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While harmless and amusing in the context of a video game, this kind of behavior points to a more general issue with reinforcement learning: it is often difficult or infeasible to capture exactly what we want an agent to do, and as a result we frequently end up using imperfect but easily measured proxies. Often this works well, but sometimes it leads to undesired or even dangerous actions. More broadly it contravenes the basic engineering principle that systems should be reliable and predictable. We’ve also explored this issue at greater length in our research paper Concrete Problems on AI Safety.
How can we avoid such problems? Aside from being careful about designing reward functions, several research directions OpenAI is exploring may help to reduce cases of misspecified rewards:
These methods may have their own shortcomings. For example, transfer learning involves extrapolating a reward function for a new environment based on reward functions from many similar environments. This extrapolation could itself be faulty—for example, an agent trained on many racing video games where driving off the road has a small penalty, might incorrectly conclude that driving off the road in a new, higher stakes setting is not a big deal. More subtly, if the reward extrapolation process involves neural networks, adversarial examples(opens in a new window) in that network could lead a reward function that has “unnatural” regions of high reward that do not correspond to any reasonable real-world goal.
Solving these issues will be complex. Our hope is that Universe will enable us to both discover and address new failure modes at a rapid pace, and eventually to develop systems whose behavior we can be truly confident in.
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