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1.
Nature ; 618(7964): 257-263, 2023 Jun.
Article En | MEDLINE | ID: mdl-37286649

Fundamental algorithms such as sorting or hashing are used trillions of times on any given day1. As demand for computation grows, it has become critical for these algorithms to be as performant as possible. Whereas remarkable progress has been achieved in the past2, making further improvements on the efficiency of these routines has proved challenging for both human scientists and computational approaches. Here we show how artificial intelligence can go beyond the current state of the art by discovering hitherto unknown routines. To realize this, we formulated the task of finding a better sorting routine as a single-player game. We then trained a new deep reinforcement learning agent, AlphaDev, to play this game. AlphaDev discovered small sorting algorithms from scratch that outperformed previously known human benchmarks. These algorithms have been integrated into the LLVM standard C++ sort library3. This change to this part of the sort library represents the replacement of a component with an algorithm that has been automatically discovered using reinforcement learning. We also present results in extra domains, showcasing the generality of the approach.

2.
Nature ; 602(7897): 414-419, 2022 02.
Article En | MEDLINE | ID: mdl-35173339

Nuclear fusion using magnetic confinement, in particular in the tokamak configuration, is a promising path towards sustainable energy. A core challenge is to shape and maintain a high-temperature plasma within the tokamak vessel. This requires high-dimensional, high-frequency, closed-loop control using magnetic actuator coils, further complicated by the diverse requirements across a wide range of plasma configurations. In this work, we introduce a previously undescribed architecture for tokamak magnetic controller design that autonomously learns to command the full set of control coils. This architecture meets control objectives specified at a high level, at the same time satisfying physical and operational constraints. This approach has unprecedented flexibility and generality in problem specification and yields a notable reduction in design effort to produce new plasma configurations. We successfully produce and control a diverse set of plasma configurations on the Tokamak à Configuration Variable1,2, including elongated, conventional shapes, as well as advanced configurations, such as negative triangularity and 'snowflake' configurations. Our approach achieves accurate tracking of the location, current and shape for these configurations. We also demonstrate sustained 'droplets' on TCV, in which two separate plasmas are maintained simultaneously within the vessel. This represents a notable advance for tokamak feedback control, showing the potential of reinforcement learning to accelerate research in the fusion domain, and is one of the most challenging real-world systems to which reinforcement learning has been applied.

3.
PLoS Comput Biol ; 12(8): e1005054, 2016 08.
Article En | MEDLINE | ID: mdl-27509295

Driven by clinical needs and progress in neurotechnology, targeted interaction with neuronal networks is of increasing importance. Yet, the dynamics of interaction between intrinsic ongoing activity in neuronal networks and their response to stimulation is unknown. Nonetheless, electrical stimulation of the brain is increasingly explored as a therapeutic strategy and as a means to artificially inject information into neural circuits. Strategies using regular or event-triggered fixed stimuli discount the influence of ongoing neuronal activity on the stimulation outcome and are therefore not optimal to induce specific responses reliably. Yet, without suitable mechanistic models, it is hardly possible to optimize such interactions, in particular when desired response features are network-dependent and are initially unknown. In this proof-of-principle study, we present an experimental paradigm using reinforcement-learning (RL) to optimize stimulus settings autonomously and evaluate the learned control strategy using phenomenological models. We asked how to (1) capture the interaction of ongoing network activity, electrical stimulation and evoked responses in a quantifiable 'state' to formulate a well-posed control problem, (2) find the optimal state for stimulation, and (3) evaluate the quality of the solution found. Electrical stimulation of generic neuronal networks grown from rat cortical tissue in vitro evoked bursts of action potentials (responses). We show that the dynamic interplay of their magnitudes and the probability to be intercepted by spontaneous events defines a trade-off scenario with a network-specific unique optimal latency maximizing stimulus efficacy. An RL controller was set to find this optimum autonomously. Across networks, stimulation efficacy increased in 90% of the sessions after learning and learned latencies strongly agreed with those predicted from open-loop experiments. Our results show that autonomous techniques can exploit quantitative relationships underlying activity-response interaction in biological neuronal networks to choose optimal actions. Simple phenomenological models can be useful to validate the quality of the resulting controllers.


Brain , Electric Stimulation , Models, Neurological , Nerve Net , Animals , Brain/physiology , Brain/radiation effects , Computational Biology , Machine Learning , Nerve Net/physiology , Nerve Net/radiation effects , Rats
4.
IEEE Trans Pattern Anal Mach Intell ; 38(9): 1734-47, 2016 09.
Article En | MEDLINE | ID: mdl-26540673

Deep convolutional networks have proven to be very successful in learning task specific features that allow for unprecedented performance on various computer vision tasks. Training of such networks follows mostly the supervised learning paradigm, where sufficiently many input-output pairs are required for training. Acquisition of large training sets is one of the key challenges, when approaching a new task. In this paper, we aim for generic feature learning and present an approach for training a convolutional network using only unlabeled data. To this end, we train the network to discriminate between a set of surrogate classes. Each surrogate class is formed by applying a variety of transformations to a randomly sampled 'seed' image patch. In contrast to supervised network training, the resulting feature representation is not class specific. It rather provides robustness to the transformations that have been applied during training. This generic feature representation allows for classification results that outperform the state of the art for unsupervised learning on several popular datasets (STL-10, CIFAR-10, Caltech-101, Caltech-256). While features learned with our approach cannot compete with class specific features from supervised training on a classification task, we show that they are advantageous on geometric matching problems, where they also outperform the SIFT descriptor.

5.
Nature ; 518(7540): 529-33, 2015 Feb 26.
Article En | MEDLINE | ID: mdl-25719670

The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.


Artificial Intelligence , Reinforcement, Psychology , Video Games , Algorithms , Humans , Models, Psychological , Neural Networks, Computer , Reward
6.
Front Psychol ; 4: 739, 2013.
Article En | MEDLINE | ID: mdl-24137146

A common assumption in psychology, economics, and other fields holds that higher performance will result if extrinsic rewards (such as money) are offered as an incentive. While this principle seems to work well for tasks that require the execution of the same sequence of steps over and over, with little uncertainty about the process, in other cases, especially where creative problem solving is required due to the difficulty in finding the optimal sequence of actions, external rewards can actually be detrimental to task performance. Furthermore, they have the potential to undermine intrinsic motivation to do an otherwise interesting activity. In this work, we extend a computational model of the dorsomedial and dorsolateral striatal reinforcement learning systems to account for the effects of extrinsic and intrinsic rewards. The model assumes that the brain employs both a goal-directed and a habitual learning system, and competition between both is based on the trade-off between the cost of the reasoning process and value of information. The goal-directed system elicits internal rewards when its models of the environment improve, while the habitual system, being model-free, does not. Our results account for the phenomena that initial extrinsic reward leads to reduced activity after extinction compared to the case without any initial extrinsic rewards, and that performance in complex task settings drops when higher external rewards are promised. We also test the hypothesis that external rewards bias the competition in favor of the computationally efficient, but cruder and less flexible habitual system, which can negatively influence intrinsic motivation and task performance in the class of tasks we consider.

7.
Biol Cybern ; 100(1): 59-79, 2009 Jan.
Article En | MEDLINE | ID: mdl-19089445

We propose a conceptual framework for artificial object recognition systems based on findings from neurophysiological and neuropsychological research on the visual system in primate cortex. We identify some essential questions, which have to be addressed in the course of designing object recognition systems. As answers, we review some major aspects of biological object recognition, which are then translated into the technical field of computer vision. The key suggestions are the use of incremental and view-based approaches together with the ability of online feature selection and the interconnection of object-views to form an overall object representation. The effectiveness of the computational approach is estimated by testing a possible realization in various tasks and conditions explicitly designed to allow for a direct comparison with the biological counterpart. The results exhibit excellent performance with regard to recognition accuracy, the creation of sparse models and the selection of appropriate features.


Models, Neurological , Pattern Recognition, Automated/methods , Pattern Recognition, Visual/physiology , Animals , Humans , Learning/physiology , Mathematics , Semantics
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