artificial intelligence programming paradigms · figure 1.9: (a) bi-directional memory required...
TRANSCRIPT
Artificial Intelligence Programming Paradigms
Pieter Wellens2013-2014
What has been done
• Lisp
• Language games
• Naming Game
• Babel framework
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
"form1"
"form2"
"form3"
"form4"
m1
m2
m3
m4
Forms Meanings
m1
m2
m3
m4
Forms Meanings
Initial State End State
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Time for a new language game
• What are the main “scaffolds” of the Naming Game?
• No real speech
• Atomicity of objects and (consequently) meanings
• Only single name uttered per game
• Perfect feedback (topic is known at end of game)
• All agents are identical
• Always two agents per game
Removing perfect feedback
• What happens when perfect feedback is removed from a Naming Game?
Speaker Hearer
pick topic
wordlook-up and
utter
interpreted topic
world
joint attentional scene
look-up
intended topic
objects objects
alignmentalignment
perceive perceive
Removing perfect feedback
• What happens when perfect feedback is removed from a Naming Game?
!
!
!
!
!
• ==> Minimal Guessing Game
Speaker Hearer
pick topic
wordlook-up and
utter
interpreted topic
world
joint attentional scene
look-up
intended topic
objects objects
alignmentalignment
perceive perceive
1. Uncertainty
"form1"
"form2"
"form3"
"form4"
m1
m2
m3
m4
Forms Meanings
m1
m2
m3
m4
Forms Meanings
Initial State End State
"form1"
"form2"
"form3"
"form4"
m1
m2
m3
m4
Forms Meanings
Mapping uncertainty
"form1"
"form2"
"form3"
"form4"
m1
m2
m3
m4
Forms Meanings
Word form competition
2. No notion of communicative success
• Important measures:
• form alignment: Do both agents prefer the same word for the object?
2. No notion of communicative success
• Important measures:
• form alignment: Do both agents prefer the same word for the topic object?
• meaning alignment: Do both agents prefer the same meaning for the spoken word?
2. No notion of communicative success
• Important measures:
• form alignment: Do both agents prefer the same word for the topic object?
• meaning alignment: Do both agents prefer the same meaning for the spoken word?
• mapping alignment: Do both agents reach both form and meaning alignment?
2. No notion of communicative success
• Important measures:
• form alignment: Do both agents prefer the same word for the topic object?
• meaning alignment: Do both agents prefer the same meaning for the spoken word?
• mapping alignment: Do both agents reach both form and meaning alignment?
• ==> local measures can measure global emergence
Other way to evoke the problem of mapping uncertainty?
• Can you think of another way to alter the Naming Game to introduce the problem of mapping uncertainty?
A toy example about chairs
Naming Game
obj-1 obj-2 obj-3 obj-4 obj-5
obj-6 obj-7 obj-8 obj-9 obj-10
IKEA Game
morits stefan gilbert verksamförby
julius alexander bonny förby bertil
Guessing Game
color-yellow material-metalhas-back-yes has-wheels-no
color-whitematerial-metalhas-back-nohas-wheels-no
color-redmaterial-woodhas-back-yeshas-wheels-no
color-blackmaterial-metalhas-back-yeshas-wheels-no
color-redmaterial-metalhas-back-yeshas-wheels-yes
color-blackmaterial-metalhas-back-nohas-wheels-no
color-redmaterial-metalhas-back-yeshas-wheels-no
color-blackmaterial-metalhas-back-yeshas-wheels-yes
color-yellowmaterial-metalhas-back-nohas-wheels-no
color-blackmaterial-woodhas-back-yeshas-wheels-no
Example
Uncertainty in lexical learning
Quine, W. (1960). Word and Object. MIT Press, Cambridge, MA.
Part II chapter 3 p. 65-99
"Gavagai"
...
rabbit
look!
catch
cute
bad luck
dinner
?
?
?
?
??
?
Strategies for the Minimal Guessing Game
Strategies for the Minimal Guessing Game
• A baseline strategy
context: A B C and topic A
(w,A) (w,E)
(w,A) (w,A)Success
Speaker Hearer
(w,A)
(w,A) (w,A)
Speaker Hearer
(w,A)Adoption (w,A) (w,A) or (w,B) or (w,C)
Failure (w,A) or (w,B) or (w,C)
(w,A) (w,C)"Success" (w,A) (w,C)
A baseline strategy
0
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0.6
0.8
1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
t
Total number of language games played
population size: 510
20
Scaling in the Baseline GG Strategy in combination with the Minimal NG Strategy (left) and the LI Strategy (right). Only in the most limiting scenario’s can agents reach mapping alignment and even still at a very slow pace. Total number of objects: 50, context size: 4, total games: 200000, error: min/max, number of simulations: 12, population sizes: 5, 10 and 20.
0
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1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
t
Total number of language games played
population size: 510
20
A baseline strategy
0
0.2
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1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
t
Total nr of language games played
context size: 25
1020
Scaling in the Baseline GG Strategy in combination with the Minimal NG Strategy (left) and the LI Strategy (right). Only in the most limiting scenario’s can agents reach mapping alignment and even still at a very slow pace. Total number of objects: 50, population size: 5, total games: 200000, error: min/max, number of simulations: 12, context sizes: 2, 5, 10 and 20.
0
0.2
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0.8
1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
tTotal nr of language games played
context size: 25
1020
Understanding poor results
• Acquisition robustness
• Only two agents, one teacher one learner.
• The teacher is always the speaker and always speaks the same word “w” for which he (the teacher) has a fixed (intended) meaning (e.g. A).
• The context varies but should (if consistent) contain A.
• Hearer applies the strategy
• With a certain chance a context might be inconsistent, which means that it does NOT contain A.
• Measure: at end of each game, does learner have association (“w”, A). (Boolean)
Acquisition Robustness
0
0.1
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0.9
error: 0.0 0.01 0.05 0.1 0.25 0.5 0.75 0.9
Acqu
isiti
on ro
bust
ness
Input error
Acquisition robustness for the Baseline GG strategy with different errorinput values. Every bar represents a series of 500 exposures to the same word. Acquisition robustness represents the percentage of these in which the agent at the end associates the “correct” target meaning to the word. Number of simulations: 100, error: 5 to 95 percentile, context size: 10, total number of objects: 50.
Cross-situational strategies
• Where lies the weakness of the Baseline Strategy?
Cross-situational strategies
• Where lies the weakness of the Baseline Strategy?
• Instead of representing uncertainty, a random possibility is chosen.
• Cross-situational strategies aim to improve that by keeping track of multiple hypothesized meanings/referents.
Cross-situational strategies
• Where lies the weakness of the Baseline Strategy?
• Instead of representing uncertainty, a random possibility is chosen.
• Cross-situational strategies aim to improve that by keeping track of multiple hypothesized meanings/referents.
• Example:
• game 1: context A,B,C word “w” -> (“w”, (A,B,C))
• game 2: context A,B,E word “w” -> (“w”, (A,B))
CS Set Strategy1.4. Cross-situational strategies
"name 1"
"name 2"
"name 3"
...
object 5
object 3
object 7
...
object 3"name 4"
s1
s2
s3
s4
(a) Naming Game memory
"word 1"
"word 2"
"word 3"
...
m5
m1
...
s1
s2
s3
m4
m10
m1
m5 m9
(b) Cross-situational Guessing Game memory
Figure 1.9: (a) Bi-directional memory required for a Naming Game (or theBaseline GG Strategy). Mappings are scored and di↵erent names/wordscan refer to the same object. (b) Bi-directional memory required for theCross-situational Set strategy for the Minimal Guessing Game. Multiplecompeting meanings can be associated with a word. The association betweenword and hypothesized meanings are scored in the same way as it was inmore advanced Naming Game strategies.
fmeaning(w) which returns a random element from fmeanings(w). The produc-tion function fproduce(o, a) looks up all words w for which o = fmeaning(w).Note that if o 2 fmeanings(w) there is only a 1
|fmeanings(w)| chance that o =
fmeaning(w). When there is no such word finvent(o, a) creates a new wordwnew and associates it with singleton {o} since o is the only possible meaningfor the speaker.
Given a word w and context C the listener a tries to interpret usingfinterpret(w, C, a) by looking up w. In case he does not find w in his lexiconfadopt(w, C, a) associates w with all the elements in C such that fmeanings(w) =C.
At the end of the game falign(w, C, alistener) updates the meanings associ-ated with w as follows:
fmeanings(w) =
(C if fmeanings(w) \ C = ;,
fmeanings(w) \ C otherwise.(1.1)
The agent takes the intersection of the possible meanings still associated withthe word and the current context, as such reducing the associated meanings.When none of the associated meanings is compatible with the context, theagent starts over by associating all objects in the context. This updatemechanism is related to simple candidate elimination algorithms known fromconcept learning (Mitchell, 1977). De Vylder (2007) also introduced a likewise
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CS Set Strategy
context: A B C and topic A
(w, {A,F}) (w, {E})
(w, {A,F}) (w, {A,C,D})Success
Speaker Hearer
(w, {A,F})
(w, {A,F}) (w, {A,C})
Speaker Hearer
(w, {A,F})Adoption (w, {A,F}) (w, {A,B,C})
Failure
(w, {A,F}) (w, {C,G})"Success" (w, {A,F}) (w, {C})
(w, {A,B,C})
CS Set Strategy
0
0.2
0.4
0.6
0.8
1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
t
Total number of language games played
population size: 510
20
0
0.2
0.4
0.6
0.8
1
0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000
Map
ping
alig
nmen
tTotal nr of language games played
context size: 25
1020
CS Set Strategy
0
0.2
0.4
0.6
0.8
1
error: 0.0 0.01 0.05 0.1 0.25 0.5 0.75 0.9
Acqu
isiti
on ro
bust
ness
Input error
Baseline GG CS Set
Acquisition robustness for the Baseline GG strategy and the CS Set Strategy with different errorinput values. Every bar represents a series of 500 exposures to the same word. Acquisition robustness represents the percentage of these in which the agent at the end associates the “correct” target meaning to the word. Number of simulations: 100, error: 5 to 95 percentile, context size: 10, total number of objects: 50.
CS Frequency Strategy
"word 1"
"word 2"
"word 3"
...
m5, f1
m1, f1
...
s1
s2
s3
m4, f2
m10, f2
m1, f3
m5, f1 m9, f2
CS Frequency Strategy
0
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0.4
0.6
0.8
1
0 5000 10000 15000 20000 25000 30000 35000 40000 45000 50000
Map
ping
alig
nmen
t
Total nr of language games played
context size: 25
1020
0
0.2
0.4
0.6
0.8
1
0 10000 20000 30000 40000 50000 60000 70000 80000 90000 100000
Map
ping
alig
nmen
t
Total number of language games played
population size: 510
20
Scaling of the Frequency Strategy in combination with the interpolated Lateral Inhibition Strategy. Scaling is again improved dramatically both in terms of population size and context size. (a+b) total number of objects: 50, error: min/max, number of simulations: 12, inh = dec = 0.3 and initial = 1.0. (a) context size: 4, population sizes: 5, 10 and 20. (b) population size: 5, context sizes: 2, 5, 10 and 20.
CS Frequency Strategy
0
0.2
0.4
0.6
0.8
1
error: 0.0 0.01 0.05 0.1 0.25 0.5 0.75 0.9
Acqu
isiti
on ro
bust
ness
Input error
Baseline GG CS Set CS Frequency
Acquisition robustness for the Baseline GG strategy, the CS Set Strategy and the CS Frequency Strategy with different errorinput values. Every bar represents a series of 500 exposures to the same word. Acquisition robustness represents the percentage of these in which the agent at the end associates the “correct” target meaning to the word. Number of simulations: 100, error: 5 to 95 percentile, context size: 10, total number of objects: 50.