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Extraction Summary

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Document Information

Type: Exceprt from a book or report on artificial intelligence history and methodology
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Summary

This document discusses the history and mechanics of AI learning methods, specifically focusing on "bottom-up deep learning" and "reinforcement learning." It references historical figures like B.F. Skinner and modern achievements by Google's DeepMind, such as AlphaZero and Atari game playing, to illustrate how computers detect patterns and learn through reward systems.

People (2)

Name Role Context
B. F. Skinner
John Watson

Organizations (3)

Name Type Context
Google
DeepMind
House Oversight

Timeline (2 events)

1980s revival of connectionist architecture
1950s B.F. Skinner pigeon experiments

Relationships (3)

Key Quotes (3)

"But there is nothing profoundly new about the methods themselves."
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"The essential idea was that actions that were rewarded would be repeated and those that were punished would not, until the desired behavior was achieved."
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"Computers are designed to perform simple operations over and over on a scale that dwarfs human imagination"
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Quote #3

Full Extracted Text

Complete text extracted from the document (3,486 characters)

In computer terms, I started out with a “generative model” that includes abstract concepts like greed and deception and describes the process that produces email scams. That lets me recognize the classic Nigerian email spam, but it also lets me imagine many different kinds of possible spam. When I get the journal email, I can work backward: “This seems like just the kind of mail that would come out of a spam-generating process.”
The new excitement about AI comes because AI researchers have recently produced powerful and effective versions of both these learning methods. But there is nothing profoundly new about the methods themselves.
Bottom-up Deep Learning
In the 1980s, computer scientists devised an ingenious way to get computers to detect patterns in data: connectionist, or neural-network, architecture (the “neural” part was, and still is, metaphorical). The approach fell into the doldrums in the ’90s but has recently been revived with powerful “deep-learning” methods like Google’s DeepMind.
For example, you can give a deep-learning program a bunch of Internet images labeled “cat,” others labeled “house,” and so on. The program can detect the patterns differentiating the two sets of images and use that information to label new images correctly. Some kinds of machine learning, called unsupervised learning, can detect patterns in data with no labels at all; they simply look for clusters of features—what scientists call a factor analysis. In the deep-learning machines, these processes are repeated at different levels. Some programs can even discover relevant features from the raw data of pixels or sounds; the computer might begin by detecting the patterns in the raw image that correspond to edges and lines and then find the patterns in those patterns that correspond to faces, and so on.
Another bottom-up technique with a long history is reinforcement learning. In the 1950s, B. F. Skinner, building on the work of John Watson, famously programmed pigeons to perform elaborate actions—even guiding air-launched missiles to their targets (a disturbing echo of recent AI) by giving them a particular schedule of rewards and punishments. The essential idea was that actions that were rewarded would be repeated and those that were punished would not, until the desired behavior was achieved. Even in Skinner’s day, this simple process, repeated over and over, could lead to complex behavior. Computers are designed to perform simple operations over and over on a scale that dwarfs human imagination, and computational systems can learn remarkably complex skills in this way.
For example, researchers at Google’s DeepMind used a combination of deep learning and reinforcement learning to teach a computer to play Atari video games. The computer knew nothing about how the games worked. It began by acting randomly and got information only about what the screen looked like at each moment and how well it had scored. Deep learning helped interpret the features on the screen, and reinforcement learning rewarded the system for higher scores. The computer got very good at playing several of the games, but it also completely bombed on others just as easy for humans to master.
A similar combination of deep learning and reinforcement learning has enabled the success of DeepMind’s AlphaZero, a program that managed to beat human players at both chess and Go, equipped only with a basic knowledge of the rules of the game and
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