I think that “don’t kill humans” can’t chain into itself because there’s not a real reason for its action-bids to systematically lead to future scenarios where it again influences logits and gets further reinforced, whereas “drink juice” does have this property.
I’m trying to understand why the juice shard has this propety. Which of these (if any) are the the explanation for this:
Bigger juice shards will bid on actions which will lead to juice multiple times over time, as it pushes the agent towards juice from quite far away (both temporally and spatially), and hence will be strongly reinforcement when the reward comes, even though it’s only a single reinforcement event (actually getting the juice).
Juice will be acquired more with stronger juice shards, leading to a kind of virtuous cycle, assuming that getting juice is always positive reward (or positive advantage/reinforcement, to avoid zero-point issues)
The first seems at least plausibly to also to apply to “avoid moldy food”, if it requires multiple steps of planning to avoid moldy food (throwing out moldy food, buying fresh ingredients and then cooking them, etc.)
The second does seem to be more specific to juice than mold, but it seems to me that’s because getting juice is rare, and is something we can better and better at, whereas avoiding moldy food is something that’s fairly easy to learn, and past that there’s not much reinforcement to happen. If that’s the case, then I kind of see that as being covered by the rare-states explanation in my previous comment, or maybe an extension of that to “rare states and skills in which improvement leads to more reward”.
Having just read tailcalled comment, I think that is in some sense another of phasing what I was trying to say, where rare (but not too rare) states are likely to mean that policy-caused variance is high on those decisions. Probably policy-caused variance is more fundamental/closer as an explanation to what’s actually happening in the learning process, but maybe states of certain rarity which are high-reward/reinforcement is one possibly environmental feature that produces policy-caused variance.
I’m trying to understand why the juice shard has this propety. Which of these (if any) are the the explanation for this:
Bigger juice shards will bid on actions which will lead to juice multiple times over time, as it pushes the agent towards juice from quite far away (both temporally and spatially), and hence will be strongly reinforcement when the reward comes, even though it’s only a single reinforcement event (actually getting the juice).
Juice will be acquired more with stronger juice shards, leading to a kind of virtuous cycle, assuming that getting juice is always positive reward (or positive advantage/reinforcement, to avoid zero-point issues)
The first seems at least plausibly to also to apply to “avoid moldy food”, if it requires multiple steps of planning to avoid moldy food (throwing out moldy food, buying fresh ingredients and then cooking them, etc.)
The second does seem to be more specific to juice than mold, but it seems to me that’s because getting juice is rare, and is something we can better and better at, whereas avoiding moldy food is something that’s fairly easy to learn, and past that there’s not much reinforcement to happen. If that’s the case, then I kind of see that as being covered by the rare-states explanation in my previous comment, or maybe an extension of that to “rare states and skills in which improvement leads to more reward”.
Having just read tailcalled comment, I think that is in some sense another of phasing what I was trying to say, where rare (but not too rare) states are likely to mean that policy-caused variance is high on those decisions. Probably policy-caused variance is more fundamental/closer as an explanation to what’s actually happening in the learning process, but maybe states of certain rarity which are high-reward/reinforcement is one possibly environmental feature that produces policy-caused variance.