REVIEW 4 cited by
Human-Level Reinforcement Learning through Theory-Based Modeling, Exploration, and Planning
Not yet reviewed by Pith; the record is open.
This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.
SPECIMEN: schema-true, not a live event
T0 review · schema-true
One-sentence machine reading of the paper's core claim.
pith:XXXXXXXX · record.json · timestamp
read the original abstract
Reinforcement learning (RL) studies how an agent comes to achieve reward in an environment through interactions over time. Recent advances in machine RL have surpassed human expertise at the world's oldest board games and many classic video games, but they require vast quantities of experience to learn successfully -- none of today's algorithms account for the human ability to learn so many different tasks, so quickly. Here we propose a new approach to this challenge based on a particularly strong form of model-based RL which we call Theory-Based Reinforcement Learning, because it uses human-like intuitive theories -- rich, abstract, causal models of physical objects, intentional agents, and their interactions -- to explore and model an environment, and plan effectively to achieve task goals. We instantiate the approach in a video game playing agent called EMPA (the Exploring, Modeling, and Planning Agent), which performs Bayesian inference to learn probabilistic generative models expressed as programs for a game-engine simulator, and runs internal simulations over these models to support efficient object-based, relational exploration and heuristic planning. EMPA closely matches human learning efficiency on a suite of 90 challenging Atari-style video games, learning new games in just minutes of game play and generalizing robustly to new game situations and new levels. The model also captures fine-grained structure in people's exploration trajectories and learning dynamics. Its design and behavior suggest a way forward for building more general human-like AI systems.
Forward citations
Cited by 4 Pith papers
-
Modeling Open-World Cognition as On-Demand Synthesis of Probabilistic Models
A hybrid language-model and probabilistic-program architecture predicts human judgments on novel open-world reasoning vignettes better than language-model-only baselines.
-
Generation and Evaluation in the Human Invention Process through the Lens of Game Design
A two-stage model adding simulated-play funness to a language-model proposal prior best fits novice-invented games, but the model comparison is undermined by including the observed games in the normalization set and b...
-
Analogy making as amortised model construction
Analogy is formalized as a partial MDP homomorphism, and a library of reusable abstract modules is proposed to amortize the cost of constructing and solving internal models of novel situations.
-
Assessing Adaptive World Models in Machines with Novel Games
The paper proposes a framework called world model induction and a novel-game benchmark paradigm for evaluating rapid adaptation in AI.
Discussion (0). Sign in to comment.