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Javier Insa-Cabrera, José Hernández-Orallo
Dep. de Sistemes Informàtics i Computació,
Universitat Politècnica de València
[email protected]
II Workshop ReteCog INTERACTION,
Zaragoza, 17-18 January, 2013
OUTLINE
1. Introduction
2. Interactive general tests
3. Some findings and caveats
4. Configurations
5. Difficulty estimation
6. Conclusions
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1. INTRODUCTION
 Why are tests (for machines) good methodologically?
 An intelligence test can be seen as a definition of intelligence.
 Note that a definition of intelligence does not ensure an
intelligence test.
 Cognitive tests can be refuted by experimentation.
 Especially those that are universal, since they must put very
different kinds of subjects on the same scale.
 Cognitive tests can be used to evaluate systems and assess the
progress of a discipline.
 They will become more and more necessary in the future.
 They are useful to make us formulate new questions and address
new challenges.
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1. INTRODUCTION
 Can we construct ‘universal’ intelligence tests?
 Project anYnt (Anytime Universal Intelligence)
 http://users.dsic.upv.es/proy/anynt/
 Any kind of system (biological, non-biological,
human).
 Any system now or in the future.
 Any moment in its development (child, adult).
 Any degree of intelligence.
 Any speed.
 Evaluation can be stopped at any time.
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1. INTRODUCTION
 Intelligence as a cognitive ability:
 General Intelligence: Capacity to perform well in any kind of
environment.
 Social Intelligence: Ability to perform well in an environment
interacting with other agents.
 Related but different from collective intelligence or emotional
intelligence.
 Why social intelligence is so important?
 It is shown to be one of the distinctive traits in human intelligence
and other animals.
 Hermann, Call, Hernández-Lloreda, Hare, Tomasello “Humans have evolved
specialized skills of social cognition. The cultural intelligence hypothesis”,
Science, 2007.
 Shows the ability to create “mind models”.
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1. INTRODUCTION
 Approach:
 Tests must be universal.
 Tests must have a formal background of what we are measuring.
 Following the “tradition” of tests based on compression,
Kolmogorov complexity and related ideas:
 Turing Test enhanced with compression (Dowe and Hajek “A nonbehavioural, computational extension to the Turing Test, ICCIMA, 1998)
 C-tests: Intelligence tests based on Kolmogorov Complexity
(Hernandez-Orallo “Beyond the Turing Test”, J. Logic, Language & Information,
2000)
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2. INTERACTIVE GENERAL TESTS
 Universal Intelligence (Legg and Hutter “Universal intelligence: A definition
of machine intelligence, 2007).
 An interactive extension of C-tests.
 Agents are evaluated in a classical reinforcement learning setting.
π
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μ
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 Choice of environments is done and results averaged using a
universal distribution.
 This leads to the following definition:
= performance over a universal distribution of environments.
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2. INTERACTIVE GENERAL TESTS
 Anytime Intelligence Test (Hernandez-Orallo and Dowe “Measuring universal
intelligence: Towards and anytime intelligence test”, Artificial Intelligence, 2010).
An interactive setting following (Legg and Hutter 2007)
which addresses:
Issues about the difficulty of environments.
The definition of discriminative environments.
Finite samples and (practical) finite interactions.
Time (speed) of agents and environments.
Reward aggregation, convergence issues.
Anytime and adaptive application.
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2. INTERACTIVE GENERAL TESTS
 An environment class  (Hernandez-Orallo “A (hopefully) Unbiased Universal
Environment Class for Measuring Intelligence of Biological and Artificial Systems”, Artificial
General Intelligence, 2010).
 Spaces are defined as fully connected graphs.
 Actions are the arrows in the graphs.
 Observations are the ‘contents’ of each vertex/cell in the graph.
 Example:
 Agents can perform actions inside the space.
 Rewards: Two special agents, Good (⊕) and Evil (⊖), which are
responsible for the rewards: leave a trail.
 With regular graphs the space resembles a cellular automaton (and
other computational models).
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2. INTERACTIVE GENERAL TESTS
 With the test definitions and this environment class, we
have been evaluating ‘general intelligence’ of different
systems.
 Experiments concluded that the test prototype is not universal (InsaCabrera et al. “Comparing Humans and AI agents”, Artificial General Intelligence,
2011).
 Environments rarely contain social behaviour.
 Environment distributions should be reconsidered:
 Darwin-Wallace distribution (Hernandez-Orallo et al “On more realistic
environment distributions for defining, evaluating and developing intelligence”,
Artificial General Intelligence, 2011).
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2. INTERACTIVE GENERAL TESTS
 Towards social tests:
 Goal: modify the setting to include some social behaviour.
 See whether social behaviour better discriminates between
humans and machines.
 How:
 Introduce simple agents in the environments.
 Convert environment into a truly Multi-Agent System (MAS).
 Examine the impact of other agents over agent performance using
competitive and cooperative scenarios.
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3. SOME FINDINGS AND CAVEATS
 Agents compared:
 Reinforcement Learning algorithms:
 Q-learning
 SARSA
 QV-learning
 Simple algorithm
 Random
Results when alone in the environment (only with ⊕ and ⊖)
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3. SOME FINDINGS AND CAVEATS
 Competition:
 All the agents compete for rewards.
Competition results: four agents, including the random agent
Competition results: three agents, without the random agent
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3. SOME FINDINGS AND CAVEATS
 Cooperation:
 The agents receive the average of obtained rewards.
Cooperation results: four agents, including the random agent
Cooperation results: three agents, without the random agent
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3. SOME FINDINGS AND CAVEATS
 Teams:
 Two teams (2 Qlearning vs 2 SARSA) compete for rewards.
 Competition and cooperation.
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3. SOME FINDINGS AND CAVEATS
 Environment Complexity
 As usual, we use an approximation to K (e.g., Lempel-Ziv
approximation):
Competitive scenario
Cooperative scenario
 Unlike previous experiments without other agents, the complexity of the
other agents correlates but the trends are much weaker.
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3. SOME FINDINGS AND CAVEATS
 Findings:
 The inclusion of other agents (even random) make other agents
perform worse.
 RL algorithms increase their cost matrix.
 Algorithms should learn to deal with ‘noise’.
 Complexity increases with the inclusion of social behaviour.
 The complexity of the environment is more related to the
complexity of the other agents.
 We need to calculate first the complexity (or intelligence) of the
other agents included in the environment.
 The overall complexity gets too large (which also means that its
approximation is much more difficult).
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3. SOME FINDINGS AND CAVEATS
 We need a more minimalistic setting
 The use of complex agents such as Q-learning (hundreds of lines of
code) or a random agent makes the connection between difficulty
and environment complexity (including the agents) much more
intricate.
 We need to simplify the setting and consider simple agents:
 We analyse several configurations next.
 We need to derive and analyse the difficulty in a different way.
 We analyse several distributional approaches.
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4. CONFIGURATIONS
 Multi-agent environment configurations:
 We look for configurations which are minimalist.
 The behaviour is given mostly by the other agents, not by the
environment.
 Agents can have simple action, perception and reward schemas.
 Simple agents may be easy to define: colliders, evaders, random,
etc.
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4. CONFIGURATIONS
 Space and actions:
 We keep the previous configuration: a graph where the edges are
the actions and the vertices are the cells.
 Not necessarily regular (as before).
 Observations:
 Agents see some of the cells (e.g., adjacent cells and their
content).
 Agents see who is in each cell (and not only how many).
 This is important for social intelligence, since agents need to
identify different mind models.
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4. CONFIGURATIONS
 Rewards:
 We consider all agents equal. There are no special agents ⊕ and
⊖ generating rewards.
 No heavens, no hells:
 The number of rewards shared by / included in the system must
be finite and remain constant.
 There must always be a way to prevent one agent from getting all
the rewards.
 We relax the ‘balancedness’ property (random agents score 0). It is
difficult to ensure in general.
 Now rewards are always positive.
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4. CONFIGURATIONS
 Rewards:
 These can be seen:
 As a function of the observations (adjacent cells).
 Leads to trivial equilibria.
 For instance, proportional to the number of agents around.
 Complexity would depend on how the rewards propagate.
 Proportion of rewards difficult to control.
 As objects (units) in cells that can be eaten and later disposed.
 With a fixed number of rewards on the space, we always have
the same “total energy”. The agents compete for this total
amount.
 The theoretical maximum and minimum are clear.
 Rewards should be linked to the behaviour of the other agents, to
make agent influence in rewards (goals) direct, so ensuring that
behaviour is social.
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4. CONFIGURATIONS
 Current configuration. Definition:
 Agents can be arranged into teams of at least one agent. The team of
agent a is denoted by T(a).
 There is a fixed number of indivisible (energy) units.
 Start:
 The number of units each agent a stores is denoted by U(a). Agents
are originally empty: U(a) = 0.
 The units are originally spread at random on the space cells. The
number of units in c is denoted by U(c). The number of agents in c
is denoted by A(c),
 Reward rule:
 If A(c) = n and U(c) = m, for each agent a we have U(a)  U(a) + 1,
provided m ≥ n. If m < n then for each agent a we have U(a)  U(a)
 U(c) / A(c).
 For each step, each agent’s rewards are the sum of units that all its
team’s members carry divided by the number of agents in the team.
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4. CONFIGURATIONS
 Current configuration. Properties:
 If agents are optimal, some equilibria appear.
 For suboptimal and diverse populations of agents, interesting
strategies emerge.
 These strategies depend mostly on how the other agents behave.
 Capturing the behaviour of the other agents is crucial for
succeeding in this game.
 Co-operation can take place, especially when using teams.
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4. CONFIGURATIONS
 Defining and playing with simple agents:
 Examples:
 Random agents.
 Colliders: go to the nearby cell with most agents.
 Evaders: go to the nearby cell with least agents.
 Gluttons: go to the nearby cell with most energy.
 Regular: do regular patterns.
…
 A very simple agent description language is been designed to
describe most of them.
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5. DIFFICULTY ESTIMATION
 Difficulty is not complexity.
 An environment full of very complex agents can still be very benevolent
and easy.
 The other agents may not compete for the rewards.
 There may be shortcuts leading to very simple (and possibly nonsocial) good policies in very complex and chaotic situations.
 Furthermore, using the complexity of the environment (and everything
it contains), as used for non-social environments, leads to:
 Where again this relation is only unidirectional (a difficult
environment must be complex): D is high implies K is high.
 But with other agents, this is a very loose upper bound and is not
useful as a definition or approximation of D.
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5. DIFFICULTY ESTIMATION
 A solution-centred view of difficulty:
 When do we say that a (social) environment is easy?
An environment (or a task) is said to be easy
when simple policies get good results.
 What are good results?
 If there are many agents (policies) leading to good Ri then we say
that the environment is easy.
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5. DIFFICULTY ESTIMATION
 Complexity on the agent’s side:
 Now we need to calculate the complexity of the agents instead:
K(π)
 We can parametrise a class of agents depending on their
complexity.
 From here, we can calculate the distribution (and the maximum) of
expected aggregated rewards for each complexity k:
 We can plot these functions of k.
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5. DIFFICULTY ESTIMATION
 An
Good simple
policies abound
Good policies are
rare and complex
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5. DIFFICULTY ESTIMATION
 Can we derive some numerical indicators?
 We may also derive some other statistical indicators for discrimination
(sparseness).
 We do not want environments which are easy or difficult
independently of what policy we use (all the agents score similarly).
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5. DIFFICULTY ESTIMATION
 Can these plots and indicators be estimated?
 Instead of a difficult upper bound which requires calculating the
complexity of the environment and its components
 We need to calculate the complexity of an agent in a sample:
K(π1), K(π2), …, K(πm)
 Where m is usually large (much larger than n).
 And let them interact, always using the same role i (1 ≤ i ≤ n).
 All this is consistent with (and gives further justification to) our
previous search for minimalistic environments and agents.
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6. CONCLUSIONS
 The inclusion of many agents in an environment makes
environments more unpredictable (as expected).
 Also much more difficult to analyse in terms of difficulty and
discriminative power.
 Calculating the complexity of the environment is no longer a
good approach for estimating difficulty, especially because
the value becomes very large when other agents abound (a
very loose upper bound)
 Instead, we evaluate the environments as how a distribution of
policies/agents work on them. For the approximation of
environment difficulty we need:
 Minimalistic agent and environment descriptions.
 Graphical and statistical summarisation of agent behaviour.
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6. CONCLUSIONS
 Social behaviour (even a primitive one) is not just the inclusion
of other agents.
 These agents must play a role.
 With this approach, we do not completely discard that other
optimal, but non-social, solutions may exist for some multiagent environments, but we can have more control.
 Experimentation on the current configuration will surely detect
flaws and will trigger improvements.
 There are dozens of similar settings in multi-agent systems,
artificial life, cognitive models, etc.
 A complete knowledge and analysis of all this is impossible
 We are open to suggestions about how ideas from those
areas can be useful here (spaces, reward generation,
agent description language, …).
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THANK
YOU!
 Most especially to the other members of the anYnt project:
http://users.dsic.upv.es/proy/anynt/
 for their joint work, ideas, material, software, experiments, patience and support:
 David L. Dowe, Monash, Computer Science and Software Engineering Dept, Monash, Australia
 M.Victoria Hernandez-Lloreda, Dpto. de Metodología de las Ciencias del Comportamiento, UAM,
Spain
 Sergio España. DSIC, UPV, Spain.
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