Dmytry comments on Complexity based moral values. - Less Wrong

-6 Post author: Dmytry 06 April 2012 05:09PM

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Comment author: Dmytry 06 April 2012 05:30:36PM *  0 points [-]

I don't like EY's posts about AI. He's not immune to the sunk cost fallacy, and the worst form of sunk cost fallacy when one denies outright (with long handwave) any possibility of a better solution, having sunk the cost into the worse one.

Ultimately, if the laws of physics are simple, he's just flat out factually wrong that morality doesn't arise from simple rules. His morality arose from those laws of physics, and in so much as he's not a Boltzmann's brain, his values aren't incredibly atypical.

edit: To address it further. He does raise a valid point that there is no simple rule. The complexity metrics though are by no means a simple 'rule', they are in-computable and thus aren't even a rule.

Comment author: ArisKatsaris 06 April 2012 05:48:16PM *  4 points [-]

His morality arose from those laws of physics

Plus the process of a few hundred million years of evolutionary pressures.

Do you think simulating those years and extrapolating the derived values from that simulation is clearly easier and simpler than extrapolating the values from e.g. a study of human neural scans/human biochemistry/human psychology?

Comment author: David_Gerard 06 April 2012 10:21:34PM 2 points [-]

Do you think simulating those years and extrapolating the derived values from that simulation is clearly easier and simpler than extrapolating the values from e.g. a study of human neural scans/human biochemistry/human psychology?

It's not clear to me how the second is obviously easier. How would you even do that? Are there simple examples of doing this that would help me understand what "extrapolating human values from a study of human neural scans" would entail?

Comment author: Dmytry 06 April 2012 06:25:34PM *  1 point [-]

One could e.g. run a sim of bounded intelligence agents competing with each other for resources, then pick the best one, that will implement the tit for tat and more complex solutions that work. It was already the case that for iterated prisoner's dilemma there wasn't some enormous number of amoral solutions, to the much surprise of AI researchers of the time who wasted their efforts trying to make some sort of nasty sneaky Machiavellian AI.

edit: anyhow i digress. The point is that when something is derivable via simple rules (even if impractical), like laws of physics, that should enormously boost the likehood that it is derivable in some more practical way.

Comment author: faul_sname 06 April 2012 08:34:03PM *  0 points [-]

Would "yes" be an acceptable answer? It probably is harder to run the simulations, but it's worth a shot at uncovering some simple cases where different starting conditions converge on the same moral/decision making system.

Comment author: cousin_it 06 April 2012 05:55:55PM *  5 points [-]

Physics can contain objects whose complexity is much higher than that of physics. Do you have a strong argument why randomness didn't make a big contribution to human morality?

Comment author: Dmytry 06 April 2012 06:05:18PM *  1 point [-]

Well, suppose I were to make just the rough evolution sim, given really powerful computer. Even if it evolves society with principles we can deem moral once in a trillion societies - which is probably way low given that much of our principles are game theoretic - that just adds 40 bits to description for indexing those sims. edit: and the idea of the evolution sim doesn't really have such a huge complexity; any particular evolution sim does, but we don't care which evolution simulator we are working with; we don't need the bits for picking one specific one, just the bits for picking a working one.

Comment author: cousin_it 06 April 2012 06:24:07PM *  2 points [-]

Game-theoretic principles might be simple enough, but the utility function of a FAI building a good future for humanity probably needs to encode other information too, like cues for tasty food or sexual attractiveness. I don't know any good argument why this sort of information should have low complexity.

Comment author: Dmytry 06 April 2012 06:29:41PM *  1 point [-]

You may be over-fitting there. The FAI could let people decide what they want when it comes to food and attractiveness. Actually it better would, or i'd be having some serious regrets about this FAI.

Comment author: cousin_it 06 April 2012 06:39:27PM *  1 point [-]

That's reasonable, but to let people decide, the FAI needs to recognize people, which also seems to require complexity...

Comment author: faul_sname 06 April 2012 08:31:50PM 1 point [-]

If your biggest problem is on the order of recognizing people, the problem of FAI becomes much, much easier.

Comment author: Dmytry 06 April 2012 06:47:21PM *  0 points [-]

Well, and the uFAI needs to know what "paperclips or something" means (or a real world goal at all). Obstacle faced by all contestants in the race. We humans learn what is other people and what isn't. (Or have evolved it, doesn't matter)

Comment author: endoself 06 April 2012 07:15:00PM 2 points [-]

If you get paperclips slightly wrong, you get something equally bad (staples is the usual example, but the point is that any slight difference is about equally bad), but if you get FAI slightly wrong, you don't get something equally good. This breaks the symmetry.

Comment author: Dmytry 06 April 2012 07:17:17PM *  0 points [-]

I think if you get paperclips slightly wrong, you get a crash of some kind. If I get a ray-tracer slightly wrong, it doesn't trace electrons instead of photons.

edit: To clarify. It's about definition of person vs definition of paperclip. You need a very broad definition of person for FAI, so that it won't misidentify a person as non-person (misidentifying dolphins as persons won't be a big problem), and you need a very narrow definition of paperclip for uFAI, so that a person holding two papers together is not a paperclip. It's not always intuitive how broad definitions compare to narrow in difficulty, but it is worth noting that it is ridiculously hard to define paperclip making so that a Soviet factory anxious to maximize the paperclips would make anything at all, while it wasn't particularly difficult to define what a person is (or to define what 'money' are so that capitalist paperclip factory would make paperclips to maximize profit).

Comment author: cousin_it 06 April 2012 06:54:03PM *  1 point [-]

I agree that paperclips could also turn out to be pretty complex.

Comment author: othercriteria 06 April 2012 07:51:03PM 0 points [-]

I don't think "paperclip maximizer" is taken as a complete declarative specification of what a paperclip maximizer is, let alone what it understands itself to be.

I imagine the setup is something like this. An AI has been created by some unspecified (and irrelevant) process and is now doing things to its (and our) immediate environment. We look at the things it has done and anthropomorphize it, saying "it's trying to maximize the quantity of paperclips in the universe". Obviously, almost every word in that description is problematic.

But the point is that the AI doesn't need to know what "paperclips or something" means. We're the ones who notice that the world is much more filled with paperclips after the AI got switched on.

This scenario is invariant under replacing "paperclips" with some arbitrary "X", I guess under the restriction that X is roughly at the scale (temporal, spatial, conceptual) of human experience. Picking paperclips, I assume, is just a rhetorical choice.

Comment author: Dmytry 06 April 2012 08:06:07PM *  0 points [-]

Well, I agree. That goes also for the what ever process determines something to be person. The difference is that the FAI doesn't have to create persons; it's definition doesn't need to process correctly things from the enormous space of possible things that can be or not be persons. It can have very broad definition that will include dolphins, and it will still be OK.

The intelligence, to some extent, is self defeating when finding a way to make something real; the easiest Y that is inside set X should be picked, by design, as instrumental to making more of some kind of X.

I.e. you define X to be something to hold papers together, the AI thinks and thinks and sees that a single atom, under some circumstances common in the universe (very far away in space), can hold the papers together; it finds the Kasimir effect which makes a vacuum able to hold two conductive papers together; and so on. The X has to be resistant against such brute forcing for the optimum solution.

Whenever the AI can come up with some real world manufacturing goal that it can't defeat in such a fashion, well, that's open to debate. Incomputable things seem hard to defeat.

edit: Actually. Would you consider a case of a fairly stupid nano-manufacturing AI destroying us, and itself, with gray goo, an unfriendly AI? That seems to be a particularly simple failure mode for self improving system, FAI or UFAI, under bounded computational power.And a failure mode for likely non-general AIs, as we are likely to employ such AIs to work on biotechnology and nanotechnology.

Comment author: othercriteria 06 April 2012 08:33:28PM 0 points [-]

It doesn't sound like you are agreeing with me. I didn't make any assumptions about what the AI wants or whether its instrumental goals can be isolated. All I supposed was that the AI was doing something. I particularly didn't assume that the AI is at all concerned with what we think it is maximizing, namely, X.

As for the grey goo scenario, I think that an AI that caused the destruction of humanity not being called unfriendly would indicate a incorrect definition of at least one of "AI", "humanity", or "unfriendly" ("caused" too, I guess).

Comment author: Will_Newsome 17 April 2012 02:45:38PM *  -1 points [-]

Randomness is Chaitin's omega is God implies stochasticity (mixed Strategies) implies winning in the limit due to hypercomputational advantages universally if not necessarily contingently. Hence randomness isn't at odds as such with morality. Maybe Schmidhuber's ideas about super-omegas are relevant. Doubt it.

Comment author: Vaniver 06 April 2012 05:45:53PM 1 point [-]

You may want to check out this post instead; it seems like a much closer response to the ideas in your post.

Comment author: Dmytry 06 April 2012 06:19:54PM *  1 point [-]

I'm not proposing the AI, I'm noting that the humans seem to use some intuitive notion of complexity to decide what they like. edit: also had the Eliezer ever written a Rubik cube solving AI? Or anything even remotely equal? Easy to pontificate how other people think wrong when you aren't having to solve anything. The way engineers think, it works for making me a car. The way Eliezer thinks, that works for making him an atheist. Big difference. (I am atheist too, so not a religious stab, and I like Eliezer's sequences, it's just that problem solving is something we are barely at all capable of, and adding any extra crap to shoot down the lines of thought which may in fact work does not help you any)

edit: also, the solution: you just do hill climbing with n-move look ahead. As a pre-processing step you may search for sequences that climb the hill out of any condition. It's a very general problem solving method, hill climbing with move look-ahead. If you want the AI to invent hill climbing, well I know of one example, evolution, and this one does increase some kind of complexity on the line that is leading up to mankind, who invents better hill climbing, even though complexity is not the best solution to 'reproducing the most'. If the point is making the AI that comes up with the very goal of solving Rubik's cube, that gets into the AGI land, but using the cube for improving own problem solving skill is the way it is for us. I like to solve cube into some pattern. An alien may not care into what pattern to solve the cube, just as long as he pre-commits on something random, and its reachable.