What Can We Learn About Innovation From the Theories That Drive - - PowerPoint PPT Presentation

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What Can We Learn About Innovation From the Theories That Drive - - PowerPoint PPT Presentation

What Can We Learn About Innovation From the Theories That Drive Artificial Intelligence? Christopher J. Hazard, PhD Exploration (Discover New Things) Reinforcement Learning Unsupervised Learning Goal Oriented Accuracy Oriented (Measure


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What Can We Learn About Innovation From the Theories That Drive Artificial Intelligence?

Christopher J. Hazard, PhD

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Reinforcement Learning Optimization Supervised Learning Unsupervised Learning Goal Oriented (Measure Goodness) Accuracy Oriented (Measure Accuracy) Exploration (Discover New Things) Exploitation (Utilizing Existing Information)

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Nutrition Density Awesomeness Example Domain: Food

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Nutrition Density

Supervised Learning

Given the other data, Figure out if this is Meal or Snack Meal Snack

Unknown

Awesomeness

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Supervised Learning: Universal Function Approximators

Data Model A Low Variance Model B Low Bias Model C Good Model

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Nutrition

Unsupervised Learning

Find anomalies Given food, come up with categories Awesomeness

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Unsupervised Learning: Clustering and Anomaly Detection

Group 1 Outlier Outlier Group 2 Group 3

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Nutrition Density

Reinforcement Learning

Meal Snack After getting the first guess right, it gets two wrong, is corrected, learns from its mistakes, and decides how to learn next Objective: eat a highly nutritious meal

Unknown

1 2 3 4 Awesomeness

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Reinforcement Learning: Seeking Rewards, filling in Unknowns

Maximize Awesomeness & Nutrition Savory? 50% Nutritious 40% Awesome Green? 90% Nutritious 5% Awesome ??? Yellow? 50% Nutritious 50% Awesome ??? ??? Salty? 70% Nutritious 70% Awesome ??? Sweet? 10% Nutritious 90% Awesome Sour? 40% Nutritious 50% Awesome Orange 100% Nutritious 70% Awesome Tart Candy 0% Nutritious 90% Awesome ??? ???

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Nutrition Density

Optimization

Find the “best” meal Meal Snack

Unknown

Found the best meal Awesomeness

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Optimization: Finding the Best

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Innovation & Creativity To make new and valuable things and ideas

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Innovation & Creativity To make new and valuable things and ideas Maximize Surprisal Maximize Effectiveness Minimize Complexity Minimize Expense …using feedback

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Filament Material Voltage (Volts) Power (Watts) Thickness (Inches) Length (Inches) Gas Pressure (Atm) Lumens Cost Lifespan Platinum 220 60 .0025 30 Air .0005 400 $$$$ 200 hours Carbonized Bamboo 120 55 .0027 23.5 Air .0002 250 $ 1200 hours Tungsten 120 100 .0018 22.8 Nitrogen .7 1700 $ 1000 hours … … … … … … … … … …

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4 4 1 2 − 1

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4 4 3 − 1 1

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Dimensions Diameter of Inner Sphere 1 2 1 − 1 = 0 4 2 4 − 1 = 2 9 2 9 − 1 = 𝟓 16 2 16 − 1 = 6 64 2 64 − 1 = 14

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Original image by Waldyrious on Wikipedia

𝑀, Space / Minkowski Distance: A new 𝑀- “Norm”:

Hazard et al., DP TR 2019

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A Slower Speed of Light. Kortemeyer et al., FDG 2013

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Henry Hinnefeld: http://hinnefe2.github.io/python/tools/2015/09/21/mario-kart.html

Nintendo: Mario Kart 8

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Goodness Landscape (projected to one dimension) Goodness State

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Sampling Goodness Goodness State

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How Are Functions Fooled?

  • Exploit spurious correlations

in random features

  • 200 coin flips: 6 in a row
  • Exploit irregular boundaries
  • Incorrect margins
  • Incorrect slope
  • Irregular shape
  • Simpson’s Paradox / Wrong

Features

Goodfellow et al., ICMR 2015

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Data vs Games

Wheat Genome Google Image Labeler INMAST – Hazardous Software, 2017 Starcraft 2 – Blizzard Calvinball/Nomic with Hazard

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What Are you Optimizing For?

Goal Example Technique Requires Benefits Drawbacks Maximize expected value MCTS Data Great results without adversary Not strong vs formidable / creative adversary Minimize expected regret MCCRM Knowledge of causality and uncertainty Unlikely to lose or lose by much, will do well vs adversary Need to codify what are and are not rules / causal Minimize maximum loss (minmax) Nash Equilibrium (or other solution concept) Knowledge of causality and uncertainty fully characterized Won’t lose except by chance Often higher computational complexity, will not take advantage of weak adversaries

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Data vs Game: Resources Spent on Defense

  • ~20-30%
  • ~3-8% (increasing?)
  • ~1%

brainmaps.org Volker Brinkmann

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Measuring discount factor by choice

Hazard & Singh, TKDE, 2010

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Time Preference and Switching Cost

  • Why do some technologies

get adopted? E.g., TCP and UDP dominate when more capable technologies exist such as SCTP

  • Time preference, switching

costs, and trend following scales the number of early adopters required

Num Total Adopters Num Early Adopters Convergence Time Hazard & Wurman, ICEC, 2007

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Minority Game: The Path Less Taken

  • El Farol Bar problem
  • Hard to find valuable

unknowns in large population of smart agents

  • Related to No Free Lunch

Theorem: know the data

Esteban & Moro, ’04 Challet et al., Oxford Press, 2005

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Inputs Classification Representation Generalization à

Yosinski et al., ICML DL 2015

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Neurons Output Weights Input Scale Inputs Input Softmax

What if we flatten a neural network? Memorization without generalization

Lin, Tegmark, Rolnick, J Stat Physics, 2017 Logical conjunction: need a value for each combination

  • f values (exponential!)
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Desirability Index

  • Multicriteria optimization for innovating in chemistry, and chemical

and mechanical engineering

  • Gaming and strategy

Trautmann, Drug Design Workshop, 2009 Harrington, IQC, 1965 Point Recon, Hazardous Software, 2013

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Generalized Diversity Index & Generalized Mean

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Surprisal & Shannon Information

  • Self-information: information of outcome of random event
  • Surprisal: -log2 P(xi)
  • Information: Expected surprisal
  • Information gain, KL-divergence, cross-entropy

probability surprisal

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Probability State Probability State Prior Posterior

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Corpse Party Chapter 1 Infirmary

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Corpse Party Chapter 1 Infirmary

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Infirmary Flow

take match from furnace try door try door try match try match get rubbing alcohol try door exit

  • Actual branching factor: 12
  • Perceived branching factor: 11
  • Exaggerated expectation

[Hilbert, PSYCHOL BULL '12]

  • P(progress | revisit item)

higher than anticipated

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Infirmary Surprisal

  • Player unsure of what to do, so assume uniform

distribution over new possibilities:

Q(X) ≈ 1/11, Q(Repeat) ≈ 0 => ~3.5 bits

  • Correct distribution over possibilities, minimizing

assumptions: P(X) = 1/12

Q(repeat) ≈ 0 means 1/12 * log( (1/12) / 0) = 1/12 * ln(∞) = ∞ Massive surprisal if assume no repeat actions advance game

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Measuring Complexity By Decision Information Rate

X X X 3 out of 6 paths fail 1 1 1 No loss, no information Average 1 bit of information Average 0.5 bits of information 1.5 bits of total information to succeed 1.5 bits / 2 steps = 0.75 bits per step to succeed

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Combining Information Theory & Game Theory

  • Maximum Entropy Correlated Equilibria

(Ortiz et al., 2007)

  • Measure information gain between player strategy and
  • ptimal
  • Just add stochasticity!
  • Rock, Paper, Scissors:
  • 1/3 rock, 1/3 paper, 1/3 scissors
  • 1/4 rock, 1/4 paper, 1/2 scissors
  • The value of soothsayers and randomness
  • Robust sampling (e.g., Bayesian Optimization, MCCFR)
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Peoples of the Steppe

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Ambiguity of Strategy Via Information Theory: Maximum Difficulty

Fortification Honeypot Sampling Adaption

Pavlovic, Proc 2011 ACM New Sec Paradigms Workshop

Nomads à Pirates à Intellectual Property (Industrial Revolution) à Illicit Networks & Well-funded Startups

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History Is Generalized & Compressed

~1420, Taccola 1490, da Vinci

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A Formula for Measuring Creativity of a Solution

𝐷 𝑦, 𝐵, 𝑤3, … , 𝜉6 = 𝑛𝑗𝑜 𝑏 ∈ 𝐵 𝐸=> | 𝑦 𝑏 − 𝐽 𝑦 − 𝐽 𝑏 + 1 𝑜 B

CD3 6

ln 𝑤C 𝑦 − ln 𝑤C 𝑏 x : configuration A : set of known configuration 𝑤C : value funcvon

Relative Novelty Compare to closest Relative Desirability Relative Complexity

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Thanks!