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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


  1. What Can We Learn About Innovation From the Theories That Drive Artificial Intelligence? Christopher J. Hazard, PhD

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

  3. Example Domain: Food Awesomeness Nutrition Density

  4. Supervised Learning Unknown Given the other data, Figure out if this is Meal or Snack Meal Snack Awesomeness Nutrition Density

  5. Supervised Learning: Universal Function Approximators Model A Low Variance Model C Good Model Data Model B Low Bias

  6. Unsupervised Learning Given food, come up with categories Awesomeness Find anomalies Nutrition

  7. Unsupervised Learning: Clustering and Anomaly Detection Outlier Group 2 Outlier Group 3 Group 1

  8. Reinforcement Learning Unknown Objective: eat a highly nutritious meal Meal Snack Awesomeness After getting the first guess right, it gets two wrong, 1 is corrected, learns from its mistakes, and decides how to learn next 2 3 4 Nutrition Density

  9. Reinforcement Learning: Seeking Rewards, filling in Unknowns Maximize Awesomeness & Nutrition Savory? Salty? Sweet? 50% Nutritious 70% Nutritious 10% Nutritious 40% Awesome 70% Awesome 90% Awesome Green? Yellow? Sour? 90% Nutritious 50% Nutritious ??? ??? 40% Nutritious ??? 5% Awesome 50% Awesome 50% Awesome Orange Tart Candy ??? ??? ??? 100% Nutritious 0% Nutritious 70% Awesome 90% Awesome

  10. Optimization Find the “best” meal Unknown Meal Snack Found the best meal Awesomeness Nutrition Density

  11. Optimization: Finding the Best

  12. Innovation & Creativity To make new and valuable things and ideas

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

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

  15. 1 2 − 1 4 4

  16. 1 3 − 1 4 4

  17. 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

  18. 𝑀 , Space / Minkowski Distance: A new 𝑀 - “Norm”: Hazard et al., DP TR 2019 Original image by Waldyrious on Wikipedia

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

  20. Nintendo: Mario Kart 8 Henry Hinnefeld: http://hinnefe2.github.io/python/tools/2015/09/21/mario-kart.html

  21. Goodness Landscape (projected to one dimension) Goodness State

  22. Sampling Goodness Goodness State

  23. How Are Functions Fooled? • Exploit spurious correlations in random features • 200 coin flips: 6 in a row • Exploit irregular boundaries Goodfellow et al., ICMR 2015 • Incorrect margins • Incorrect slope • Irregular shape • Simpson’s Paradox / Wrong Features

  24. Data vs Games Starcraft 2 – Blizzard Wheat Genome Google Image Labeler INMAST – Hazardous Software, 2017 Calvinball/Nomic with Hazard

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

  26. Data vs Game: Resources Spent on Defense • ~20-30% brainmaps.org • ~3-8% (increasing?) Volker Brinkmann • ~1%

  27. Measuring discount factor by choice Hazard & Singh, TKDE, 2010

  28. Time Preference and Switching Cost • Why do some technologies get adopted? E.g., TCP and UDP dominate when more Num Total Adopters capable technologies exist Convergence Time such as SCTP • Time preference, switching costs, and trend following scales the number of early adopters required Num Early Adopters Hazard & Wurman, ICEC, 2007

  29. Minority Game: The Path Less Taken Challet et al., Oxford Press, 2005 • 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

  30. Representation Classification Generalization à Inputs Yosinski et al., ICML DL 2015

  31. What if we flatten a neural network? Memorization without generalization Logical conjunction: need a Inputs Neurons value for each combination Softmax of values (exponential!) Input Input Scale Output Weights Lin, Tegmark, Rolnick, J Stat Physics, 2017

  32. Desirability Index Harrington, IQC, 1965 • Multicriteria optimization for innovating in chemistry, and chemical and mechanical engineering Trautmann, Drug Design Workshop, 2009 • Gaming and strategy Point Recon, Hazardous Software, 2013

  33. Generalized Diversity Index & Generalized Mean

  34. Surprisal & Shannon Information ● Self-information: information of outcome of random event ● Surprisal: -log 2 P(x i ) ● Information: Expected surprisal ● Information gain, KL-divergence, cross-entropy surprisal probability

  35. Prior Posterior Probability Probability State State

  36. Corpse Party Chapter 1 Infirmary

  37. Corpse Party Chapter 1 Infirmary

  38. Infirmary Flow ● Actual branching factor: 12 take match from furnace ● Perceived branching factor: 11 try door ● Exaggerated expectation try match [Hilbert, PSYCHOL BULL '12] ● P(progress | revisit item) try door higher than anticipated try match get rubbing alcohol try door exit

  39. 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

  40. Measuring Complexity By Decision Information Rate No loss, no information 0 1 1 Average 1 bit of information 0 1 Average 0.5 bits of information X X X 3 out of 6 paths fail 1.5 bits of total information to succeed 1.5 bits / 2 steps = 0.75 bits per step to succeed

  41. Combining Information Theory & Game Theory ● Maximum Entropy Correlated Equilibria (Ortiz et al., 2007) ● Measure information gain between player strategy and optimal ● 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)

  42. Peoples of the Steppe

  43. 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

  44. History Is Generalized & Compressed ~1420, Taccola 1490, da Vinci

  45. A Formula for Measuring Creativity of a Solution 𝐷 𝑦, 𝐵, 𝑤 3 , … , 𝜉 6 6 + 1 = 𝑛𝑗𝑜 | 𝑏 ∈ 𝐵 𝐸 => 𝑦 𝑏 − 𝐽 𝑦 − 𝐽 𝑏 𝑜 B ln 𝑤 C 𝑦 − ln 𝑤 C 𝑏 CD3 Compare Relative Novelty Relative Complexity Relative Desirability to closest x : configuration A : set of known configuration 𝑤 C : value funcvon

  46. Thanks!

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