The Swiss AI Lab IDSIA, University of Lugano , SUPSI, Lugano , Switzerland.
Front Psychol. 2013 Jun 7;4:313. doi: 10.3389/fpsyg.2013.00313. eCollection 2013.
Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. Given a general problem-solving architecture, at any given time, the novel algorithmic framework PowerPlay (Schmidhuber, 2011) searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Newly invented tasks may require to achieve a wow-effect by making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. The greedy search of typical PowerPlay variants uses time-optimal program search to order candidate pairs of tasks and solver modifications by their conditional computational (time and space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. This biases the search toward pairs that can be described compactly and validated quickly. The computational costs of validating new tasks need not grow with task repertoire size. Standard problem solver architectures of personal computers or neural networks tend to generalize by solving numerous tasks outside the self-invented training set; PowerPlay's ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Gödel's sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem-solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. PowerPlay may be viewed as a greedy but practical implementation of basic principles of creativity (Schmidhuber, 2006a, 2010). A first experimental analysis can be found in separate papers (Srivastava et al., 2012a,b, 2013).
大多数计算机科学都集中在自动解决给定的计算问题上。我专注于以受动物和人类游戏行为启发的方式自动发明或发现问题,以便以无监督的方式从 scratch 训练越来越通用的问题解决者。考虑到所有可能可计算的任务描述的无限集合,以及可能可计算的解决方案。给定一个通用的问题解决架构,在任何给定的时间,新颖的算法框架 PowerPlay(Schmidhuber,2011)都会搜索新任务和当前问题解决者的修改的可能对的空间,直到找到一个更强大的问题解决者,该解决者可以证明解决所有之前学习的任务以及新任务,而未修改的前任则不能。新发明的任务可能需要通过提高之前学习的技能的效率来达到 wow 效果,从而减少时间和空间的消耗。新技能可能(部分)重新使用之前学习的技能。典型的 PowerPlay 变体的贪婪搜索使用时间最优程序搜索,根据迄今为止存储的经验,通过它们的条件计算(时间和空间)复杂度对候选任务对和求解器修改进行排序。首先找到并验证新任务及其对应的任务求解技能。这使得搜索偏向于可以简洁描述和快速验证的任务对。验证新任务的计算成本不必随任务曲目大小的增长而增长。个人计算机或神经网络的标准问题解决者架构倾向于通过解决自我发明的训练集之外的大量任务来进行泛化;PowerPlay 对新颖性的持续搜索不断打破其当前求解器的泛化能力。这与 Gödel 基于将以前不可证明的陈述添加到公理而不影响以前可证明的定理的越来越强大的形式理论序列有关。不断增加的问题解决程序曲目可以通过并行搜索额外的外部提出的任务的解决方案来利用。PowerPlay 可以被视为对创造力基本原则的贪婪但实用的实现(Schmidhuber,2006a,2010)。第一个实验分析可以在单独的论文中找到(Srivastava 等人,2012a,b,2013)。