通过辩论实现 AI 安全

AI safety via debate

达里奥·阿莫迪 Dario Amodei · OpenAI · 2018-05-02 · arXiv:1805.00899 ↗ · 被引 413

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摘要 · Abstract

为了使 AI 系统能够广泛用于具有挑战性的现实任务,我们需要它们学习复杂的人类目标和偏好。一种指定复杂目标的方法是在训练过程中让人类判断哪些智能体行为是安全且有用的,但如果任务过于复杂以至于人类无法直接判断,这种方法可能会失败。为了解决这个问题,我们提出通过零和辩论游戏中的自我对弈来训练智能体。给定一个问题或提议的行动,两个智能体轮流进行简短陈述,直到达到限制,然后由人类判断哪个智能体提供了最真实、最有用的信息。与复杂性理论类比,在最优辩论下,给定多项式时间的裁判,可以回答 PSPACE 中的任何问题(直接评判只能回答 NP 问题)。在实践中,辩论是否有效涉及关于人类和我们希望 AI 执行的任务的经验问题,以及关于 AI 对齐含义的理论问题。我们报告了在初始 MNIST 实验中的结果,其中智能体竞争以说服稀疏分类器,在给定 6 个像素的情况下,分类器的准确率从 59.4%提高到 88.9%,在给定 4 个像素的情况下,从 48.2%提高到 85.2%。最后,我们讨论了辩论模型的理论和实践方面,重点关注模型扩展时的潜在弱点,并提出了未来的人类和计算机实验来测试这些特性。

To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and useful, but this approach can fail if the task is too complicated for a human to directly judge. To help address this concern, we propose training agents via self play on a zero sum debate game. Given a question or proposed action, two agents take turns making short statements up to a limit, then a human judges which of the agents gave the most true, useful information. In an analogy to complexity theory, debate with optimal play can answer any question in PSPACE given polynomial time judges (direct judging answers only NP questions). In practice, whether debate works involves empirical questions about humans and the tasks we want AIs to perform, plus theoretical questions about the meaning of AI alignment. We report results on an initial MNIST experiment where agents compete to convince a sparse classifier, boosting the classifier's accuracy from 59.4% to 88.9% given 6 pixels and from 48.2% to 85.2% given 4 pixels. Finally, we discuss theoretical and practical aspects of the debate model, focusing on potential weaknesses as the model scales up, and we propose future human and computer experiments to test these properties.

核心贡献 · Key contributions

局限 · Limitations

论文章节 · Sections(共 31)

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