Toward Trustworthy AI Development: Mechanisms for Supporting Verifiable Claims
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Apple Joins Group Devoted to Keeping AI Nice 27 January 2017
Apple joins group devoted to keeping AI nice 27 January 2017 control and end up being detrimental to society. The companies "will conduct research, recommend best practices, and publish research under an open license in areas such as ethics, fairness, and inclusivity; transparency, privacy, and interoperability; collaboration between people and AI systems; and the trustworthiness, reliability, and robustness of the technology," according to a statement. Internet giants have been investing heavily in creating software to help machines think more like people, ideally acting as virtual assistants who get to know users and perhaps even anticipate needs. Apple is the latest tech giant to join the non-profit "Partnership on AI," which will have its inaugural board SpaceX founder and Tesla chief executive Elon meeting in San Francisco on February 3 Musk in 2015 took part in creating nonprofit research company OpenAI devoted to developing artificial intelligence that will help people and not hurt them. A technology industry alliance devoted to making sure smart machines don't turn against humanity Musk found himself in the middle of a technology said Friday that Apple has signed on and will have world controversy by holding firm that AI could turn a seat on the board. on humanity and be its ruin instead of a salvation. Microsoft, Amazon, Google, Facebook, IBM, and A concern expressed by Musk was that highly Google-owned British AI firm DeepMind last year advanced artificial intelligence would be left to its established the non-profit organization, called own devices, or in the hands of a few people, to the "Partnership on AI," which will have its inaugural detriment of civilization as a whole. -
Redesigning AI for Shared Prosperity: an Agenda Executive Summary
Redesigning AI for Shared Prosperity: an Agenda Executive Summary Artificial intelligence is expected to contribute trillions of dollars to the global GDP over the coming decade,1 but these gains may not occur equitably or be shared widely. Today, many communities around the world face persistent underemployment, driven in part by technological advances that have divided workers into cohorts of haves and have nots. If advances in workplace AI continue on their current trajectory, they could accelerate this economic exclusion. Alternatively, as this Agenda outlines, advances in AI could expand access to good jobs for all workers, regardless of their formal education, geographic location, race, ethnicity, gender, or ability. To put AI on this alternate path, Redesigning AI for Shared Prosperity: An Agenda proposes the creation of shared prosperity targets: verifiable criteria the AI industry must meet to support the future of workers. Crucial to the success of these targets will be thoughtful design and proper alignment with the needs of key stakeholders. In service of that, this Agenda compiles critical questions that must be answered for these targets to be implementable and effective. This living document is not a final set of questions, nor a comprehensive literature review of the issue areas covered. Instead, it is an open invitation to contribute answers as well as new questions that will help make AI advancement more likely to support inclusive economic progress and respect human rights. The primary way that people around the world support themselves is through waged work. Consequently, the creation of AI systems that lower labor demand will have a seismic effect, reducing employment and/ or wages while weakening the worker bargaining power that contributes to job quality and security. -
Overview of Artificial Intelligence
Updated October 24, 2017 Overview of Artificial Intelligence The use of artificial intelligence (AI) is growing across a Currently, AI technologies are highly tailored to particular wide range of sectors. Stakeholders and policymakers have applications or tasks, known as narrow (or weak) AI. In called for careful consideration of strategies to influence its contrast, general (or strong) AI refers to intelligent behavior growth, reap predicted benefits, and mitigate potential risks. across a range of cognitive tasks, a capability which is This document provides an overview of AI technologies unlikely to occur for decades, according to most analysts. and applications, recent private and public sector activities, Some researchers also use the term “augmented and selected issues of interest to Congress. intelligence” to capture AI’s various applications in physical and connected systems, such as robotics and the AI Technologies and Applications Internet of Things, and to focus on using AI technologies to Though definitions vary, AI can generally be thought of as enhance human activities rather than to replace them. computerized systems that work and react in ways commonly thought to require intelligence, such as solving In describing the course of AI development, the Defense complex problems in real-world situations. According to Advanced Research Projects Agency (DARPA) has the Association for the Advancement of Artificial identified three “waves.” The first wave focused on Intelligence (AAAI), researchers broadly seek to handcrafted knowledge that allowed for system-enabled understand “the mechanisms underlying thought and reasoning in limited situations, though lacking the ability to intelligent behavior and their embodiment in machines.” learn or address uncertainty, as with many rule-based systems from the 1980s. -
Deepfakes & Disinformation
DEEPFAKES & DISINFORMATION DEEPFAKES & DISINFORMATION Agnieszka M. Walorska ANALYSISANALYSE 2 DEEPFAKES & DISINFORMATION IMPRINT Publisher Friedrich Naumann Foundation for Freedom Karl-Marx-Straße 2 14482 Potsdam Germany /freiheit.org /FriedrichNaumannStiftungFreiheit /FNFreiheit Author Agnieszka M. Walorska Editors International Department Global Themes Unit Friedrich Naumann Foundation for Freedom Concept and layout TroNa GmbH Contact Phone: +49 (0)30 2201 2634 Fax: +49 (0)30 6908 8102 Email: [email protected] As of May 2020 Photo Credits Photomontages © Unsplash.de, © freepik.de, P. 30 © AdobeStock Screenshots P. 16 © https://youtu.be/mSaIrz8lM1U P. 18 © deepnude.to / Agnieszka M. Walorska P. 19 © thispersondoesnotexist.com P. 19 © linkedin.com P. 19 © talktotransformer.com P. 25 © gltr.io P. 26 © twitter.com All other photos © Friedrich Naumann Foundation for Freedom (Germany) P. 31 © Agnieszka M. Walorska Notes on using this publication This publication is an information service of the Friedrich Naumann Foundation for Freedom. The publication is available free of charge and not for sale. It may not be used by parties or election workers during the purpose of election campaigning (Bundestags-, regional and local elections and elections to the European Parliament). Licence Creative Commons (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0 DEEPFAKES & DISINFORMATION DEEPFAKES & DISINFORMATION 3 4 DEEPFAKES & DISINFORMATION CONTENTS Table of contents EXECUTIVE SUMMARY 6 GLOSSARY 8 1.0 STATE OF DEVELOPMENT ARTIFICIAL -
Game Playing with Deep Q-Learning Using Openai Gym
Game Playing with Deep Q-Learning using OpenAI Gym Robert Chuchro Deepak Gupta [email protected] [email protected] Abstract sociated with performing a particular action in a given state. This information is fundamental to any reinforcement learn- Historically, designing game players requires domain- ing problem. specific knowledge of the particular game to be integrated The input to our model will be a sequence of pixel im- into the model for the game playing program. This leads ages as arrays (Width x Height x 3) generated by a particular to a program that can only learn to play a single particu- OpenAI Gym environment. We then use a Deep Q-Network lar game successfully. In this project, we explore the use of to output a action from the action space of the game. The general AI techniques, namely reinforcement learning and output that the model will learn is an action from the envi- neural networks, in order to architect a model which can ronments action space in order to maximize future reward be trained on more than one game. Our goal is to progress from a given state. In this paper, we explore using a neural from a simple convolutional neural network with a couple network with multiple convolutional layers as our model. fully connected layers, to experimenting with more complex additions, such as deeper layers or recurrent neural net- 2. Related Work works. The best known success story of classical reinforcement learning is TD-gammon, a backgammon playing program 1. Introduction which learned entirely by reinforcement learning [6]. TD- gammon used a model-free reinforcement learning algo- Game playing has recently emerged as a popular play- rithm similar to Q-learning. -
Reinforcement Learning with Tensorflow&Openai
Lecture 1: Introduction Reinforcement Learning with TensorFlow&OpenAI Gym Sung Kim <[email protected]> http://angelpawstherapy.org/positive-reinforcement-dog-training.html Nature of Learning • We learn from past experiences. - When an infant plays, waves its arms, or looks about, it has no explicit teacher - But it does have direct interaction to its environment. • Years of positive compliments as well as negative criticism have all helped shape who we are today. • Reinforcement learning: computational approach to learning from interaction. Richard Sutton and Andrew Barto, Reinforcement Learning: An Introduction Nishant Shukla , Machine Learning with TensorFlow Reinforcement Learning https://www.cs.utexas.edu/~eladlieb/RLRG.html Machine Learning, Tom Mitchell, 1997 Atari Breakout Game (2013, 2015) Atari Games Nature : Human-level control through deep reinforcement learning Human-level control through deep reinforcement learning, Nature http://www.nature.com/nature/journal/v518/n7540/full/nature14236.html Figure courtesy of Mnih et al. "Human-level control through deep reinforcement learning”, Nature 26 Feb. 2015 https://deepmind.com/blog/deep-reinforcement-learning/ https://deepmind.com/applied/deepmind-for-google/ Reinforcement Learning Applications • Robotics: torque at joints • Business operations - Inventory management: how much to purchase of inventory, spare parts - Resource allocation: e.g. in call center, who to service first • Finance: Investment decisions, portfolio design • E-commerce/media - What content to present to users (using click-through / visit time as reward) - What ads to present to users (avoiding ad fatigue) Audience • Want to understand basic reinforcement learning (RL) • No/weak math/computer science background - Q = r + Q • Want to use RL as black-box with basic understanding • Want to use TensorFlow and Python (optional labs) Schedule 1. -
Latest Snapshot.” to Modify an Algo So It Does Produce Multiple Snapshots, find the Following Line (Which Is Present in All of the Algorithms)
Spinning Up Documentation Release Joshua Achiam Feb 07, 2020 User Documentation 1 Introduction 3 1.1 What This Is...............................................3 1.2 Why We Built This............................................4 1.3 How This Serves Our Mission......................................4 1.4 Code Design Philosophy.........................................5 1.5 Long-Term Support and Support History................................5 2 Installation 7 2.1 Installing Python.............................................8 2.2 Installing OpenMPI...........................................8 2.3 Installing Spinning Up..........................................8 2.4 Check Your Install............................................9 2.5 Installing MuJoCo (Optional)......................................9 3 Algorithms 11 3.1 What’s Included............................................. 11 3.2 Why These Algorithms?......................................... 12 3.3 Code Format............................................... 12 4 Running Experiments 15 4.1 Launching from the Command Line................................... 16 4.2 Launching from Scripts......................................... 20 5 Experiment Outputs 23 5.1 Algorithm Outputs............................................ 24 5.2 Save Directory Location......................................... 26 5.3 Loading and Running Trained Policies................................. 26 6 Plotting Results 29 7 Part 1: Key Concepts in RL 31 7.1 What Can RL Do?............................................ 31 7.2 -
ELF Opengo: an Analysis and Open Reimplementation of Alphazero
ELF OpenGo: An Analysis and Open Reimplementation of AlphaZero Yuandong Tian 1 Jerry Ma * 1 Qucheng Gong * 1 Shubho Sengupta * 1 Zhuoyuan Chen 1 James Pinkerton 1 C. Lawrence Zitnick 1 Abstract However, these advances in playing ability come at signifi- The AlphaGo, AlphaGo Zero, and AlphaZero cant computational expense. A single training run requires series of algorithms are remarkable demonstra- millions of selfplay games and days of training on thousands tions of deep reinforcement learning’s capabili- of TPUs, which is an unattainable level of compute for the ties, achieving superhuman performance in the majority of the research community. When combined with complex game of Go with progressively increas- the unavailability of code and models, the result is that the ing autonomy. However, many obstacles remain approach is very difficult, if not impossible, to reproduce, in the understanding of and usability of these study, improve upon, and extend. promising approaches by the research commu- In this paper, we propose ELF OpenGo, an open-source nity. Toward elucidating unresolved mysteries reimplementation of the AlphaZero (Silver et al., 2018) and facilitating future research, we propose ELF algorithm for the game of Go. We then apply ELF OpenGo OpenGo, an open-source reimplementation of the toward the following three additional contributions. AlphaZero algorithm. ELF OpenGo is the first open-source Go AI to convincingly demonstrate First, we train a superhuman model for ELF OpenGo. Af- superhuman performance with a perfect (20:0) ter running our AlphaZero-style training software on 2,000 record against global top professionals. We ap- GPUs for 9 days, our 20-block model has achieved super- ply ELF OpenGo to conduct extensive ablation human performance that is arguably comparable to the 20- studies, and to identify and analyze numerous in- block models described in Silver et al.(2017) and Silver teresting phenomena in both the model training et al.(2018). -
Applying Deep Double Q-Learning and Monte Carlo Tree Search to Playing Go
CS221 FINAL PAPER 1 Applying Deep Double Q-Learning and Monte Carlo Tree Search to Playing Go Booher, Jonathan [email protected] De Alba, Enrique [email protected] Kannan, Nithin [email protected] I. INTRODUCTION the current position. By sampling states from the self play OR our project we replicate many of the methods games along with their respective rewards, the researchers F used in AlphaGo Zero to make an optimal Go player; were able to train a binary classifier to predict the outcome of a however, we modified the learning paradigm to a version of game with a certain confidence. Then based on the confidence Deep Q-Learning which we believe would result in better measures, the optimal move was taken. generalization of the network to novel positions. We depart from this method of training and use Deep The modification of Deep Q-Learning that we use is Double Q-Learning instead. We use the same concept of called Deep Double Q-Learning and will be described later. sampling states and their rewards from the games of self play, The evaluation metric for the success of our agent is the but instead of feeding this information to a binary classifier, percentage of games that are won against our Oracle, a we feed the information to a modified Q-Learning formula, Go-playing bot available in the OpenAI Gym. Since we are which we present shortly. implementing a version of reinforcement learning, there is no data that we will need other than the simulator. By training III. CHALLENGES on the games that are generated from self-play, our player The main challenge we faced was the computational com- will output a policy that is learned at the end of training by plexity of the game of Go. -
AI in Focus - Fundamental Artificial Intelligence and Video Games
AI in Focus - Fundamental Artificial Intelligence and Video Games April 5, 2019 By Isi Caulder and Lawrence Yu Patent filings for fundamental artificial intelligence (AI) technologies continue to rise. Led by a number of high profile technology companies, including IBM, Google, Amazon, Microsoft, Samsung, and AT&T, patent applications directed to fundamental AI technologies, such as machine learning, neural networks, natural language processing, speech processing, expert systems, robotic and machine vision, are being filed and issued in ever-increasing numbers.[1] In turn, these fundamental AI technologies are being applied to address problems in industries such as healthcare, manufacturing, and transportation. A somewhat unexpected source of fundamental AI technology development has been occurring in the field of video games. Traditional board games have long been a subject of study for AI research. In the 1990’s, IBM created an AI for playing chess, Deep Blue, which was able to defeat top-caliber human players using brute force algorithms.[2] More recently, machine learning algorithms have been developed for more complex board games, which include a larger breadth of possible moves. For example, DeepMind (since acquired by Google), recently developed the first AI capable of defeating professional Go players, AlphaGo.[3] Video games have recently garnered the interest of researchers, due to their closer similarity to the “messiness” and “continuousness” of the real world. In contrast to board games, video games typically include a greater -
Artificial Intelligence the Next Digital Frontier?
ARTIFICIAL INTELLIGENCE THE NEXT DIGITAL FRONTIER? DISCUSSION PAPER JUNE 2017 Jacques Bughin | Brussels Eric Hazan | Paris Sree Ramaswamy | Washington, DC Michael Chui | San Francisco Tera Allas | London Peter Dahlström | London Nicolaus Henke | London Monica Trench | London Since its founding in 1990, the McKinsey Global Institute (MGI) has sought to develop a deeper understanding of the evolving global economy. As the business and economics research arm of McKinsey & Company, MGI aims to provide leaders in the commercial, public, and social sectors with the facts and insights on which to base management and policy decisions. The Lauder Institute at the University of Pennsylvania ranked MGI the world’s number-one private-sector think tank in its 2016 Global Think Tank Index for the second consecutive year. MGI research combines the disciplines of economics and management, employing the analytical tools of economics with the insights of business leaders. Our “micro-to-macro” methodology examines microeconomic industry trends to better understand the broad macroeconomic forces affecting business strategy and public policy. MGI’s in-depth reports have covered more than 20 countries and 30 industries. Current research focuses on six themes: productivity and growth, natural resources, labor markets, the evolution of global financial markets, the economic impact of technology and innovation, and urbanization. Recent reports have assessed the economic benefits of tackling gender inequality, a new era of global competition, Chinese innovation, and digital globalization. MGI is led by four McKinsey and Company senior partners: Jacques Bughin, James Manyika, Jonathan Woetzel, and Frank Mattern, MGI’s chairman. Michael Chui, Susan Lund, Anu Madgavkar, Sree Ramaswamy, and Jaana Remes serve as MGI partners. -
Towards Russian Text Generation Problem Using Openai's GPT-2
Towards Russian Text Generation Problem Using OpenAI’s GPT-2 Oleksii Shatalov, Nataliya Ryabova National University of Radio Electronics, Nauky av., 14, Kharkiv, 61000, Ukraine Abstract This work is devoted to Natural Language Generation (NLG) problem. The modern approaches in this area based on deep neural networks are considered. The most famous and promising deep neural network architectures that are related to this problem are considered, in particular, the most popular free software solutions for NLG based on Transformers architecture with pre-trained deep neural network models GPT-2 and BERT. The main problem is that the main part of already existing solutions is devoted to the English language. But there are few models that are able to generate text in Russian. Moreover, the text they generate often belongs to a general topic and not about a specific subject area. The object of the study is the generation of a contextually coherent narrow-profile text in Russian. Within the framework of the study, a model was trained for generating coherent articles of a given subject area in Russian, as well as a software application for interacting with it. Keywords 1 Natural Language Generation, Natural Language Processing, Transformers Architecture, Deep Learning, Transfer Learning, GPT-2 1. Introduction The current rate of growth of content is so great that organizations are beginning to fail to keep up with their own set of speeds. Editors and copywriters do not have time to create new texts from scratch, think over ideas for new publications so that they are original. Hiring a large staff of additional staff can significantly increase the costs of the company, which will lead to lower profits.