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1.
Science ; 360(6394): 1204-1210, 2018 Jun 15.
Artigo em Inglês | MEDLINE | ID: mdl-29903970

RESUMO

Scene representation-the process of converting visual sensory data into concise descriptions-is a requirement for intelligent behavior. Recent work has shown that neural networks excel at this task when provided with large, labeled datasets. However, removing the reliance on human labeling remains an important open problem. To this end, we introduce the Generative Query Network (GQN), a framework within which machines learn to represent scenes using only their own sensors. The GQN takes as input images of a scene taken from different viewpoints, constructs an internal representation, and uses this representation to predict the appearance of that scene from previously unobserved viewpoints. The GQN demonstrates representation learning without human labels or domain knowledge, paving the way toward machines that autonomously learn to understand the world around them.


Assuntos
Aprendizado de Máquina , Redes Neurais de Computação , Visão Ocular
2.
Behav Brain Sci ; 40: e255, 2017 01.
Artigo em Inglês | MEDLINE | ID: mdl-29342685

RESUMO

We agree with Lake and colleagues on their list of "key ingredients" for building human-like intelligence, including the idea that model-based reasoning is essential. However, we favor an approach that centers on one additional ingredient: autonomy. In particular, we aim toward agents that can both build and exploit their own internal models, with minimal human hand engineering. We believe an approach centered on autonomous learning has the greatest chance of success as we scale toward real-world complexity, tackling domains for which ready-made formal models are not available. Here, we survey several important examples of the progress that has been made toward building autonomous agents with human-like abilities, and highlight some outstanding challenges.


Assuntos
Aprendizagem , Pensamento , Humanos , Resolução de Problemas
3.
Nature ; 518(7540): 529-33, 2015 Feb 26.
Artigo em Inglês | MEDLINE | ID: mdl-25719670

RESUMO

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.


Assuntos
Inteligência Artificial , Reforço Psicológico , Jogos de Vídeo , Algoritmos , Humanos , Modelos Psicológicos , Redes Neurais de Computação , Recompensa
4.
Neural Comput ; 19(3): 757-79, 2007 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-17298232

RESUMO

In recent years, gradient-based LSTM recurrent neural networks (RNNs) solved many previously RNN-unlearnable tasks. Sometimes, however, gradient information is of little use for training RNNs, due to numerous local minima. For such cases, we present a novel method: EVOlution of systems with LINear Outputs (Evolino). Evolino evolves weights to the nonlinear, hidden nodes of RNNs while computing optimal linear mappings from hidden state to output, using methods such as pseudo-inverse-based linear regression. If we instead use quadratic programming to maximize the margin, we obtain the first evolutionary recurrent support vector machines. We show that Evolino-based LSTM can solve tasks that Echo State nets (Jaeger, 2004a) cannot and achieves higher accuracy in certain continuous function generation tasks than conventional gradient descent RNNs, including gradient-based LSTM.


Assuntos
Inteligência Artificial , Memória , Redes Neurais de Computação , Aprendizagem Seriada/fisiologia , Animais , Humanos , Modelos Neurológicos , Neurônios/fisiologia , Dinâmica não Linear , Processamento de Sinais Assistido por Computador
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