While in theory,
machine learning techniques could achieve intelligence
in artificial agents, in practice, the setup for learning
has required enormous amounts of programming, as much
or more than would be involved in producing a direct solution.
If the sophistication of algorithms necessary for achieving
cognition has been underestimated, then the critical basic
research question becomes one of automatic development
and maintenance of very complex software structures.
There are now
many models of machine learning, which are driven both
by metaphor and performance criteria. These include models
which are inspired by psychology, by neuroscience, or
by evolution, and whose performance is measured by modeling
experimental data or by competence on specific tasks.
Unfortunately,
as each learning method has matured, we perceive two essential
and self-limiting research dynamics:
1) The algorithms
are "improved" through incremental modification based
on performance over a set of tasks or benchmarks.
2) The field
"selects" the tasks or benchmarks which best "fit" the
method, therefore showing off its performance while not
explicitly displaying its inductive bias.
Thus, there
is a fundamental problem in machine learning which was
noticed first by Doug Lenat: a system can learn only that
which it almost already knows. A learner converts knowledge
perceivable in its environment into knowledge expressible
in its internal structure. The words "perceivable" and
"expressible" when applied to a human or animal (even
to invertebrates!) describe robust systems, but for computer
programs, perceivable means "arranged in a precise syntactic
form, parsed and ready for input" and expressible means
"within a small search space over constrained parameters
of the model class."
Because of
the need to carefully specify the input form and model
class, every ML method converges before achieving the
kind of autonomous learning necessary for embedding into
agents who face a novel and changing world. There is a
new opportunity for breaking through this inductive bias
paradox -- "Co-Evolution" -- which involves adaptive learning
agents within adaptive environments. In co-evolutionary
learning, improvement by the agents on the current instance
of a task provokes increased challenges in the task environment,
leading to systems which can continuously develop. Our
research is focused on the principles by which systems
which can undergo a sustained growth in their abilities,
rather than on systems which succeed at a given task because
of the skill of the programmer developing the inductive
bias in the learning algorithm or in the careful representation
of the learning environment.
There are several
existing feasibility demonstrations of continuous development,
which fall under the rubric of "arms races" and "co-evolutionary
feedforward loops," but there are only a few key pieces
of work to date to understand the potential of open-ended
learning: Thomas Ray's TIERRA eco-system of artificial
assembly language programs made the first strong claims,
but are difficult to evaluate. Axelrod and Lindgrens
work on adaptive Prisoner Dilemma ecologies show the right
kinds of long-term dynamics, but there is not enough strategic
content in the continuous Prisoner's Dilemma game to build
complex programs with. Hillis's work on co-evolving sorting
networks and difficult sequences pointed out the idea
of relative fitness providing diversity, as well as several
interesting directions in the exploitation of SIMD machines.
There is also another body of work on co-evolutionary
learning, especially on pursuit-evade, or predator/prey
games. However, the best exemplars to date are Tesauro's
work on self-learning in backgammon (Tesauro, 1992),
which we were able to replicate with simple hill-climbing
(Pollack, Blair & Land, 1996), and Sims' recent work
on co-evolving the body and brains of simulated robots
(Sims, 1994).
Karl Sims developed
a computer graphics simulator of the physics of robots
composed of rectangular solids and simple joints, and
evolved complex behaving animated creatures. Sims' virtual
robots are clear evidence that under the right simulated
conditions, we can automatically develop complex functional
forms from simple initial conditions. We are currently
building on this work with a simulator for lego blocks,
where the results of virtual evolutionary simulations
can be converted into physical reality (Funes & Pollack,
1997).
Funes, P, &
Pollack, J. (1997) Evolution of Buildable objects. European
conference on Artificial Life, MIT Press.
Pollack, J.
Blair A., and Land, M, (1996) Coevolutionary learning
of Backgammon Artificial Life V, MIT Press.
Sims, K. (1994).
Evolving 3d morphology and behavior by competition. In
Proceedings 4th Artificial Life Conference. MIT
Press.
Tesauro, G.
(1992). Practical issues in temporal difference learning.
Machine Learning, 8:257277.