
Now, one of the preconditions on moving b is that no other block be on it. In first-order logic,
this would be ¬∃ x On(x, b) or, alternatively, ∀ x ¬On(x, b). Basic PDDL does not allow
quantifiers, so instead we introduce a predicate Clear(x) that is true when nothing is on x.
(The complete problem description is in Figure 10.3.)
The action Move moves a block b from x to y if both b and y are clear. After the move
is made, b is still clear but y is not. A first attempt at the Move schema is
Action(Move(b, x, y),
PRECOND:On(b, x) ∧ Clear(b) ∧ Clear(y),
EFFECT:On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y)) .
Unfortunately, this does not maintain Clear properly when x or y is the table. When x is the
Table, this action has the effect Clear(Table), but the table should not become clear; and
when y = Table, it has the precondition Clear(Table), but the table does not have to be clear
act Inference in Bayesian Networks 529
P(C)=.5
C P(R)
t
f
.80
.20
P(S)
10
50
S R
t t
t f .90
.99
Cloudy
Rain
Sprinkler
Wet
Grass
P(W)
P(C)=.5
t
f
.08 .02 .72 .18
P(S+R=x)
S+R P(W)
t t
t f .90
.99
Cloudy
Spr+Rain
Wet
Grass
.10 .40 .10 .40
C t t t f f t f f
—Figures from Russell & Norvig, 2008
The alternative to objective state is experiential state: 

a state of the world defined entirely in terms of experience
Experiential state is
a summary of past experience
that is useful for predicting and controlling future experience
“a summary of the past that is good for predicting the future”
No mention of external entities “out there” in the world
Some modern AI embraces experiential state
• Most commonly it is simply build in, e.g.,
• the last four video frames of Atari video input to DQN
• including one or more recent actions
• Compression approaches to AI
• LSTMs in deep learning
Such approaches learn (or discover) their experiential state
sensation
action
sensation
action
sensation
action
sensation
?
Experiential state is a summary of past experience
that is useful for predicting and controlling future experience
state
sensation
action
sensation
action
sensation
action
sensation
?
state
state
state
state
state
state
state
Experiential state should be recursively updated
Experiential state should be recursively updated
Experiential state is a summary of past experience
that is useful for predicting and controlling future experience
sensation
action
sensation
action
sensation
action
sensation
?
state
state
state
state
Action
Experiential
state
Perception Policy
Sensation
Agent
Last
action
Predictions
Combining all the experiential steps, we get

a standard model of the experiential agent
Action
Experiential
state
Perception
Reactive
policies
Reward
Sensation
Value
functions
Agent
Last
action
Transition
model
Learning
Planning
Step 1: Agenthood
(sensation & action)
Step 2: Reward
Step 3: Experiential state
(perception)
Step 4: Predictive knowledge
• state-to-experience prediction
(value functions)
• state-to-state prediction
(transition model)
• Over AI’s seven decades, experience has played an increasing role;
I see four major steps in this progression:
Step 1: Agenthood (having experience)
Step 2: Reward (goals in terms of experience)
Step 3: Experiential state (state in terms of experience)
Step 4: Predictive knowledge (to know is to predict experience)
• For each step, AI has reluctantly moved toward experience
in order to be more grounded, learnable, and scalable
Main points / outline
Step 4: Predictive knowledge
(to know is to predict experience
or functions of experience)
Much world knowledge does not seem to be
about experience
• Joe Biden is president of the US
• The Eiffel tower is in Paris
• Most birds have wings
• Oregon is North of California
• The car is 10 meters ahead
• Fire engines are red
• It is a long walk to the city centre
• I can dead-lift 200 pounds
• It is cold outside today
• My spouse is blond
• My foot is sore
• The 7th pixel will be blue in 3 steps
Other knowledge seems more like
predictions of experience
q
u
i
t
e
a
g
a
p
Prediction and knowledge
• GOFAI systems, lacking experience, could not predict
• Much modern AI still treats knowledge as database entries
• Much modern AI (e.g., probabilistic graphical models)
has knowledge only about simultaneous events
• Accurate prediction is a kind of world knowledge
with a clear semantics
• A predictive model of the world is AI’s upcoming new view
of world knowledge
• The cutting edge of predictive knowledge (IMO)
is general value functions (GVFs) and option models
Exact Inference in Bayesian Networks 529
P(C)=.5
C P(R)
t
f
.80
.20
C P(S)
t
f
.10
.50
S R
t t
t f
f t
f f
.90
.90
.00
.99
Cloudy
Rain
Sprinkler
Wet
Grass
P(W)
P(C)=.5
t
f
.08 .02 .72 .18
P(S+R=x)
S+R P(W)
t t
t f
f t
f f
.90
.90
.00
.99
Cloudy
Spr+Rain
Wet
Grass
.10 .40 .10 .40
C t t t f f t f f
(a) (b)
Exact Inference in Bayesian Networks 529
P(C)=.5
C P(R)
t
f
.80
.20
C P(S)
t
f
.10
.50
S R
t t
t f
f t
f f
.90
.90
.00
.99
Cloudy
Rain
Sprinkler
Wet
Grass
P(W)
P(C)=.5
t
f
.08 .02 .72 .18
P(S+R=x)
S+R P(W)
t t
t f
f t
f f
.90
.90
.00
.99
Cloudy
Spr+Rain
Wet
Grass
.10 .40 .10 .40
C t t t f f t f f
(a) (b)
President(US) = Joe_Biden
Capital_of(France) = Paris
—Figure from Russell & Norvig, 2008
World knowledge
• World knowledge does not include mathematical knowledge
• math is true in any world, thus is not even about this world
• World knowledge can be divided into two types
• knowledge about state (which we have already talked about)
• knowledge about state transitions,
i.e., a predictive model of the world
A state-to-state predictive model need not be low level
• A model need not be differential equations or a Markov decision processes
• A model can be abstract in state (e.g., experiential state)
• A model can be abstract in time
• Predictions can be conditioned on entire ways of behaving (options)
• an option is a policy plus a termination condition
• transition models for options are well understood, can be learned off-policy
• Are there limits to the expressiveness of option models and experiential state?
• Can we bridge the abstraction gap between experience and knowledge?
Main points / outline
• Over AI’s seven decades, experience has played an increasing role;
I see four major steps in this progression:
Step 1: Agenthood (having experience)
Step 2: Reward (goals in terms of experience)
Step 3: Experiential state (state in terms of experience)
Step 4: Predictive knowledge (to know is to predict experience)
• For each step, AI has reluctantly moved toward experience
in order to be more grounded, learnable, and scalable
In summary…
• I have discussed four major steps in the increasing role of sensorimotor experience in AI:
Step 1: Agenthood (having experience)
Step 2: Reward (goals in terms of experience)
Step 3: Experiential state (state in terms of experience)
Step 4: Predictive knowledge (to know is to predict experience)
• For each step, I have shown
• that AI has chosen first to work in objective, non-experiential terms
• But there is less-familiar approach, based on experience,
with important advantages in grounding, learnability, and scaling
• The trend toward sensorimotor experience in AI may have much further to go
• Steps 3 and 4 are far from complete; there are research opportunities
• Ultimately, the story of intelligence may be told in terms of sensorimotor experience
Data drives AI
Experience is the ultimate data
Thank you for your attention
with special thanks to Satinder Singh, Patrick Pilarski,AdamWhite, and Andy Barto
Anticipating some objections and questions…
Q.Not everything is learned from experience; some things are built in
A. True, but irrelevant. The point is not that “everything is learned from experience,”
but that “everything is about experience”
Q.Surely people can build in important abstractions, saving the agent a lot of time;
we can add the links to experience later
A. This has been tried, but never successfully at scale. Remember The Bitter Lesson
A. Possibly knowledge could be built in after the experiential abstractions exist
Q.The abstraction gap between experience and knowledge is so big!
A. Yes, but so is computer power and human ingenuity. We should be ambitious!

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Microphone- characteristics,carbon microphone, dynamic microphone.pptx
 

Brains@Bay Meetup: The Increasing Role of Sensorimotor Experience in Artificial Intelligence - Richard Sutton

  • 1. The Increasing Role of Sensorimotor Experience in AI Rich Sutton University of Alberta DeepMind Alberta Alberta Machine Intelligence Institute Reinforcement Learning and Artificial Intelligence Lab with special thanks to Satinder Singh, Patrick Pilarski,AdamWhite, and Andy Barto R A I L &
  • 2. Sensorimotor experience is the sensations and actions of an agent’s ordinary interaction with the world • Reinforcement learning involves experience • Predictive learning involves experience • Supervised learning does not involve experience; it learns from special training data • Experience is the agent’s only access to the world • Experience has meaning only by its relationship to other experience • except for reward, a special scalar part of the sensation, which is good Intelligent agent Action World Sensation Reward
  • 3. Will intelligence ultimately be explained in • sensations • actions • rewards • time steps • things inside the agent • states of the external world • objects, people, places, relationships, atoms • space, motion, distances • things outside the agent Experiential terms? Objective terms? OR
  • 4. • Over AI’s seven decades, experience has played an increasing role; I see four major steps in this progression: Step 1: Agenthood (having experience) Step 2: Reward (goals in terms of experience) Step 3: Experiential state (state in terms of experience) Step 4: Predictive knowledge (to know is to predict experience) • For each step, AI has reluctantly moved toward experience in order to be more grounded, learnable, and scalable Main points / outline
  • 6. Experience was rare in early AI systems (1954–1985) • Most AI systems were problem solvers and question answerers with no sensations or actions (robotics was an exception) • A typical problem was a start state and a goal state, with operators defined not as actions, but as state transitions • A solution was a sequence of operators guaranteed to go from start to goal • There was no sensing or acting (operators were deterministic) The solution was never actually executed! Action(Move(b, x, y), PRECOND: On(b, x) ∧ Clear(b) ∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧ (b"=x) ∧ (b"=y) ∧ (x"=y), EFFECT: On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y)) Action(MoveToTable(b, x), PRECOND: On(b, x) ∧ Clear(b) ∧ Block(b) ∧ (b"=x), EFFECT: On(b, Table) ∧ Clear(x) ∧ ¬On(b, x)) Figure 10.3 A planning problem in the blocks world: building a three-block tower. One solution is the sequence [MoveToTable(C, A), Move(B, Table, C), Move(A, Table, B)]. Start State Goal State B A C A B C Figure 10.4 Diagram of the blocks-world problem in Figure 10.3. hat other blocks. For example, a goal might be to get block A on B and block B on C Figure 10.4). We use On(b, x) to indicate that block b is on x, where x is either another block or the . The action for moving block b from the top of x to the top of y will be Move(b, x, y). , one of the preconditions on moving b is that no other block be on it. In first-order logic, would be ¬∃ x On(x, b) or, alternatively, ∀ x ¬On(x, b). Basic PDDL does not allow tifiers, so instead we introduce a predicate Clear(x) that is true when nothing is on x. complete problem description is in Figure 10.3.) The action Move moves a block b from x to y if both b and y are clear. After the move 371 On(C, A) C) ∧ Clear(B) ∧ Clear(C)) lear(y) ∧ Block(b) ∧ Block(y) ∧ n(b, x) ∧ ¬Clear(y)) lock(b) ∧ (b"=x), ¬On(b, x)) blocks world: building a three-block tower. One , A), Move(B, Table, C), Move(A, Table, B)]. Goal State A B C rld problem in Figure 10.3. —Figures from Russell & Norvig, 2008
  • 7. For the last 30 years, AI has focused on building agents From the 1995 edition of the standard AI textbook (Russell & Norvig): “The unifying theme of the book is the concept of an intelligent agent” “In this view, the problem of AI is to describe and build agents 
 that receive percepts from the environment and perform actions” Experience used to be rare in AI, but now it is the standard, modern approach
  • 8. AI is uneasy with reward, but warming to it • The latest edition of the standard AI textbook defines goals as world states to reach • But it also has chapters on reinforcement learning, using reward • With the rise of machine learning in AI, the reward formulation of goals is becoming standard • For example, Markov decision processes (with reward) are now a standard way of formulating planning in AI • Reward is “the cherry on top of the cake of intelligence” (Yann LeCun) 371 ∧ On(C, A) ck(C) ∧ Clear(B) ∧ Clear(C)) ∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧ ), ¬On(b, x) ∧ ¬Clear(y)) ∧ Block(b) ∧ (b"=x), ) ∧ ¬On(b, x)) n the blocks world: building a three-block tower. One le(C, A), Move(B, Table, C), Move(A, Table, B)]. Goal State A B C s-world problem in Figure 10.3. oal might be to get block A on B and block B on C block b is on x, where x is either another block or the om the top of x to the top of y will be Move(b, x, y). ng b is that no other block be on it. In first-order logic, atively, ∀ x ¬On(x, b). Basic PDDL does not allow predicate Clear(x) that is true when nothing is on x. n Figure 10.3.) b from x to y if both b and y are clear. After the move rst attempt at the Move schema is (b) ∧ Clear(y), ) ∧ ¬On(b, x) ∧ ¬Clear(y)) . Clear properly when x or y is the table. When x is the (Table), but the table should not become clear; and Clear(Table), but the table does not have to be clear
  • 9. But still, for many, reward is not enough • Enough for animals maybe, enough for engineering okay, but not enough for people, not enough for intelligence • A single number? From outside the mind!? • Reward just seems too small. Too reductive. Too demeaning. • Surely peoples’ goals are grander • to raise a family, to save the planet, to contribute to human understanding, or to make the world a better place • Surely our goals are more than just maximizing our pleasure and comfort!
  • 10. • Over AI’s seven decades, experience has played an increasing role; I see four major steps in this progression: Step 1: Agenthood (having experience) Step 2: Reward (goals in terms of experience) Step 3: Experiential state (state in terms of experience) Step 4: Predictive knowledge (to know is to predict experience) • For each step, AI has reluctantly moved toward experience in order to be more grounded, learnable, and scalable Main points / outline
  • 12. Experience — a concrete nonspecific example Time step Action signals Sensory signals including… Reward Return most recent action most recent sensation Experience up to time step 7 (think of a time step as 0.1 sec) ≈
  • 13. Time step Action signals Sensory signals including… Reward Return • Different sensory signals can be qualitatively different from each other • In their range of values • In their predictive relationships • to action signals • to each other • to themselves • There are short-term and long-term patterns in these data • There are many things to predict • Prediction need not be just of the sensory signals • The most important predictions are of functions of future sensory signals • e.g., predictions of value, the discounted sum of future reward • e.g., General value functions (GVFs) • predict any signal, not just reward • over a flexible temporal envelope • contingent on any policy • Predictions of different functions can vary greatly in their ability to be learned with computational efficiency
  • 14. Time step Action signals Sensory signals including… Reward Return • Different sensory signals can be qualitatively different from each other • In their range of values • In their predictive relationships • to action signals • to each other • to themselves • There are short-term and long-term patterns in these data • There are many things to predict • Prediction need not be just of the sensory signals • The most important predictions are of functions of future sensory signals • e.g., predictions of value, the discounted sum of future reward • e.g., General value functions (GVFs) • predict any signal, not just reward • over a flexible temporal envelope • contingent on any policy • Predictions of different functions can vary greatly in their ability to be learned with computational efficiency
  • 15. Time step Action signals Sensory signals including… Reward Return • Different sensory signals can be qualitatively different from each other • In their range of values • In their predictive relationships • to action signals • to each other • to themselves • There are short-term and long-term patterns in these data • There are many things to predict • Prediction need not be just of the sensory signals • The most important predictions are of functions of future sensory signals • e.g., predictions of value, the discounted sum of future reward • e.g., General value functions (GVFs) • predict any signal, not just reward • over a flexible temporal envelope • contingent on any policy • Predictions of different functions can vary greatly in their ability to be learned with computational efficiency
  • 16. Step 3: Experiential state (state in terms of experience)
  • 17. Conventionally in AI, state has been characterized in terms of the external world (objective state) • Classically, perception produced symbolic propositions whose truth values were assumed to match the world, e.g., On(BlockC, BlockA), Loves (John, Mary) • In probabilistic graphical models, state is a probability distribution over world state variables • In POMDPs (Partially observable Markov decision processes) state is a probability distribution over underlying discrete world states (belief state) • Such objective state representations are far from experience Action(Move(b, x, y), PRECOND: On(b, x) ∧ Clear(b) ∧ Clear(y) ∧ Block(b) ∧ Block(y) ∧ (b"=x) ∧ (b"=y) ∧ (x"=y), EFFECT: On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y)) Action(MoveToTable(b, x), PRECOND: On(b, x) ∧ Clear(b) ∧ Block(b) ∧ (b"=x), EFFECT: On(b, Table) ∧ Clear(x) ∧ ¬On(b, x)) Figure 10.3 A planning problem in the blocks world: building a three-block tower. One solution is the sequence [MoveToTable(C, A), Move(B, Table, C), Move(A, Table, B)]. Start State Goal State B A C A B C Figure 10.4 Diagram of the blocks-world problem in Figure 10.3. of what other blocks. For example, a goal might be to get block A on B and block B on C (see Figure 10.4). We use On(b, x) to indicate that block b is on x, where x is either another block or the table. The action for moving block b from the top of x to the top of y will be Move(b, x, y). Now, one of the preconditions on moving b is that no other block be on it. In first-order logic, this would be ¬∃ x On(x, b) or, alternatively, ∀ x ¬On(x, b). Basic PDDL does not allow quantifiers, so instead we introduce a predicate Clear(x) that is true when nothing is on x. (The complete problem description is in Figure 10.3.) The action Move moves a block b from x to y if both b and y are clear. After the move is made, b is still clear but y is not. A first attempt at the Move schema is Action(Move(b, x, y), PRECOND:On(b, x) ∧ Clear(b) ∧ Clear(y), EFFECT:On(b, y) ∧ Clear(x) ∧ ¬On(b, x) ∧ ¬Clear(y)) . Unfortunately, this does not maintain Clear properly when x or y is the table. When x is the Table, this action has the effect Clear(Table), but the table should not become clear; and when y = Table, it has the precondition Clear(Table), but the table does not have to be clear act Inference in Bayesian Networks 529 P(C)=.5 C P(R) t f .80 .20 P(S) 10 50 S R t t t f .90 .99 Cloudy Rain Sprinkler Wet Grass P(W) P(C)=.5 t f .08 .02 .72 .18 P(S+R=x) S+R P(W) t t t f .90 .99 Cloudy Spr+Rain Wet Grass .10 .40 .10 .40 C t t t f f t f f —Figures from Russell & Norvig, 2008
  • 18. The alternative to objective state is experiential state: 
 a state of the world defined entirely in terms of experience Experiential state is a summary of past experience that is useful for predicting and controlling future experience “a summary of the past that is good for predicting the future” No mention of external entities “out there” in the world
  • 19. Some modern AI embraces experiential state • Most commonly it is simply build in, e.g., • the last four video frames of Atari video input to DQN • including one or more recent actions • Compression approaches to AI • LSTMs in deep learning Such approaches learn (or discover) their experiential state
  • 20. sensation action sensation action sensation action sensation ? Experiential state is a summary of past experience that is useful for predicting and controlling future experience state sensation action sensation action sensation action sensation ? state state state state state state state Experiential state should be recursively updated
  • 21. Experiential state should be recursively updated Experiential state is a summary of past experience that is useful for predicting and controlling future experience sensation action sensation action sensation action sensation ? state state state state Action Experiential state Perception Policy Sensation Agent Last action Predictions
  • 22. Combining all the experiential steps, we get
 a standard model of the experiential agent Action Experiential state Perception Reactive policies Reward Sensation Value functions Agent Last action Transition model Learning Planning Step 1: Agenthood (sensation & action) Step 2: Reward Step 3: Experiential state (perception) Step 4: Predictive knowledge • state-to-experience prediction (value functions) • state-to-state prediction (transition model)
  • 23. • Over AI’s seven decades, experience has played an increasing role; I see four major steps in this progression: Step 1: Agenthood (having experience) Step 2: Reward (goals in terms of experience) Step 3: Experiential state (state in terms of experience) Step 4: Predictive knowledge (to know is to predict experience) • For each step, AI has reluctantly moved toward experience in order to be more grounded, learnable, and scalable Main points / outline
  • 24. Step 4: Predictive knowledge (to know is to predict experience or functions of experience)
  • 25. Much world knowledge does not seem to be about experience • Joe Biden is president of the US • The Eiffel tower is in Paris • Most birds have wings • Oregon is North of California • The car is 10 meters ahead • Fire engines are red • It is a long walk to the city centre • I can dead-lift 200 pounds • It is cold outside today • My spouse is blond • My foot is sore • The 7th pixel will be blue in 3 steps Other knowledge seems more like predictions of experience q u i t e a g a p
  • 26. Prediction and knowledge • GOFAI systems, lacking experience, could not predict • Much modern AI still treats knowledge as database entries • Much modern AI (e.g., probabilistic graphical models) has knowledge only about simultaneous events • Accurate prediction is a kind of world knowledge with a clear semantics • A predictive model of the world is AI’s upcoming new view of world knowledge • The cutting edge of predictive knowledge (IMO) is general value functions (GVFs) and option models Exact Inference in Bayesian Networks 529 P(C)=.5 C P(R) t f .80 .20 C P(S) t f .10 .50 S R t t t f f t f f .90 .90 .00 .99 Cloudy Rain Sprinkler Wet Grass P(W) P(C)=.5 t f .08 .02 .72 .18 P(S+R=x) S+R P(W) t t t f f t f f .90 .90 .00 .99 Cloudy Spr+Rain Wet Grass .10 .40 .10 .40 C t t t f f t f f (a) (b) Exact Inference in Bayesian Networks 529 P(C)=.5 C P(R) t f .80 .20 C P(S) t f .10 .50 S R t t t f f t f f .90 .90 .00 .99 Cloudy Rain Sprinkler Wet Grass P(W) P(C)=.5 t f .08 .02 .72 .18 P(S+R=x) S+R P(W) t t t f f t f f .90 .90 .00 .99 Cloudy Spr+Rain Wet Grass .10 .40 .10 .40 C t t t f f t f f (a) (b) President(US) = Joe_Biden Capital_of(France) = Paris —Figure from Russell & Norvig, 2008
  • 27. World knowledge • World knowledge does not include mathematical knowledge • math is true in any world, thus is not even about this world • World knowledge can be divided into two types • knowledge about state (which we have already talked about) • knowledge about state transitions, i.e., a predictive model of the world
  • 28. A state-to-state predictive model need not be low level • A model need not be differential equations or a Markov decision processes • A model can be abstract in state (e.g., experiential state) • A model can be abstract in time • Predictions can be conditioned on entire ways of behaving (options) • an option is a policy plus a termination condition • transition models for options are well understood, can be learned off-policy • Are there limits to the expressiveness of option models and experiential state? • Can we bridge the abstraction gap between experience and knowledge?
  • 29. Main points / outline • Over AI’s seven decades, experience has played an increasing role; I see four major steps in this progression: Step 1: Agenthood (having experience) Step 2: Reward (goals in terms of experience) Step 3: Experiential state (state in terms of experience) Step 4: Predictive knowledge (to know is to predict experience) • For each step, AI has reluctantly moved toward experience in order to be more grounded, learnable, and scalable
  • 30. In summary… • I have discussed four major steps in the increasing role of sensorimotor experience in AI: Step 1: Agenthood (having experience) Step 2: Reward (goals in terms of experience) Step 3: Experiential state (state in terms of experience) Step 4: Predictive knowledge (to know is to predict experience) • For each step, I have shown • that AI has chosen first to work in objective, non-experiential terms • But there is less-familiar approach, based on experience, with important advantages in grounding, learnability, and scaling • The trend toward sensorimotor experience in AI may have much further to go • Steps 3 and 4 are far from complete; there are research opportunities • Ultimately, the story of intelligence may be told in terms of sensorimotor experience
  • 31. Data drives AI Experience is the ultimate data
  • 32. Thank you for your attention with special thanks to Satinder Singh, Patrick Pilarski,AdamWhite, and Andy Barto
  • 33. Anticipating some objections and questions… Q.Not everything is learned from experience; some things are built in A. True, but irrelevant. The point is not that “everything is learned from experience,” but that “everything is about experience” Q.Surely people can build in important abstractions, saving the agent a lot of time; we can add the links to experience later A. This has been tried, but never successfully at scale. Remember The Bitter Lesson A. Possibly knowledge could be built in after the experiential abstractions exist Q.The abstraction gap between experience and knowledge is so big! A. Yes, but so is computer power and human ingenuity. We should be ambitious!