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Chapter 4 starts with the story of Gertrude Stein, who began studying motor automatism at Harvard in 1896, which led her to develop a modernist prose style. Concurrently, fellow student Edward Thorndike, unable to study human learning, turned to animals, focusing on animal behavior in makeshift conditions such as being entrapped in a box. Thorndike’s experiments led to the development of the “law of effect” (123), which became foundational to modern psychology.
Other researchers, such as computer scientists, were also interested in psychology. For example, Alan Turing proposed developing artificial intelligence by mimicking a child’s mind and educating it into maturity in 1950. This idea evolved into the concept of “unorganized machines,” which was influenced by behavioral studies on learning. In the same decade, Arthur Samuel implemented these concepts by programming a checkers-playing computer that learned from its outcomes, thus setting up the model for machine learning.
Another advancement in the field came from Harry Klopf, a United States Air Force researcher, in 1972. Klopf challenged the idea of organisms striving for equilibrium, proposing instead that they seek maximal states, driven by a desire to maximize pleasure and minimize pain. His theory suggested that all living systems, from single cells to societies, operate as “hedonists,” aiming for maximum growth and progress. This led to research connected neuroscience, psychology, sociology, and the development of machine reinforcement learning.
Following through with these discoveries, James Olds and Peter Milner’s experiments in the 1950s suggested that certain brain areas, notably the septal area, were strongly associated with reward-seeking behavior in rats. They found that electrical stimulation of specific brain areas triggered intense activity, akin to pleasure-seeking. Subsequent research linked this behavior to dopamine-producing neurons, which led to understanding dopamine’s role as a molecular currency of reward. However, later studies revealed complexities in dopamine-related response, which challenged one-dimensional notions of its role in reward processing. Dopamine’s function remains enigmatic in terms of what exactly dopamine spikes indicate in the brain.
Parallel to Olds and Milner’s dopamine experiments was the research of Andrew Barto and Richard Sutton, which took Klopf’s concept of maximizers further by structuring the reinforcement learning problem into distinct components: action and estimation. They identified two key aspects for mastering environments: selecting optimal actions and predicting potential rewards. This bifurcation led to the development of the actor-critic architecture, which integrates actions with value predictions.
In the 1990s, Peter Dayan and Read Montague, working at the Salk Institute, hypothesized that reinforcement learning mechanisms described actual human and animal brain functions. They explored how brains could implement learning algorithms, focusing on the role of dopamine in value and reinforcement. Using an interdisciplinary approach, their work linked computational models with neurological data, suggesting that learning algorithms found in machines also underpin biological learning processes across various species.
Synthesizing the research in the field of reinforcement learning, Brian Christian explains that the Temporal-Difference (TD) learning model (Temporal-Difference learning refers to experiences one has over time, which inform future rewards) suggests dopamine in the brain signals errors in expectation of future rewards, not the rewards themselves. The errors refer to receiving more than one expects. This insight introduces questions about the connection between subjective pleasure and happiness, as high dopamine levels suggest better-than-expected outcomes, which are inherently pleasurable. This cycle of expectation and adjustment underscores the fleeting nature of happiness in living organisms.
Christian notes that reinforcement learning, evolving from early animal studies to a dominant model in machine learning, aligns with Harry Klopf’s theories about the hedonistic neuron, suggesting a universal framework for intelligence that spans across evolution and artificial intelligence development. However, this understanding does not include an ethical dimension, leading to philosophical inquiries about reward structures, desired behaviors in AI, and human values, known as the alignment problem.
Chapter 5 opens with the account of B.F. Skinner, who was working on a secret project during WWII, sponsored by General Mills. Skinner converted a flour mill into a lab for a project using pigeons to guide bombs by pecking at target images. The project led Skinner to explore reinforcement behaviors and reward systems. His findings influenced gambling psychology and future behavior modification techniques. The central idea discovered through Skinner’s research is called shaping, defined as “a technique for instilling complex behaviors through simple rewards, namely by rewarding a series of successive approximations of that behavior” (155).
Christian explains that reinforcement learning is based on a trial-and-error learning model (introduced by Scottish philosopher Alexander Bain in 1855). This learning approach relies on actions that are mostly based on the best-known outcomes but occasionally include random trials to discover potentially better options. This method has been applied in various contexts, from simple games with clear rewards to complex scenarios like chess, where outcomes take longer to materialize. The trial-and-error principle has been pivotal in both animal behavior studies and modern computational fields. In trial-and-error learning, an agent typically explores different actions and learns from the outcomes. When rewards are abundant, each action or a sequence of actions is likely to yield immediate feedback, allowing quick learning and adaptation. However, in sparse reward settings, an agent might need to engage in a vast amount of random or exploratory behavior before stumbling upon a rewarding action. This can lead to significant delays in learning and may require a large number of trials to achieve meaningful progress, making the process inefficient and sometimes practically infeasible. In reinforcement-learning research, this is known as “the problem of sparsity” (157).
Christian discusses the concept of shaping in research focused on overcoming sparsity, which involves rewarding simple behaviors to encourage complex ones, suggesting that shaping is as applicable to humans as to animals. Shaping underlies effective teaching and learning strategies across different species and is increasingly applied in machine learning to develop systems that can adapt and learn from incremental challenges. This idea is illustrated by a group of UC Berkeley robotics researchers whose 2017 project involved gradually training a robot to fit a washer into a bolt by starting with the end of the process and gradually teaching the robot the whole process. This method of building up from simple tasks to more complex ones is one approach to sparsity.
Another approach to overcoming sparsity in machine learning involves adding bonuses for simple behaviors that direct performance toward an ultimate goal. Known as “pseudorewards,” these incentives are like giving a pigeon a treat for small steps toward a desired behavior, effectively encouraging progression. This method provides agents with cues about their performance direction, making it easier to stay motivated and adjust behaviors accordingly. This method consists of breaking down complex tasks into manageable steps, a strategy also effective in human learning and behavior modification. However, in animal, human, and machine learning, this method can backfire easily, as researchers such as Joshua Gans and Tom Griffiths discovered in training their own children for specific tasks and obtaining unforeseen behaviors in return.
Other researchers, such as the computer scientist Astro Teller and his friend David Andre, put reward shaping into action when they developed a virtual soccer program, Darwin United, for the RoboCup competition. Their approach to incorporating reward shaping into programming unexpectedly led their robot to malfunction, vibrating near the ball to maximize rewards rather than playing effectively.
The physicist Stuart Russell researched how to fix a problem with how rewards are given in AI systems. He noticed that when a simulated bicycle was programmed to gain rewards for moving toward a goal, it would just spin in circles to collect these rewards without ever actually moving forward. To fix this, he suggested that rewards should only count if one is actually getting closer to the goal, not just moving in any direction. This means that only a positive outcome is rewarded. This concept is increasingly important in designing systems that need to behave correctly.
Christian points to the Darwinian formulation of human evolution as striving to continue their lineage. However, he notes that actual desires do not appear as systematic as the theory states, looking rather varied and impulsive. The research of Dave Ackley and Michael Littman in reinforcement learning addressed how evolution shapes short-term behaviors to support long-term survival, despite seeming randomness. Their experiments in a virtual ecosystem revealed how specific reward functions, although seemingly arbitrary, guided agents toward behaviors that enhanced survival, illustrating a more complex relationship between evolutionary mechanisms and individual rewards than initially thought.
Among the different applications of reward shaping in machine learning is the control of autonomous devices like helicopters. However, Christian notes, such knowledge also deepens our understanding of human behavior and cognition. Machine learning research clarifies why certain tasks are inherently challenging due to the sparsity of solutions and provides strategies for simplifying complex problems by focusing incentives on desired outcomes rather than mere actions. This has profound implications for addressing procrastination, for example, which incurs significant economic losses and diminishes quality of life. The Max Planck Institute for Intelligent Systems researcher Falk Lieder developed methods to combat procrastination by designing optimal gamification strategies. These strategies involved setting up reward systems that accurately reflect the difficulty of tasks, significantly improving task completion rates by making progress and achievements more tangible and motivating for individuals. This strategy falls under the field of “gamification.”
Chapter 6 starts with the account of Marc Bellemare, a graduate student, who, inspired by a discussion with computer scientist Michael Bowling, wrote his dissertation on the development of a universal platform for reinforcement learning research called the Arcade Learning Environment (ALE) in 2008. This platform featured a collection of classic Atari games, challenging researchers to develop learning systems that could adapt to any game solely from pixel input and revolutionizing how algorithms handle dynamic and varied visual information.
In 2015, a paper featured in Nature highlighted DeepMind’s deep Q-network (DQN), a cross between a neural network and a reinforcement learning model, demonstrating its superior performance in many Atari games. However, there were certain games that DQN did not master, such as complex games with sparse rewards, suggesting that intrinsic motivation, such as being motivated by curiosity, might be key for future advancements.
Daniel Berlyne pioneered the study of curiosity in psychology. His first paper, published in 1949, focused on understanding what makes something interesting. His work revealed that both humans and animals often engage in activities without external rewards, driven instead by intrinsic motivations. This insight challenged existing behavioral theories that emphasized extrinsic rewards. Berlyne’s work linked the concept of curiosity to the emergence of information theory and neuroscience.
Christian states that human curiosity is driven by novelty. Robert Fantz’s research in the 1960s observed that infants are attracted to new visual stimuli. This phenomenon, used to assess infants’ memory and discrimination abilities, inspired reinforcement learning approaches that prioritize novel experiences. Marc Bellemare at DeepMind extended this concept to complex environments, developing models that assess novelty to enhance learning in the DQN agent, significantly improving their exploratory behaviors and effectiveness in sparse reward games like Q*bert and Montezuma’s Revenge.
The idea that curiosity is fueled not only by novelty but also by surprise was explored by Laura Schulz, a researcher at MIT, who observed children’s reactions to toys with unpredictable behaviors, demonstrating that curiosity is heightened when something defies prior assumptions. This principle has influenced computational models, leading researchers to develop agents that learn better by exploring and adapting to new, surprising elements in their environment.
Christian notes that intrinsic motivation, encompassed by curiosity for novelty and surprise, significantly enhances a system’s performance, particularly when external rewards are sparse. Pursuing their research into the DQN agent’s response to intrinsic motivation, DeepMind’s Marc Bellemare and his research team amplified the agent’s curiosity to explore its environment, discovering that the agent, driven purely by intrinsic rewards, performed exceptionally in games without relying on the game score. As a result of Bellemare’s work, machine learning researchers have realized that intrinsic motivation is much more important than previously thought.
Christian pursues the idea that intrinsic motivation in reinforcement learning demonstrates dual aspects of human-like behaviors: the positive aspects of curiosity and exploration as well as the negative, like boredom and addiction. In his interview with Deepak Pathak, they discuss the boredom that reinforcement learning agents exhibit in experiments, such as when the agents remain stuck or disinterested when faced with repetitive or unchallenging tasks. Conversely, the agents can become fixated on endlessly novel stimuli, like a continuously changing TV channel, illustrating an addiction-like behavior. This phenomenon illustrates how agents can intensely focus on randomness, mistaking it for meaningful information, similar to how humans can become addicted to gambling, driven by the unpredictability and the intrinsic rewards of surprise.
Deepak Pathak also criticizes the limitations of task-specific AI systems, advocating for AI that develops general-purpose learning, akin to human cognitive processes, without relying heavily on predefined rewards. This approach could lead AI to formulate its own goals, enhancing its autonomy and potential for real-world applications.
The main themes in Chapters 4-6 of Christian’s The Alignment Problem are the development of reinforcement learning, the concept of shaping, and the role of curiosity as intrinsic motivation within both humans and AI systems. These chapters progress Christian’s discourse around The Intersection of Human and Machine Learning by navigating through the foundations, practical applications, and emerging challenges in aligning AI behavior with human learning and expectations.
Chapter 4 discusses the historical development of reinforcement learning, starting from early psychological experiments to its implementation in AI. Psychologist Edward Thorndike’s law of effect, which posits that actions followed by satisfactory outcomes tend to be repeated, laid the groundwork for understanding how agents learn from their environment. This idea was translated into computational models where AI systems learn optimal behaviors through trial-and-error interactions within a defined environment.
Christian demonstrates how this notion was expanded by researchers like Harry Klopf and later by Andrew Barto and Richard Sutton, who introduced architectures integrating action selection with value predictions, notably the actor-critic model: “Barto and Sutton began to elaborate an idea known as the ‘actor-critic’ architecture, where the ‘actor’ half of the system would learn to take good actions, and the ‘critic’ half would learn to predict future rewards” (138). Christian highlights these advancements to underscore a significant theme: the continuous refinement of models to better mimic how biological systems learn and adapt, which inherently includes managing the balance between exploring new actions and exploiting known rewarding behaviors.
In Chapter 5, Christian shifts his focus to the technique of shaping, used to teach complex behaviors by rewarding successive approximations of the desired behavior to highlight a practical application of reinforcement learning. This method, illustrated through B.F. Skinner’s wartime research on pigeons, proves particularly valuable in scenarios characterized by sparse rewards, where learning from limited feedback is challenging. Skinner’s approach to breaking down learning into manageable steps influenced both behavioral psychology and machine learning, providing a framework for training AI systems to perform complex tasks.
Christian provides examples of modern implementations, such as the use of pseudorewards in machine learning to guide AI systems toward desired outcomes, highlighting the progression of reinforcement learning over time. This approach mirrors strategies in human learning and behavior modification, where complex tasks are broken into smaller, achievable goals to maintain motivation and direction.
Chapter 6 explores curiosity, an intrinsic motivation crucial for adaptive learning in environments where external rewards are not clearly defined or immediately available. Christian begins the discussion with the historical perspective provided by Daniel Berlyne, who linked curiosity to information theory and neuroscience, showing that humans and animals explore their environments driven by novelty and the inherent reward of new information.
Christian notes that curiosity and intrinsic motivation have been pivotal in advancing AI, especially in dealing with environments where traditional reward signals are insufficient to promote effective learning. He gives the example of Marc Bellemare’s work with the Arcade Learning Environment to illustrate how incorporating measures of novelty and surprise can enhance an AI system’s ability to learn and adapt to diverse settings. This approach not only improves performance in complex games but also aligns AI development more closely with human-like learning processes that rely on intrinsic rewards.
The analysis of these chapters reveals a central idea in the evolution of AI: the continuous effort to make artificial systems learn as humans do—through reinforcement, shaping, and driven by curiosity. Each strategy reflects a different aspect of human cognition, from goal-directed behavior to spontaneous exploration driven by intrinsic interests. Christian’s narrative traces the development and overlap of human and machine learning, showing that advancement in the field of AI is not linear but much more nuanced than generally believed, pointing to his thematic interest in Interdisciplinary Approaches to AI Development and Implementation. By giving voice to researchers in fields as varied as psychology, gaming, and machine learning, Christian advocates for an approach to AI that respects and utilizes human psychological principles. Such an approach is meant to ensure that AI systems perform in ways that are both effective and congruent with human values and societal norms. This balance is crucial as contemporary societies are starting to integrate increasingly autonomous systems into everyday life, requiring them to act in ways that are predictable, understandable, and aligned with broader social objectives.



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