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      How Organisms Come to Know the World: Fundamental Limits on Artificial General Intelligence

      , ,
      Frontiers in Ecology and Evolution
      Frontiers Media SA

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          Abstract

          Artificial intelligence has made tremendous advances since its inception about seventy years ago. Self-driving cars, programs beating experts at complex games, and smart robots capable of assisting people that need care are just some among the successful examples of machine intelligence. This kind of progress might entice us to envision a society populated by autonomous robots capable of performing the same tasks humans do in the near future. This prospect seems limited only by the power and complexity of current computational devices, which is improving fast. However, there are several significant obstacles on this path. General intelligence involves situational reasoning, taking perspectives, choosing goals, and an ability to deal with ambiguous information. We observe that all of these characteristics are connected to the ability of identifying and exploiting new affordances—opportunities (or impediments) on the path of an agent to achieve its goals. A general example of an affordance is the use of an object in the hands of an agent. We show that it is impossible to predefine a list of such uses. Therefore, they cannot be treated algorithmically. This means that “AI agents” and organisms differ in their ability to leverage new affordances. Only organisms can do this. This implies that true AGI is not achievable in the current algorithmic frame of AI research. It also has important consequences for the theory of evolution. We argue that organismic agency is strictly required for truly open-ended evolution through radical emergence. We discuss the diverse ramifications of this argument, not only in AI research and evolution, but also for the philosophy of science.

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          Mastering the game of Go with deep neural networks and tree search.

          The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses 'value networks' to evaluate board positions and 'policy networks' to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.
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            Language Models are Few-Shot Learners

            Recent work has demonstrated substantial gains on many NLP tasks and benchmarks by pre-training on a large corpus of text followed by fine-tuning on a specific task. While typically task-agnostic in architecture, this method still requires task-specific fine-tuning datasets of thousands or tens of thousands of examples. By contrast, humans can generally perform a new language task from only a few examples or from simple instructions - something which current NLP systems still largely struggle to do. Here we show that scaling up language models greatly improves task-agnostic, few-shot performance, sometimes even reaching competitiveness with prior state-of-the-art fine-tuning approaches. Specifically, we train GPT-3, an autoregressive language model with 175 billion parameters, 10x more than any previous non-sparse language model, and test its performance in the few-shot setting. For all tasks, GPT-3 is applied without any gradient updates or fine-tuning, with tasks and few-shot demonstrations specified purely via text interaction with the model. GPT-3 achieves strong performance on many NLP datasets, including translation, question-answering, and cloze tasks, as well as several tasks that require on-the-fly reasoning or domain adaptation, such as unscrambling words, using a novel word in a sentence, or performing 3-digit arithmetic. At the same time, we also identify some datasets where GPT-3's few-shot learning still struggles, as well as some datasets where GPT-3 faces methodological issues related to training on large web corpora. Finally, we find that GPT-3 can generate samples of news articles which human evaluators have difficulty distinguishing from articles written by humans. We discuss broader societal impacts of this finding and of GPT-3 in general. 40+32 pages
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              Bayesian Data Analysis

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                Author and article information

                Journal
                Frontiers in Ecology and Evolution
                Front. Ecol. Evol.
                Frontiers Media SA
                2296-701X
                January 28 2022
                January 28 2022
                : 9
                Article
                10.3389/fevo.2021.806283
                2555cd53-d4ee-43c5-9472-0daaadfc2b88
                © 2022

                Free to read

                https://creativecommons.org/licenses/by/4.0/

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