chapter 10 Flashcards
transfer learning
the ability of a program to transfer what it has learned about one task to help it perform a different, related task.
Unlike humans, none of these programs can “transfer” anything it has learned about one game to help it learn a different game.
DeepMind’s most important claim about its results, especially on AlphaGo, is that the work has delivered on that promise (learned from the data, by pure reinforcement learning)
caveats:
A few aspects of human guidance that were critical to its success include;
- the specific architecture of its convolutional neural network
- the use of Monte Carlo tree search
- the setting of the many hyperparameters that both of these entail.
o none of these crucial aspects of AlphaGo were learned from the data, by pure reinforcement learning. Rather, [they were] built in innately … by DeepMind’s programmers.
How can we assess how challenging a domain is for AI?
to see how well very simple algorithms perform on it.
how can you see that systems aren’t learning like humans
- they dont understand
> e.g., inability to generalize - vulnerable to adversarial examples
From games to the real world: obstacles
- The need for transfer learning
- games are clearly delineated
> have clear rules, straightforward reward functions - The more realistic the simulation (to train), the slower it is to run on a computer
- unpredictability of the real world