なぜAIは暴走するのか:チューリング賞受賞者アンドリュー・バートが語る報酬設計の失敗

Why AI Goes Rogue: Turing Award Winner Explains Reward Failure | Andrew Barto

Eye On A.I.43分
なぜAIは暴走するのか:チューリング賞受賞者アンドリュー・バートが語る報酬設計の失敗

なぜAIは暴走するのか:チューリング賞受賞者アンドリュー・バートが語る報酬設計の失敗

Eye On A.I.

0:0043:50

要約

強化学習の創始者の一人、アンドリュー・バートが、最近のエージェントのサンドボックス脱出事例を手がかりに、報酬設計の難しさを語った。ノーバート・ウィーナーの警告、進化と個体の目標のずれ、ドーパミンとTD学習の対応、単一スカラー報酬の弱点に触れ、船舶設計に学ぶ工学的な安全規律の重要性を説いている。

この回のポイント

  • ●バートは、報酬の設計は単純なゲーム(囲碁など)以外では非自明であり、設計者が報酬を試行錯誤で調整するしかないと述べている。
  • ●進化が個体の報酬信号を形作る構造と同様に、設計者の最終目標と低レベルのエージェントの目標は異なりうる。上位の目標をそのまま下位に与えても機能しないと指摘する。
  • ●TD学習の予測誤差は、シュルツらのサルの実験で記録されたドーパミン神経の活動とよく対応し、神経科学で確立した見方になっているという。
  • ●報酬を単一のスカラー値にまとめる枠組みは自分とサットンの著作の弱点であり、生物では複数のチャネルが調停されているはずだと認めている。
  • ●罰則だけでは、期待報酬が罰を上回れば破られる。ハード制約が重要だが、モデルが賢くなるほど回避される可能性も高まると議論された。
  • ●船舶の設計規定が事故の犠牲から生まれたように、AIも被害が出る前に十分な試験と制約を整えるべきだと願っている。

章立て

  1. 導入:報酬信号と暴走エージェント

    強化学習の概要と、報酬を追うエージェントの予期せぬ振る舞いが紹介される。ポスト学習の報酬が、推論時の執拗さの源だという問いが出される。

  2. ウィーナーの警告と報酬調整の試行錯誤

    猿の手の寓話に通じるウィーナーの懸念と、最適化は最適解ではなく改善が重要だという点が語られる。設計者が報酬を試行錯誤で調整する経験も述べられる。

  3. 船舶設計に学ぶ工学的規律

    造船の規定が事故の犠牲を経て生まれた歴史を引き、AIも十分な試験なしに公開すべきでないと主張する。巨額の資金が早期公開を促すとも指摘する。

  4. 進化の目標と個体の目標のずれ

    進化の適応度と、快楽・苦痛といった代理の報酬信号の関係を説明する。二次強化や、エージェントが学習し続ける力にも触れる。

  5. TD誤差とドーパミン

    ドーパミン神経の活動が、TD学習の予測誤差と一致するというシュルツらの実験を解説する。

  6. 制約・多目的報酬・マルチエージェント

    スカラー報酬の弱点、罰と制約の違い、ハード制約の難しさを論じる。Hugging Faceの事例を、マルチエージェント強化学習の観点から読み解く。

  7. 目標設計こそ鍵となる課題

    安全な目的関数の設計が学習システムの最重要課題だと述べ、最終目標がエージェントの目標と一致するとは限らないと締めくくる。

解説記事

強化学習(試行錯誤の中で報酬が得られた行動を増やしていく学習法)の創始者の一人、アンドリュー・バートが、Eye on A.I.に出演した。リチャード・サットンとともにチューリング賞を受けた人物である。ケープコッドの自宅で、最近話題のエージェントの「脱走」事例を手がかりに、報酬はどこから来るのか、なぜ設計が難しいのかを語った。

報酬設計はなぜ難しいのか

バートは、囲碁のように勝敗やスコアがある場面なら報酬は単純だが、複雑な環境では報酬を生み出す仕組みの設計は非自明だと述べている。この問題は新しくない。1950年代にサイバネティクスの創始者ノーバート・ウィーナーが、願いが意図と違う形でかなう「猿の手」の寓話を引いて懸念を示していたという。

また、最適化で重要なのは真の最適解を見つけることではなく、目的関数に照らして改善することだと強調する。結果は目的関数を通じて間接的に指定されるため、事前には読めない。マサチューセッツ大学の研究室でも、シミュレーションで想定外の振る舞いが出るたびに報酬を調整していたそうだ。つまり設計者が上位の階層で行う試行錯誤こそが、最も単純な対処法だという。

進化に学ぶ「上位目標と下位目標のずれ」

議論の中心は、進化との類比である。進化の目標は生存と遺伝子の継承であり、脳内の快楽や苦痛といった報酬信号は、その代理(プロキシ)として長い時間をかけて形成された。しかし個人は遺伝子の伝播を目的に動いているわけではなく、「おいしいものを食べる」という局所的な目標で動く。食品産業はそれを利用している、と例示した。

バートはここから、AIでも設計者の目標と、エージェントが実際に追う報酬は異なりうると指摘する。上位の目標をそのまま下位のエージェントに与えれば機能する、とは限らない。さらに、アルゴリズムには予測に基づく二次的な報酬が内部で生まれ、エージェントが実質的に応答する報酬を変えてしまう。この予測関係は事前に分からないうえ、学習アルゴリズムを使う限りエージェントは学び続けるため、利用する側がそれを理解すべきだと述べている。

TD学習とドーパミン

バートとサットンが整理したTD(時間差)学習は、後に脳のドーパミン系と結びつけられた。シュルツのサルの実験では、当初は報酬(レーズン)の摂取時にドーパミン神経が活発化するが、訓練が進むと予測の手がかりの時点に反応が移り、報酬の時点では下がる。報酬が出なければ活動が落ちる。これは「正負の予測誤差」というTDの振る舞いに合致する。バートは、シュルツ、ダヤン、モンタギューらの論文を挙げ、神経科学ではかなり確立した見方だと述べている。

単一スカラー報酬の限界と制約

報酬を一つの数値に集約する自分たちの枠組みについて、バートは弱点だと率直に認めた。生物では複数のチャネルが別々の効果器とつながり、単純な足し算ではなく何らかの調停が行われているはずだという。

痛みは、いわば「遊び場を囲うフェンス」として人を制約するが、絶対的な壁ではない。期待報酬が罰を上回れば罰は受け入れられうる。エンジニアリングではハード制約が最適化の不可欠な要素だが、モデルが賢くなるほど回避策を見つける可能性も増す。MITの論文として、途中の各ステップには制約を課さず最終段で厳格に課す手法があると聞いたとしつつ、詳細は確認していないと断っている。

Hugging Faceの事例では、互いに不透明だったエージェント群が相手を見つけ、通信手段を見つけた。バートはこれを、まだ発展途上のマルチエージェント強化学習の問題と捉える。ハリー・クロプフの「知能は、報酬や罰を与え合う自己利益的な神経の連合から生じる」という発想に触れ、複雑さは頭が痛くなるほどだと語った。

工学的規律を求めて

バートは造船学科の出身で、船の構造規定が沈没や船員の死という失敗の積み重ねから生まれたことを例に挙げる。AIはボタン一つで世界に公開でき、巨額の資金が早期公開を後押しし、安全性の保証も橋のような構造物よりはるかに難しい。それでも、十分な試験やシミュレーションを経ずに公開するのは良い工学ではないという立場は変えていない。企業が内部検証を強化しているのは前向きだが、被害が出る前に適切な制約と、それを守り抜く力が整うことを望むと述べた。

まとめ

本回の主張は、暴走は異常というより、報酬設計の根本的な難しさの表れだという点にある。最終目標とエージェントが追う報酬は一致しない、学習は運用中も続く、単一の数値では目標を表しきれない、といった論点は、エージェントを業務に導入する日本の開発者や事業者にも直結する。報酬の設計と検証、制約の実装を、後付けではなく工学的な規律として扱えるかが、今後の注目点になるだろう。

文字起こし(英語・自動生成)

Andrew Bartow is one of the founders of reinforcement learning. He and Rich Sutton wrote the textbook on it. The two men shared the Turing Award, computer science's highest honor. Reinforcement learning is a simple idea. A system tries things. It gets a reward when it does well, and over time it learns to do more of what earns the reward. That idea now sits at the center of AI. It's how today's large models learn to reason through problems. It's how agents learn to carry out tasks on their own. And it's behind some of their strangest behavior. Agents chase the reward in ways their designers never intended. Some have found ways around the limits put on them. Varto and Sutton wrote about these risks decades ago. So I went to see Varto at his home on Cape Cod. I wanted to know where rewards come from, why getting them right is so hard, and what he thinks should be done about it.

I hope you enjoy the conversation. I mean, it's a tremendous pleasure and honor to meet you because I've known about you for a very long time. You know, with these recent escapes or rogue AI incidents, the conversation keeps circling around the reward signal. And since you're the OG of reward signals, I wanted to hear what you thought might be going on. I mean, there are two sides to it. One is the reward signal during post-training that sets a behavior. And then there's the LLM reasoning during inference that plans and finds strategies that might work. But the persistence and the single-mindedness, if I can be anthropomorphic about it, ultimately is a result of the training, the RL training, post-training reward signal.

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Like if it's a game of go or a game or a win or loss or a score, it seems obvious and simple. But if the reinforcement learning system is going to be in a more complex kind of environment, it's very difficult to design a mechanism that generates rewards. And this is not a new problem with reinforcement learning. It goes back, well, I don't know how far, but certainly in the 50s, Norbert Wiener, who was the originator of cybernetics, was concerned about this problem and actually wrote a little book and invoked the supernatural tale of the monkey's paw. which grants you three wishes. And the story shows that, you know,

in granting these wishes, it may not be what you really had in mind. And so, Norbert Wiener was concerned. And it wasn't reinforcement learning. It was just optimization. And a key thing that I always have to say about optimization is that And it's not going to be the case that these systems find the optimal. That seems to be implied by the, but in a complicated situation, it's the improvement that matters. And you may never know what the optimal result is, or even if it occurred, you'd never recognize it anyway. So the issue is not finding an optimal thing, but actually something that leads to improvement according to some objective. Engineers would call this an objective function. And so it's very hard to know a priori what the outcome is going to be because you're specifying it indirectly as a consequence of this optimization procedure.

but you don't know what it's going to end up with. And we've seen this just in our lab back at the University of Massachusetts where we would see what one of these RL systems would do and we'd simulate some type of environment and a specific reward function and we'd see it come up with something that we hadn't thought about. We don't want it to do that. And so we'd have to tweak the reward signal to see if it would come up with what we wanted. And so I think that's the kind of simplest method for dealing with a reinforcement learning system and tuning a reward signal is a trial and error process at this higher level. Not the one that the agent is running itself on its behavior, but that you're running as a designer of the system on the choice of the reward signal to get that agent to do what you want it to do.

It'll keep trying things and stumble onto things. And there's a persistence. So it was given a task that was not solvable. So the system tries everything. Then it's exploring. And they'll keep exploring. And so, you know, when you build these systems, you have to be aware of that. We can correct through experience, but you have to suffer some negative consequence in order to do that. So I started my undergraduate education at the University of Michigan. I was in the Naval Architecture and Marine Engineering Program. In Naval Architecture, I mean, as a ship designer, you have to adhere to very stringent structural specifications.

The cross members, the spacing, the dimensions of the thickness of the steel and the frequency of connectors and everything is done following codes. And you have to do that to get the ship to be insured. And this has evolved in the face of many failures. Ships breaking apart, sailors dying, you know, all these negative consequences of insufficiently detailed and correct specifications. So it's a long road. And, you know, now with AI and, I mean, it's beginning. And hopefully we don't have to experience all those failures. Well, one of the things that you said when you were getting the Turing Award is that companies should not be putting out models to the public

until they're certain that they won't have these unintended behaviors. And if you can't specify the reward function clearly enough, you're going to have these unintended experiences. I still stick with that. I think the current situation, say building codes and so on, and the current situation with AI are different because you can release a system to the world by a push of a button. And with regard to structural you know if there a structural failure and failure it a more local kind of thing So it more difficult But I guess I continue to think about what best practices are from an engineering point of view,

is to not field a new design, a new system, without adequate either testing by building physical models or by mathematical, careful mathematical simulation techniques to release things before you're satisfied with safety. is not good engineering practice. Engineers have learned, you know, the hard way over many, many, and it goes way back before what we consider modern engineering. I think all of these designs that have emerged in different cultures are the result of experimentation and failure and so on. So with regard to AI, it's, well, first of all, there's a huge amount of money involved. And so I think that really drives the release of these

things prematurely. And I think everybody would recognize that. And then the sheer difficulty of really ensuring that something can survive, can, you know, not be dangerous under all sorts of circumstances. I think it's much harder. You know, it's not like a bridge or something is relatively simple. No offense to bridge engineers, but, you know, these AI systems can face, you know, a much more complex class of situations. And so, it's very difficult to do this, but I think it should be a goal. And it is. Companies now are doing internal testing of these systems and are beefing these up as these failures become prominent.

For example, these recent rogue agents are leading companies to really beef up internal study of these systems. And, you know, that's, I think, you know, that happened in engineering disciplines. Not as quickly as this. I just hope we don't have to suffer negative consequences of AI before creating the right constraints and the ability to hold fast to them. Yeah, when I first emailed you, you said that RL may be being used without understanding issues written about for decades. And I assume that's this divergence that you're talking about between the fitness, evolutionary fitness, and the reward signals that evolve to move toward that fitness.

I think that's part of it. I mean, that low-level agent may have a different goal than, you know, it's in a different environment. You know, there have been attempts to automate this upper level trial and error. In fact, I tend to think of this upper level as evolution. I mean, in the natural world, evolution is adjusting our reward signal. And I guess the first thing to say, the reward signals for us come from our brain. And our body and nervous system will send signals to this part of the brain. I'm not a neuroscientist, but maybe multiple parts of our brain. Those signals are then broadcast to the decision-making parts of our brain,

and they're created by evolution. And if they fail us, the goal of evolution, if you can call it that, is to, you know, that we survive and reproduce and that, you know, enable our genetic material to propagate. You know, and that doesn't work. You know, it's built into the evolutionary process that there is this trial and error process occurring at this larger scale. then we have our own internal reward system that predicts success according to the evolutionary criteria. So there are multiple levels of this. And the interesting thing, we actually did some computational experiments building a little environment, all simulated of course. We found that, you know, the upper level may have a particular goal, like evolution does.

But the lower level, the individual agent, may have a different goal. In general, I mean, our goal as individuals, I don't think we're operating very frequently, at least, on the objective of propagating our genetic material. But, you know, food tastes good. And so we eat things that taste good. And, you know, the food industry figured this out and can make us respond to their products in ways that they want. That's not the upper level goal. That's the local goal. And they're different. It's very hard. Depends on the environment of the low level and on the details of how that lower level agent works. It can be, it's very hard to intuit. what is a good low-level reward signal.

And so I think of the evolutionary levels of the designer of the system and the agent itself may have a different goal than the designer. Yeah. So that, I think, is an important thing to recognize. You can't just put the upper-level goal into the low-level agent and expect everything to work correctly. Right. And from what I've seen in your writings, that upper level goal in animals, you call the fitness. Is that right? Well, from an evolutionary point of view, it would be evolutionary fitness. Yes. It's not so much the animal's goal. It's the evolutionary process's goal. Right. And the reward signals are proxies. Right. I think you used the term. Right. For to reach that goal. So the reward signal is not reproduce. It's, as you said, seek pleasure, seek, avoid pain.

That part of our brain has evolved over millions of years to create these proxy signals. it's because they predict they survive in our brain because they have predicted over many generations success from an evolutionary point of view and you know the same ideas are relevant to artificial systems I think except that in artificial systems generally the designer the researcher sets the reward function or builds the reward function that collapses into a single number. And what you're saying is that reward function may not match the designer's goal.

The designer's goal is like the evolutionary goal. So it's the outside one. it may be a simple thing to express. But then the agent itself needs to have reward signals that predict success or improvement with regard to the designer's goal. And that's not easy when the lower level system is embedded in a complicated environment, maybe other agents interacting with all sorts of things that change over time. And then within the agent itself, according to what we've studied in terms of these algorithms, there's an inner predicting. Events that predict success according to the low-level agent's goal are going to be rewarding themselves. And that really comes from animal learning experiments.

Psychologists call this secondary reinforcement. Something predicts the receipt of a raisin or something that the animal is going to be regarding as a goal. Then that event becomes rewarding itself because it's predictive, just like eating the raisin is predictive of evolutionary success. none of these things are deterministic. All of it is very probabilistic. You can't nail these things down completely because they depend on so many factors. So now, yeah, so where, you know, the rewards, I mean, are some of the pictures, for example, that we've drawn diagrams in various, like the reinforcement learning book that Richard Sutton and I wrote.

You know, it's an engineering type of diagram. There's an agent interacting with an environment. The environment is sending a reward signal to the agent. And it the same as the state of the environment are both going into the agent Well that misleading because the environment is not maybe some cases literally generating reward signals I think, you know, some overt objects can be rewarding and so on. But the signals themselves are generated from more or less neutral information being processed to generate a reward signal that's internal to the agent. The environment's not doing that. You need both, right? There's the environment sending signals, and then the agent is using this long-developed mechanism to translate these external events and signals into reward signals.

And so it's a complicated process. And it's hard to intuit what these signals should be, unless it's a very simple problem. And I think most of our computational experience with these, you know, if you're playing a game, playing Go, for example, you know, there's a score. And it's relatively easy to get the system to improve along that dimension. But in other situations, it's not so clear. But the other thing I was alluding to is the learning algorithms that exist often have this predictive component that creates a reward signal, a secondary reward that augments the primary reward.

And so outside of the environment in which these agents are behaving, you don't know what these predictive relationships are going to be. But the system will find them, or at least some of them. And this changes essentially what the reward signal the agent is responding to. And you're not going to know that a priori. And so, you know, I'm not sure everybody who applies RL or at least some of the standard algorithm realize that if they're not in training, you know, if they're not being trained, I'm not sure what the term is, but they're out of the company's training system. But if they're using these algorithms, they will continue to learn, which is an incredible power.

I mean, it's one of the things that makes animals as sophisticated as they are. And that happens, you know, with the right algorithm, that happens also with these artificial systems. And I think people need to understand that and understand that it's not an obvious thing to say what the reward signal should be. You worked out, you and Richard, the temporal difference learning algorithm. And later that was recognized as the function in dopamine release in the brain. Is that right? Yeah. Yeah, so when Schultz, and I forget the date, showed the world the experiments with looking at recording from the activity of dopamine-producing neurons,

those of us who knew about TD learning were like, wow, that's very much like what TD does. And I don't know who was the first to recognize this, but the paper that is the, you know, meanwhile, Peter Diane was one of the authors. And their paper kind of was a good account of this TD error matching quite nicely to the dopamine signals that Schultz was recording. Can you explain that, the TD error matching the dopamine? Well, what Schultz recorded. So I think he had monkeys and they would grab raisins that were delivered in some mechanism. And he's recording from dopamine neurons from a particular brain region. And initially, when they ingested a raisin, which they like, there'd be a ramp up of activity of a bunch of dopamine cells.

And they continued this. and then with continued training they would get that spike of activity at a predictive something predictive of the raisin being ingested so and now I forget exactly what this maybe it was the sound of the raisin being delivered or something like that and then they would see the spike of dopamine actually move to the occurrence of the raisin you know, the sound of it being delivered, and it would decrease to actually eating the raisin. And so they'd see this activity move to something earlier. And then if they gave an even earlier signal, it would move back to that. And that's what CDER does. It produces a positive error, which would be the dopamine, at the earliest predictor of something.

And, you know, it would be less high at the later predictors. And then it may be zero at the actual occurrence of the, you know, initially rewarding event. And so that it's displaying an error rather than the reward itself. And then if after all this, it's not responding to the final reward. But if you omit that, if you don't deliver, then you get this slowdown of activity at the time when the reward initially was presented. You see this slowdown of activity. And that's, you know, it's like a negative error. And so, you know, you're expecting it. You didn't get it. So it's a negative error. And that's what a TD error does.

So it's giving a signal to a predictor. It's all stochastic, so it may fade out with longer lags. But if it's a deterministic thing, it will trigger at the earliest. Of course, lots of other things are going on, too. So it's not so clean. But you can imagine a kind of stripped down scenario. And so that's, you know, I don't think people were expecting to see that. And Schultz was puzzled by it. But now he really subscribed to this prediction error idea. And so this paper by, I think it's Schultz, Diane, and Montague, a science paper. I think it's a science paper. I think it's pretty well established in neuroscience.

In the case of these agents breaking out of a sandbox, though, is that analogous that the designers have set rewards and they've instilled this behavior in the agents and the agents pursue that behavior even when it has negative consequences. Well, so it's like a legacy reward. So, yeah, that sounds very plausible. But, I mean, I think we're driven by some ancient reward signals. Yeah. And in many cases, they produce negative consequences. But if they produce negative consequences to a great extent, and that that interfered with the evolutionary process, those rewards would slowly dissipate and be selected against.

but if they're only acted upon rarely you know there may be so little selective pressure that they persist so in your book and in your original work the reward signal is the sum of a reward function right it's a scalar number it's a single number What about having a multi-objective system so that there are different discrete reward signals, not summed up, but pointing at different kinds of behavior? Well, you know, that I think happens in biology and it's not, you know, dealt with in this, you know, like the books that Rich and I wrote. But really important I mean the obvious thing is to weight these various different channels and add up a weighted sum you know And that kind of the kind of classical way of dealing with a multi optimization problem

But I think in nervous systems, you know, these channels are connected to different effector systems too. You know, there must be some kind of arbitration, but I don't think it's just adding things up. And there must be multiple channels. It's not all funneled down to a single scaler. So that's a weakness of at least what Rich and I wrote about. Let me say one more thing about the biological case. I mean, I tend to think that, you know, constraints, we have a, you know, we get pain. It's like a, you know, we stop doing or a penalty of other kinds. We stop doing, you know, it's like a constraint. We hit a wall. You know, we won't go there again. You know, it's a way of, you know, physiologically enforcing.

It won't be a hard constraint because you can endure some amount of this, I guess. But there's a fence. There is a playground that we have that's circumscribed by a penalty. Often pain, mental pain or physical pain, you know. But it keeps us in a sandbox. So we're all in sandboxes. Except that if it's just the penalty and not a hard external constraint, there may be cases where the perceived reward or the predicted reward is greater than that penalty. and so the agent will take the penalty. Yeah. Subtract one from the other and if it's positive, they'll go for it. Yeah, exactly. So, I mean, if our negative sensations

from violating some really, if it's not intense enough, And probably, you know, people, and we're all tuned differently, I think, with regard to these. Some of us can withstand humiliation and physical pain more than others. And others will back off, at least temporarily. So, but, you know, psychologists, the pain, the negative, in RL, the theory, we have a reward signal. It's positive or negative, big or small. But in animal, I mean, in animal learning, the negative signals are different. They're not just, you know, the penalty system is not the same as the reward system. They're, for one thing, you know, an intense enough penalty will get you to stop doing what you're doing immediately.

and in terms of these RL systems and in work that we've done at UMass we tend not to talk a lot about constraints but you need and engineers regard this as an essential part of the optimization process you need to adhere to hard constraints it may be difficult to enforce hard constraints but as we said earlier the smarter these agents get or the models get, the more possible it is that they'll find ways around the hard constraints. Do you worry about that at all? I recently read an account of a thesis from MIT, computer science I think, about constraints, about hard constraints. And according to this, and I haven't read the paper is that

they do a chain of steps and don't impose constraints on any step. When they get to the final end they'll make that hard. And so their logic is that you can use these systems to and still maintain hard constraints. So now, it sounds very interesting. I haven't looked carefully at that. But to make hard constraints, I mean, it would be, you know, infinite penalty. Death. Which evolution does, actually, right? I mean, people die from, you know, it's one of a, one of something evolution does. Just one thing about the recent examples,

at least the hugging face one. You know, this was a swarm of agents, agents who initially did not know about each other. They were opaque to each other. And then they found each other, and then they found a way to communicate. I mean, from our point of view, it's an issue of multi-agent reinforcement learning, which is underdeveloped compared to the rest of it, but really was part of the original ideas that generated all of this. that, I mean, Kloff's idea of intelligence was that it was a result of neurons, each being a reinforcement learning agent, interacting with each other, being able to reward or penalize each other. And so that gets so complicated. It's kind of mind-boggling. But, you know,

how these agents connected up with all the other agents, that's really interesting that they did that. I mean, I tend to fall back on, well, they're trying everything really quickly and getting information from these other agents was useful to them in terms of their own, their reward signals that they did it. And they all collaborated that way. Yeah, I mean, the whole issue of RL agents interacting with each other and being able to reward or penalize each other, I mean, this was Harry Clough's original idea. And we kind of sidestepped that by going to a, you know, a scalar separate reward signal. And so these agents, well, TD can do that. If each neuron also is coupled with a predictor, and yeah, so I don't know who to point to who's thought most about this.

Maybe Michael Littman, he's done a lot of very, very sophisticated game theoretic multi-agent stuff. I don't know if he's thought about this particularly. But yeah, I mean, that's what Clough originally thought. Well, intelligence was these self-interested agents interacting with each other, which included rewarding and penalizing each other and forming coalitions. You know, in the Hebbian world, it would be a cell assembly. But I think in Clough's world, it would be a coalition because it was a mutual benefit in terms of reward to behave in a certain way. And so to bring it back to the scalar reward, how important is it to figure out this, how to define the rewards so that they match the goals?

And is that a tractable problem? I think it is. I think in terms of learning systems, I think it's the key problem. Although I know your question about multi-objective, I mean, that would be folded in somehow. But I mean, even without that, it's still a challenge to, you know, if you want to build a system and field it in reality in a non-trivial environment, I think the issue of creating an objective function that leads to the desired behavior in a safe way, I think that's really a non-trivial problem. But it can be worked on, I think. I mean, to me, the objective function is like the key thing that needs to be elucidated.

data, but it's not just one. You know, there's a kind of hierarchy of these and lots of thoughts out there on this, but I think it's, you know, it's very surprising that your objective of the, the ultimate objective should not necessarily be the objective of the agents that are working for year. You need to pay them something. It's much more difficult for young people now. In my day, you know, we felt we knew everything that related to this, and now that's utterly impossible, not only for people my age, but for, you know, the graduate students. You know, it's like, you know it's infinite now so it makes things very difficult

番組の概要欄(原文)

Andrew Barto on Rewards Gone Rogue Andrew Barto helped found reinforcement learning. He and Richard Sutton wrote the field's standard textbook, and they shared the Turing Award for that work. Reinforcement learning now trains today's reasoning models and AI agents. It also sits behind some of their strangest behavior, including the recent cases of agents breaking out of their sandboxes. Craig visited Barto at his home on Cape Cod. They talked about where rewards come from and why they are so hard to get right. Barto traces the problem back to Norbert Wiener's warnings in the 1950s. He explains how the dopamine system in the brain mirrors the learning algorithm he and Sutton developed. And he admits a weakness in their own framework: boiling every goal down to a single number. He also makes the case for engineering discipline. Ship designers learned their codes from wrecks and drowned sailors. Barto hopes AI can learn its lessons without that kind of cost. Subscribe to Eye on A.I. for weekly conversations with the people building and deploying the future of AI.

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Eye On A.I.(Craig S. Smith)
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Why AI Goes Rogue: Turing Award Winner Explains Reward Failure | Andrew Barto
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www.eye-on.ai

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