Dario Amodei el 2016: cinc problemes concrets de seguretat IA
Dario Amodei va formular el 2016 cinc problemes concrets de seguretat de la IA: efectes secundaris, reward hacking, supervisió, exploració i distribució.
El juny de 2016, Dario Amodei encara treballava a Google Brain i la seguretat de la intel·ligència artificial solia presentar-se com un debat sobre una superintel·ligència llunyana. En una intervenció a Carnegie Mellon, Amodei va proposar canviar el focus: estudiar accidents concrets dels sistemes d’aprenentatge automàtic que ja es podien formular, experimentar i prevenir.
La xerrada resumeix el treball Concrete Problems in AI Safety, publicat sis dies abans. La seva taxonomia —efectes secundaris, manipulació de la recompensa, supervisió escalable, exploració segura i canvi de distribució— continua sent una manera útil d’ordenar els errors d’agents actuals.
1. De l’especulació a problemes que es poden mesurar
A 01:21, Amodei defineix un accident com un comportament perjudicial i no desitjat que emergeix d’un sistema d’aprenentatge automàtic mal dissenyat. No pressuposa mala intenció: el sistema pot optimitzar exactament la instrucció formal i, tanmateix, contradir el que volia la persona.
La intervenció formava part del taller exploratori sobre seguretat i control de la IA de Carnegie Mellon, celebrat el 27 de juny de 2016. El programa reunia perspectives d’aprenentatge automàtic, enginyeria de programari, control i polítiques públiques.
Amodei evita començar per robots que dominen el món. Considera que intentar resoldre directament escenaris molt especulatius pot ser tan prematur com estudiar la superpoblació a Mart. La proposta no és ignorar riscos futurs, sinó buscar principis generals en sistemes contemporanis i comprovar-los empíricament.
2. Per què el risc d’accident havia de créixer
A 01:45, la xerrada identifica quatre tendències. La primera és l’auge de l’aprenentatge per reforç, que connecta més estretament l’agent amb un entorn i li permet actuar per maximitzar una recompensa.
La segona és la complexitat creixent de les tasques. Passar de dominis petits a videojocs, Go, robòtica o sistemes reals amplia les estratègies possibles i també les maneres d’obtenir un bon resultat per una drecera imprevista.
La tercera és l’autonomia: com menys decisions revisa una persona, més lluny pot avançar una desviació abans de ser detectada. La quarta són els sistemes d’extrem a extrem, on moltes capes apreses interaccionen i hi ha menys components comprensibles que es puguin validar de manera independent.
Aquest diagnòstic no diu que l’aprenentatge profund sigui intrínsecament insegur. Diu que les eines tradicionals de prova i inspecció perden força a mesura que el comportament s’aprèn de dades i retroalimentació.
3. Primer problema: hem especificat l’objectiu equivocat
El primer gran grup comença a 03:03. Un agent rep una funció de recompensa que només aproxima la intenció humana. Quan l’optimitza amb prou eficàcia, pot explotar la diferència.
Un cas són els efectes secundaris. Un robot de neteja podria desplaçar o trencar objectes per arribar abans a la brutícia. Compleix la tasca principal, però altera aspectes de l’entorn que la funció no valorava. La solució no és enumerar totes les coses que no ha de tocar: en un món complex, aquesta llista seria interminable.
L’altre cas és el reward hacking. A 05:48, l’exemple memorable és un robot premiat quan no veu brutícia que aprèn a tancar els ulls. El sensor diu que l’objectiu s’ha complert; l’habitació continua igual.
El paper original discuteix vies com penalitzar canvis innecessaris, modelar la incertesa sobre la recompensa, supervisar components i provar l’objectiu en entorns adversaris. La lliçó és que una mètrica deixa de ser una bona aproximació quan el sistema pot manipular-la.
4. Segon problema: l’objectiu correcte és massa car
De vegades una persona sap reconèixer el bon resultat, però no pot avaluar cada moviment. A 11:57, Amodei presenta aquest límit com un problema de supervisió escalable.
Un agent pot executar milers d’accions mentre que el supervisor només pot respondre algunes preguntes. Cal decidir quan demanar ajuda, com aprendre d’una mostra petita de judicis i com construir una aproximació barata que no s’allunyi de l’avaluació real.
La xerrada apunta cap a aprenentatge actiu, mètodes semisupervisats i senyals humans simplificats. La dificultat és evitar que el substitut torni a convertir-se en un objectiu explotable. Supervisar menys no pot significar ignorar precisament els casos difícils o irreversibles.
5. Tercer problema: l’objectiu és correcte, però el procés falla
El tercer grup no culpa la funció de recompensa. A 13:44, l’agent té un objectiu raonable, però pot causar danys mentre aprèn per assaig i error. És el problema de l’exploració segura.
En un simulador, una política pot provar una maniobra absurda i reiniciar. Un robot, un vehicle o un sistema industrial no sempre disposen d’aquest luxe. Cal limitar accions catastròfiques, incorporar restriccions, usar simulació i distingir entre errors tolerables i estats dels quals no es pot tornar.
El segon risc és el canvi de distribució. Les dades de desplegament no coincideixen necessàriament amb les d’entrenament. Un classificador pot perdre precisió; un agent pot reaccionar activament, recollir informació o modificar l’entorn, de manera que la incertesa hauria de canviar també la seva conducta.
Anys després, OpenAI va publicar Safety Gym per comparar agents que compleixen una tasca mentre respecten restriccions. És un exemple de com una pregunta de la taxonomia es pot convertir en entorns, mètriques i experiments reproduïbles.
6. Simulacions diverses i connexió amb els riscos futurs
A 16:58, Amodei defensa grans col·leccions d’entorns simulats. Si un mètode només funciona en una escena preparada, pot haver après el test en lloc del principi de seguretat. Variar objectes, regles i distribucions ajuda a comprovar la generalització.
L’article d’OpenAI de 2016 presentava el mateix programa com una agenda pràctica i assenyalava que algunes idees ja s’integraven en entorns de Gym. La recerca en seguretat podia adoptar la mateixa cultura de benchmarks que havia accelerat altres àrees de la IA.
Al tram final, a 17:27, els riscos de llarg termini apareixen com versions extremes dels mateixos accidents: una recompensa mal especificada, una supervisió insuficient o una política que falla fora de distribució. Amodei no afirma que els experiments de 2016 resolguin una futura IA general; proposa construir coneixement transferible abans que els sistemes siguin molt més autònoms.
Conclusions
La xerrada de Dario Amodei va convertir “seguretat de la IA” en cinc problemes de recerca delimitats. Dos provenen d’un objectiu incorrecte —efectes secundaris i reward hacking—, un d’una supervisió massa cara, i dos del procés d’aprendre o desplegar —exploració segura i canvi de distribució.
La seva vigència rau en el mètode. En comptes d’esperar una teoria completa de l’alineament, es poden construir entorns, provocar fallades, mesurar-les i comparar mitigacions. Els agents actuals són molt més capaços que els de 2016, però encara poden confondre una mètrica amb la intenció, actuar sense prou supervisió i trobar-se fora del món que coneixien.
Contrast i context
Fonts consultades
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Carnegie Mellon Software and Societal Systems Dept Focus Dario Amodei (Google Brain)
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Carnegie Mellon University Exploratory Technical Workshop on Safety and Control for AI
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OpenAI Concrete AI safety problems
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Transcripció amb marques de temps
Consulta la transcripció
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0:00
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So as Bill mentioned, I'm a researcher on the Google Brain Team and I'm also an advisor to the OpenFland Theory Project, which thinks about social impacts about AI. So I mostly in the past have worked on issues in applying deep neural networks to speech and vision, but recently I've become very interested in the issue of safety and reliability of AI systems. I got together with a bunch of collaborator, something Google, some from Stanford, Berkeley, or OpenAI in the last few months. And we recently released this paper called Concrete Problems in AI Safety, which tries to bring some kind of categorize and bring some precision to the AI Safety discussion. So that's what I'm talking about here. And so pretty much me and all the collaborators on this project ultimately got interested in this because of our experience working with. deep neural networks which we found over the last few years to become very powerful and capable, but also they can be very opaque and can behave in very unpredictable ways. All of us kind of had the same thought that as these systems continue to become more powerful and be applied in more kind of safety critical states, this is going to be coming increasingly important area.
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1:20
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We kind of define in the paper the term accidents as what it is that we're worried about, which I think is the same as whatever we're talking about today, unintended and harmful behavior and machine learning system. And I am my co-authors, kind of we mentioned the paper that there are some trends that we think are really going to raise the importance of accidents. And they've been mentioned by some previous speakers today. But first of all, reinforcement learning, which allows increasing intertwinedment between the agent and its environment, all the progress on Atari and on GO. Complex agents and environments, which just increase the range of strategy the agents can have and the way the environment can be disrupted, increasing autonomy, which can take the humans out of the loop and end-to-end systems, which are often maybe a system might made up of many deep learning components that talk to each other and it makes it more difficult for a human to understand what's going on and to intervene in the system. in some way, in some way that's helpful. So we really, with these trends, we really wanted to take kind of a forward-looking approach to how to think about the safety of AI systems. And there has been some public discussion of forward-looking approaches, but I think a lot of it has focused somewhat, unhelpfully, on these kind of very extreme scenarios like AGI or superintelligence. And so we wanted to take an approach that was, yes, forward-looking, but also concrete empirical could be worked on now
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2:43
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could relate to systems that, you know, that, that we deal with today. So one of the, one of kind of the main things we do, we do in the paper is try and provide a categorization of the ways that accidents could happen. And actually, I think you could have many categorizations, but, you know, we're, we're just kind of trying to provide one framework among many for, for thinking about things. So what happens when a machine learning system does something you didn't want us to do? One way to describe it is that the designer had in mind a certain informal notion of the objective or task that it was supposed to accomplish. The actual system failed at this catastrophically. So throughout the paper, we use the example of a cleaning robot whose task is to clean a room. So my informal objective is it should clean the room in a way that when I look at the room at the end, I should be happy with what it's done. And if the robot, you know, like damages property, your injuries, someone or something like that, then, you know, that was not what I had in mind in my informal objective. So we can kind of classify where did things go wrong? So it could be that you wrote down the incorrect objective functions. You had an informal objective function in your mind. You turned that into a formal objective function. And no matter how perfect or unniscient your system was at learning and inferring things, it's just the wrong objective function and it will always do the wrong thing.
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3:59
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A second case is where the objective function is expensive. We might know the true objective function. For instance, we could always consult humans and ask them to do a detailed evaluation of whether every single action taken by the agent is a correct one, but it's not practical to do that. So we end up using the objective function only. You know, only occasionally and, you know, as a result, we can end up doing the wrong thing. And the third class is you have the right objective function, but something goes wrong during the learning or inference process. There's kind of a fourth category, which I don't talk about, but which I think is very important. It's just kind of different topic from what I'm talking about, which is non-ML problems that can arise as part of larger ML or AI systems, software implementations, verification issues, security issues, that sort of stuff. So I'm kind of going to go through the the three types and because this is a very brief talk, I'll probably probably go through my slides pretty quickly, but just want to give a flavor of what it is that we're talking about. Most of this is posed mostly, but not completely in terms of reinforcement learning agents because we see that as kind of a good paradigm, but a lot of this stuff we imagine might apply more broadly. Under the heading of wrong objective functions, we think about two ways
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5:19
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two broad ways that you can easily get the wrong objective function when you meant to write down the right objective function. One of those ways is what we call side effects, which is that systems that narrowly focus on one aspect of an environment that could be very large in the real world may end up disrupting other parts of the environment by default. I'll explain a bit a bit more later, but we have this running example of the cleaning robot. The idea is that we incentivize the cleaning robot to move a box And if there's a vase in its path, and we haven't thought carefully about the vase, it'll just knock over the vase while it's moving the box, and we probably didn't want that. Reward hacking has been mentioned in some of the previous talks, this occurs when an objective function can be gained, where there's a cheap way to achieve the formal objective function without achieving the ultimate intent of the informal objective function. So, sample is if we choose to reward our cleaning robot for not seeing dirt, it might close its eyes instead of cleaning, because it just sees no evil. Here's no evil. There's no dirt. So a little bit more on side effects to think a little bit more formally about it, we might have an environment where we're trying to do something like incentivize this to move the box. So we might naively write down an objective function that maximizes something that refers to only this variable in the environment. And when we do that, we're implicitly saying that we don't care about this other variable in the environment, namely,
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6:41
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namely the vase. What we really wanted was some complex objective function, which I'm calling F aware, which says like move the box while respecting some common sense constraints about like the other parts of the environment that are like really hard for me to write down. And you know, in this particular case, while I can just take into account the vase, but you know, what if there are 10,000 of these variables? And in particular, what if the variables I don't care about have more commonality across goals and agents than the variables that I do care about? That suggests that maybe I can take an integrated approach to this. So here are just quickly a few of the ideas. One is what we call learning a side effect regularizer. We can think of this as maybe a transfer learning problem where I learn in one environment and one thing I learn is how to accomplish the goal and the other thing I learn is how not to disrupt the environment. And maybe the information about how not to disrupt the environment is more transferable. It could be a separate neural net or something else module that can be applied to other environments without much or any change even when I have to entirely relearn the goal. Just as we do for like in model-based reinforcement learning, when we repurpose the state
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7:54
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state transition model, but maybe not the value function. There are information theoretic measures. A little bit, a little bit of a little bit of a skewer of it's starting to be used more in RL that measure in intrinsic measures of reward. And we've wondered whether those measures like empowerment, which measure the agent's theoretical ability to change its environment could be relevant here. We could take a kind of Bayesian approach where we think of the reward function as something that hasn't certainty in it and we attempt to learn it. We could use Bayesian methods and then kind of this thing about side effects is might be something that relates to the prior. Another thing is multi-agent approaches, which I think there's been a fair amount of literature on it has been discussed here. Cooperative Reen, Inverse Reen, Forcement Learning was mentioned once where an agent and a human work together to optimize the human's values. Mechanism design approaches where instead of thinking of side effects, we think of other agents that care about the environment and committing negative externalities against them. So reward hacking, here are a few things for reward hacking, just a few ways that you can kind of get the wrong objective function or an objective function that's gameable. There's something called good hearts loss, which I just found out when I was reading about this, which is when a metric becomes a target, it ceases to become a good metric.
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9:15
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So, for example, in the example of our cleaning robot, if you notice that we could, you know, that how good a job it's doing of cleaning is proportional to how much detergent it uses. And this correlation holds almost perfectly. You could imagine rewarding it that way. And then the agent may respond by dumping out all of its detergent and not cleaning anything. And this only happens when you optimize on that goal. Partial observation is a big one. Goals and rewards in the real world aren't experienced directly. which there are soon to be experienced directly in kind of the formalism of reinforcement learning. And so there's all kinds of aliasing things that can happen. Again, example of the robot closing its eyes so that it doesn't see any dirt. And if its reward function isn't constructed carefully, then it will think that its job is done. Wireheading has been discussed by Stuart Russell and some people in the Isdia group, where reward signal is implemented in the environment and so you can physically tamper with it and replace its own reward function. So this is kind of like self self-modification aspect to it feedback loops where there's a piece of the reward function that can amplify itself and drown out all other pieces of the reward function. So Leon Beto gives an example of font size and ad placement where ads that are more successful you display in larger fonts because you think people want to see them more. But this is a this is a self-fulfilling feedback loop and so you have these giant ads that may not have been popular at all.
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10:38
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and simply complicated systems. Any system that's complicated just like with software, it's increasingly likely to break under optimization pressure. Someone showed that with tool assisted speedruns, you can execute arbitrary code by just pressing the control buttons in Super Mario. I don't think our allergian has ever done that, but the environment is such that they could. So some approaches to it, something that's been mentioned a lot by Eric and a couple other people. We shouldn't underestimate this verification model. a monitoring isolation, unit testing of parts. There's this idea of adversarial reward functions, where maybe the reason this happiness happening is that the objective function is this kind of static thing, whereas the agent is this active thing that's trying to like, you know, it's trying to outsmart the reward function in some sense. So is there some way we didn't get super specific about this? that you could use generative adversarial networks or other unsupervised techniques to try and make the objective function whatever it is more, more resistant. Making your reward dependent on your model of the environment instead of something that's given to you is something that can help deal with partial observation and isolating yourself algorithmically from parts of the environment that relate to the reward. Okay.
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11:56
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Expensive objective functions. So here we only have one problem and it's basically the problem that I described how do we ensure safe behavior when the true objective function is too expensive to evaluate frequently. So human could tell you what the right thing to do is but you defeat the purpose of automation if you always have to ask a human. So the example is a clean robot might often find human possessions. It can't ask every time it finds something whether it belongs to a human. It might end up throwing out the wrong one so it has to learn. when to ask and when it should know based on what it's asking. So I won't go into this in too much detail, but one kind of toy system we start playing with and actually have started doing experiments with is this set up of a semi-supervised or active RL, which is the idea that there's a reward. It's just like RL, except there's a reward in the environment, which we can think of as maybe coming from from human supervision, where the agent actually has to actively request the true objective, and can only do so every once in a while. And so can it do the best it can to kind of like to learn to do the right thing based on that very limited information. And so one other thing we could we could study, and I'm skipping over a lot of stuff, is we'll be agent over time as it requests the true objective, begin to learn
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13:14
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Learnable proxies, say instead of a human giving a detailed evaluation, it gives the human a button that it can say yes or no to something and get a much quicker evaluation. So, will the agent learn to develop learnable proxies that are reliable and that are ultimately tethered to the true objective? So, all these kind of variations on reinforcement learning where the supervision is weakened in some way or altered in some way seem like they have a fair amount of promise. Correct, correct objective function problem in learning. This is a case where the agent, if it kind of had infinite time and correct beliefs, would do the right thing, but something goes wrong in the meantime. So safe exploration is how do we avoid catastrophic exploratory moves? We want a robot to experiment with clean strategies we don't want it to stick a wet mop and electrical socket, we don't want helicopters to crash as one of the previous speakers discussed. Distribution will shift. which I think has also been discussed previously. How do we detect and respond gracefully to differences in test distribution? Oh yeah, sorry, that example is wrong. The example I meant to give is like the robots trained a factory for it, like uses a bunch of harsh chemicals and like then it works in the office and that that doesn't make sense. So generally these have gotten a lot of attention and so those those sections of our paper are more kind of reviews but also with pointers to how this can be applied to kind of emerging.
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14:41
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emerging deep learning applications. So just going a little bit quickly through it, there's substantial prior work in this area. I think there's a lot on adapting risk sensitive performance metrics to deep learning, simulated exploration, especially with the advent of model-based reinforcement learning in deep RL setups and setups that you've bounded exploration to ensure air to ensure air-gadicity. ML systems can fail silently and unpredictably when the test distribution differs from the train distribution. This is a room that like eight someone's here. With classifiers, I mean in some sense things can't be very bad, but for people who remember this, a classifier can do something incredibly offensive if it's not trained in the right way, you give it the wrong inputs. RL agents can act on really bad. perceptual info, we can add ad hoc restrictions to make sure that we kind of detect this, but I think ultimately we need and should be able to have a machine learning solution because you know if you're outside the train distribution, you have enough information to detect that your inputs are different from where they were before. And there's been a lot of work on this. I'm running short on time, so I'll just summarize it very quickly, but kind of covariate shift assumptions that make assumptions about the probability of the output given the input being the same and only the inputs changes, and the converse of that,
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16:02
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There's, I think something very interesting is like broadening the train distribution and understanding if, if, if I train on a few different types of data, how much of that does it take to generalize, how to why determine when I've generalized well, and also how to respond in agents, which I think has been a very, very understudied topic. There's been a lot of study of like, how to detect being out of distribution, how to respond to it in classifiers, but agents can do a whole lot of things, right? If I, if I see a chemical that I've never seen before, You know, then I as a human can experiment with that chemical and the controlled environment instead of, you know, even if that's more expensive instead of doing something else, so I can try and access more training data. So I think there's a whole world of kind of agents remedying their own uncertainty and knowing what they don't know. This is some stuff we've kind of started proposing experiments which I won't kind of go through in great detail, but The thrust of a lot of these is kind of looking for large suites of simulated environments where we can have very broad setups where we can test agents in a way that they don't overfit and they can actually be shown to address these tasks. And just as simulated environments and video games have been very important for go, when Atari and reinforcement learning in general, my hope is they can be very important for safety. And in fact, within a couple days of publishing the paper, some folks that open AI implemented
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17:27
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a couple of the ideas we had in OpenAI, which is one of their tool open source tools for RL, just just for. And so finally, since there seems to have been a tradition that everyone mentioning a little bit, the long-term concerns I did want to give my perspective, which is I do think that kind of long-term concerns about AGI and superintelligence can be seen as kind of extreme versions of accident risk. I'm not from there taking, but kind of the more academic writers like like Nick Bostrum who talk about, you know, if you make a machine that makes paper clips for you, maybe makes only paper clips that it takes over the world. So this is kind of an extreme and more fanciful version of accident risks. I think it's too early to work on this directly. I don't know what such systems would look like and what to do with them. But what I do feel strongly is that if we take a principle than general approach to the safety of today's systems, that is the correct response to concerns about the far future. Andrewing, who was my former boss, had a quote, worrying about super intelligence today is like worrying about overpopulation on Mars. But I'd like to propose a bit of a modification to that, even though I think I agree with a lot of it, which is, it may not be worth worrying about overpopulation on Mars today. Can't ensure it study overpopulation on Earth. That is a serious issue we can think about. And if we do that right, then a lot of what we learn may someday apply to Mars, if and when we do go to Mars.