A Path Towards Autonomous Machine Intelligence (LeCun, 2022) — part 7/12
Cleaned-text code points [84889, 98593). Bibliography omitted here; source.md includes it.
Pred1(s,a) Pred1(s,a) C(s[2]) Pred1(s,a) Pred1(s,a) C(s[4]) Enc1(x) s[1] s[2] action s[0] Actor1 Pred2(s,a)Enc2(s[0]) s2[0] s2[2] Actor2 Pred2(s,a) C(s2[4]) s[3] s[4] s2[4] a2[2] a2[4] a[1] a[2] a[3]a[0] Figure 16: Hierarchical JEPA for Mode-2 hierarchical planning. A complex task is defined by a high-level cost computed from a high-level world-state representation C(s2[4]). A sequence of high-level abstract actions (a2[2],a 2[4]) is inferred that minimizes C(s2[4]). The inferred abstract actions are fed to lower-level cost modulesC(s[2]),C (s[4]) which define subgoals for the lower layer. The lower layer then infers an action sequence that minimizes the subgoal costs. Although only a 2-layer hierarchy is shown here, it is straightforward to extend the concept to multiple levels. The process described here is sequential top-down, but a better approach would be to perform a joint optimization of the actions in all the layers. (a2[2],a 2[4]) to optimize this objective. These high-level “actions” are not real actions but targets for the lower level predicted states. One can think of them as conditions that the lower-level state must satisfy in order for the high-level predictions to be accurate. Whether these conditions are satisfied can be computed by cost modules C(s[2]) and C(s[4]). They take a lower-level state s[2] and a high-level condition a2[2] and measure to what extent the state satisfies the condition. With these subgoals defined, the lower level can perform inference and find a low-level action sequence that minimizes the mid-level subgoals C(s[2]) and C(s[4]). The process just described is top down and greedy. But one may advantageously iterate the optimization so that high level and low-level action sequences are optimized jointly. The cost modules may be configured by the configurator for the situation at hand. The idea that an action is merely a condition to be satisfied by the level below is actually an old one in control theory. For a example, a classical proportional servomechanism can be seen as being given a target state. A quadratic cost measures the squared distance between the target and the current state, and the control is simply proportional to the negative gradient of the cost with respect to the action variables. 4.8 Handling uncertainty The real world is not entirely predictable. Uncertainty in predictions of future world states may be due to a number of reasons: • the world is intrinsically stochastic (aleatoric uncertainty, type 1) 32 Pred1(s,a,z) Pred1(s,a,z) C(s[2]) Pred1(s,a,z) Pred1(s,a,z) C(s[4]) Enc1(x) s[1] s[2] action s[0] a[1] a[2] a[3]a[0] Actor1 Pred2(s,a,z)Enc2(s[0]) s2[0] s2[2] a2[2] Actor2 Pred2(s,a,z) C(s2[4]) s[3] s[4] s2[4] a2[4] z1[0]R1 z1[1]R1 z1[2]R1 z1[3]R1 z2[2]R2 z2[4]R2 Figure 17: Hierarchical JEPA for Mode-2 hierarchical planning in an uncertain environment. Realistic environments are not entirely predictable, even when using highly-abstract representations. Uncertainty about predictions can be handled by predictors with latent variables. The latent variables (red circles) contain information about the prediction that cannot be derived from the prior observa- tion. The latent variables must be regularized to prevent an energy collapse and to force the system to predict as much as possible without the help of it. At planning time, latent variables are sampled from distributions obtained by applying a Gibbs dis- tribution to the regularizers. Each sample leads to a different prediction. To produce consistent latent sequences, the parameters of the regularizer can be functions of previous states and retrieved memories. As the prediction progresses, the number of generated state trajectories may grow exponentially. If each latent variable has k possible discrete values, the number of possible trajectories will grow as kt, where t is the number of time steps. Directed search and pruning strategies must be employed. With multiple predicted trajectories, optimal action sequences can be computed that minimize the average cost, or a combination of average and variance of the cost so as to minimize risk. • the world is deterministic but chaotic, hence difficult to predict without infinitely precise perception (aleatoric uncertainty, type 2) • the world is deterministic but partially observable (aleatoric uncertainty type 3). • the world is fully observable, but the sensors only give partial information about the world state (epistemic uncertainty, type 1) • the representation of the world state extracted by the perception module does not contain the full information necessary for accurate prediction (epistemic uncertainty, type 2). • the world model is inaccurate due to limitations of its representational power (bounded rationality or epistemic uncertainty, type 3). 33 • the world model is inaccurate due to it having been trained with limited amount of data (epistemic uncertainty, type 4). Much of the literature in reinforcement learning is focused on dealing with the stochastic nature of the environment. It is often assumed from the start that models, critics and policies must represent distributions. In the present work, we push the possible stochasticity of a predicted variable into a latent variable, which may be optimized, predicted, or sampled. This is what is often referred to in the ML literature as “the reparameterization trick”. We do not need to use this trick here, since we view the latent-variable parameterization of the predictions as fundamental. Figure 17 represents a hierachical planning episode in the presence of uncertainty. A prediction at a given level and time step, e.g. s2[2] requires a sample of the corre- sponding latent variable z2[2]. The sample may come from the distribution whose negative logarithm is the regularizer R2(z2[2])). The parameters of the regularizer may be constant (e.g. fixed Gaussian), predicted from currently-available data using amortized inference (e.g. a multinomial or Gaussian whose parameters are computed from s2[0]) or produced by the configurator. Using previous predictions to configure the latent regularizer biases the system towards generating “good” trajectories. As the prediction progresses, the number of generated state trajectories may grow ex- ponentially: if each latent variable has k possible discrete values, the number of possible trajectories will grow as kt, where t is the number of time steps. Directed search and prun- ing strategies can be employed, as in classical Monte-Carlo Tree Search (MCTS). In the case of continuous latents, one may sample latents from the continuous distributions defined by the regularizer. Given a sample of all the latents, the optimal action sequences at every levels can be inferred. However, the prediction process may need to be repeated for multiple drawings of the latents, so as to cover the set of plausible outcomes. The inference process may be used for multiple predictions to produce an action that does not just minimize the expected cost, but also minimizes the uncertainty on the expected cost. 4.8.1 World Model Architecture The details of the architecture of the world model should depend on the type of environment the agent evolves in. It is likely that the best module architectures in a JEPA should include some sort of gating or dynamic routing mechanism. For example, the best way to handle low-level, short-term predictions in videos is by extracting simple local feature vectors and displacing those feature vectors from one frame to the next, depending on predicted motions. The latent variables may encode a map of displacements, which can modulate routing connections between one frame and the next. For longer-term prediction at a higher level of abstraction, the relevant features are objects and their interactions. The evolution may be best modeled by a transformer ar- chitecture, which has the property of being equivariant to permutation and is appropriate to capture interactions between discrete objects (Vaswani et al., 2017; Carion et al., 2020; Battaglia et al., 2016). 34 Separating the World Model from the Ego Model: The natural world is complex and somewhat unpredictable, requiring a powerful model with latent variables to account for the unpredictability. On the other hand, the agent itself is somewhat more predictable: a particular ac- tion on effector will produce a motion that can often be predicted deterministically. This suggests that the agent should possess a separate model of itself, perhaps without latent variables (Sobal et al., 2022) as the effect of actions on proprioception somewhat easier to predict than the evolution of the external world or the effect of actions on it. In turn, the ego-model that the agent has of itself can be used as a template for a model of other agents in a multi-agent scenario. 4.9 Keeping track of the state of the world Traditionally, modules in deep learning architectures communicate states through vectors or multi-dimensional arrays. But this tends to be a very inefficient method when the state of the object being modeled only changes in minor ways from one time to the next. A typical action of an agent will only modify a small portion of the state of the world. If a bottle is being moved from the kitchen to the dining room, the states of the bottle, the kitchen, and the dining room will be modified. But the rest of the world will be unaffected. This suggests that the state of the world should be maintained in some sort of writable memory. Whenever an event occurs, only the part of the world-state memory affected by the event is to be updated, while the rest is to be left unchanged. A conventional key-value associative memory can be used for this purpose, similar to what has been proposed in the context of memory-augmented networks (Bordes et al., 2015; Sukhbaatar et al., 2015; Miller et al., 2016), and entity networks (Henaff et al., 2017). The output of the world model at a given time step is a set of query-value pairs (q[i],v [i]), which are used to modify existing entries in the world-state memory, or to add new entries. Given a query q, the world-state memory returns Mem(q) = ∑ j cjvj (15) ˜cj = Match( kj,q ) (16) c = Normalize(˜c) (17) where the kj are keys, the vj are stored values, function Match(k,q ) measures a divergence or dissimilarity between a key and a query, vector c contains scalar coefficients cj, and function Normalize(˜c) performs some sort of competitive normalization or thresholding, such as the commonly-used cj = exp(˜cj)/[γ+∑ k exp(˜ck)], where γis a positive constant. Writing a valuer using query (or address) q into the memory can be done by updating existing entries: ˜cj = Match( kj,q ) (18) c = Normalize(˜c) (19) vj = Update( r,vj,cj) (20) Function Update(r,v,c ) may be as simple as cr + (1−c)v. 35 If the query is distant from all keys, the memory may allocate a new entry whose key is q and corresponding value is r. The γconstant in the example Normalize function above may serve as a threshold for acceptable key-query divergence. One can view each entry as representing the state of an entity in the world. In the above example of the bottle, the world model may contain keys kbottle,k kitchen,k dining−room respectively representing the bottle, the kitchen and the dining room. The initial value of vbottle encodes its location as “kitchen”, the inital value of vkitchen encodes its content as including the bottle, and the initial value ofvdining−room encodes its content as not including the bottle. After the event, the location and contents are updated. All of these operations can be done in a differentiable manner, and would hence allow to back-propagate gradients through them. 4.10 Data Streams Much knowledge about the world is learnable through pure observation. The laws of mo- tion of physical objects can, in principle, be derived from observation, without a need for intervention. But training a world model efficiently may require more active or “agentive” information gathering. One can list five modes of information gathering with which an agent can learn about how the world works: 1. passive observation: the agent is being fed a sensor stream (e.g. video, audio, etc) 2. active foveation: the agent is being fed a stream within which the focus of attention can be directed without affecting the environment. For example, watching a scene while being able to orient the vision and sound sensors, or being being fed a wide- angle, high resolution video and/or audio stream within which the focus of attention can be directed. 3. passive agency: sensory streams in which another agent acting on the environment is being observed, enabling the inference of causal effects of agent actions on the state of the environment. 4. active egomotion: the agent receives sensory streams from a real or virtual environ- ment within which the position of the sensors can be modified without significantly affecting the environment. This may include steerable active sensors (e.g. range sen- sors, heat sensors, chemical sensors) as well as touch sensors. 5. active agency : sensory streams that are influenced by the agent’s actions. This enables the establishment of causal models in which the agent can learn to predict the consequences of its actions. This mode brings the exploration-exploitation dilemma to the forefront. In a complex environment, it may not be practical to collect enough passive data for the world model to capture a sufficient portion of the environment’s behavior. Mode 2, 4, and 5 allow the agent to collect information that maximizes its understanding of the environ- ment. But to do so may require intrinsic motivation modules that drive attention, curiosity, 36