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認知科学からの視点:満足化によるエミュレーションと,判定問題としての強化学習 - Shibuya Synapse 3 - 2018 06Jun 23 Sat - CompCogSci and RL
Tatz Takahashi
June 23, 2018
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ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) Shibuya Synapse #3
- ݱࡏͷڧԽֶशʹԿ͕Γͳ͍ͷ͔ʁ 2018-06-23 Sat ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 1 / 23 -
Outline 1 ͡Ίʹ 2 ࠷ۙͷٞ 3 ڧԽֶशʹ͓͚ΔຬԽ 4 ଟόϯσΟ οτ
5 ٞ 6 ݶఆ߹ཧੑ 7 ·ͱΊ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 2 / 23 -
͡Ίʹ ೝՊֶ (Cognitive Science) ৺Λใॲཧػցͱݟͳ͠ɺͦͷใදݱ (representation; data structure) ͱਪ (inferenece;
algorithm) Λղ໌͢Δɻ ࢀߟ: ࢲͷϒοΫϚʔΫ ܭࢉతೝՊֶ ਓೳ Vol.31.No.2(2016/3) ೝՊֶ ্هͷߟ͑Λத৺ʹɺओʹҎԼ 6 ͭͷ͕ڠಇ 1 ֶ 2 ݴޠֶ 3 ਓྨֶ 4 ਆܦՊֶ 5 ਓೳ 6 ৺ཧֶ Wikipedia ΑΓ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 3 / 23 -
͡Ίʹ ͳͥਓೳʹೝՊֶɾ৺ཧֶ͕ؔʁ Ԥถͷ AI ݚڀऀͷҙ֎ͱଟ͕͘৺ཧֶՊग़ ྫɿ Geoffrey E. Hinton 1970
έϯϒϦοδେ࣮ݧ৺ཧֶՊଔ (PhD AI) Michael I. Jordan 1978 ϧΠδΞφभཱେ৺ཧֶՊଔ (PhD: UCSD ೝՊֶ) ೝՊֶɾ৺ཧֶͷදతͳࡶࢽ Psychological Review: ৺ཧֶͷτοϓδϟʔφϧɺ͍ཧతจ͕ࡌΔ Cognitive Science: ೝՊֶͷτοϓδϟʔφϧ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 4 / 23 -
͡Ίʹ ύʔηϓτϩϯ 1958 χϡʔ ϥ ϧ ωοτ ͷ ݪ ܕ
By Source (WP:NFCC#4), Fair use, https://en.wikipedia.org/w/index.php?curid=47541432 Psychological Review ࢽ 1958 Psychological Review Vol. 65, No. 6, 19S8 THE PERCEPTRON: A PROBABILISTIC MODEL FOR INFORMATION STORAGE AND ORGANIZATION IN THE BRAIN1 F. ROSENBLATT Cornell Aeronautical Laboratory If we are eventually to understand and the stored pattern. According to ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 5 / 23 -
͡Ίʹ ࠶ؼܕχϡʔϥϧωοτϫʔΫ 1990 RNN, LSTM, . . . Cognitive Science
ࢽ 1990 COGNITIVE SCIENCE 14, 179-211 (1990) Finding Structure in Time JEFFREYL.ELMAN University of California, San Diego Time underlies many interesting human behaviors. Thus, the question of how to represent time in connectionist models is very important. One approach Is to rep- resent time implicitly by its effects on processing rather than explicitly (as in a spatial representation). The current report develops a proposal along these lines ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 6 / 23 -
͡Ίʹ ϘϧπϚϯϚγϯ 1985 RBM, . . . Cognitive Science ࢽ
1985 COGNITIVE SCIENCE 9, 147-169 (1985) A Learning Algorithm for Boltzmann Machines* DAVID H. ACKLEY GEOFFREY E. HINTON Computer Science Department Carnegie-Mellon University TERRENCE J. SEJNOWSKI ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 7 / 23 -
͡Ίʹ ڧԽֶश 1981 Q-learning, Actor-Critic, DQN, AlphaGo, . . .
Psychological Review ࢽ 1981 Psychological Review 1981, Vol. 88, No. 2, 135-170 Copyright 1981 by the American Psychological Association, Inc. 0033-295X/8I/8802-OI35$00.75 Toward a Modern Theory of Adaptive Networks: Expectation and Prediction Richard S. Sutton and Andrew G. Barto Computer and Information Science Department University of Massachusetts—Amherst Many adaptive neural network theories are based on neuronlike adaptive elements that can behave as single unit analogs of associative conditioning. In this article we develop a similar adaptive element, but one which is more closely in accord with the facts of animal learning theory than elements commonly studied in adaptive network research. We suggest that an essential feature of classical ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 8 / 23 -
͡Ίʹ ʮೳใσβΠϯίʔεʯ ൃදऀͷॴଐɺ౦ژిػେֶ ཧֶ෦ ใγεςϜσβΠϯֶܥ ೳใσβΠϯίʔεͰɺਓؒͷͱ৺ͷಇ͖ͱͦͷಛੑʹ ͍ͭͯཧղ͠ɺ౷ܭֶɾσʔλੳʹجͮ͘ൃݟɾղܾͷͨ ΊͷใੳೳྗͱɺਓؒͷೳΛସ͠͏ΔೳྗΛ࣋ͬͨγε ςϜͷઃܭɺධՁΛߦ͏ͨΊͷࣝͱೳྗΛཆ͍·͢ɻਓؒͷ
ͱ৺ͷಇ͖ͱͦͷಛੑΛཧղ͢Δʹʮίϛϡχέʔγϣϯɾ৺ ཧʯͷՊΛֶͼ·͢ɻ౷ܭֶɾ σʔλੳʹجͮ͘ൃ ݟɾղܾͷͨΊͷใੳೳྗʹ͍ͭͯʮใՊֶʯͷ౷ ܭଟมྔղੳʹؔ͢ΔՊΛֶͼ·͢ɻਓೳγεςϜͷઃ ܭɺධՁΛߦ͏ͨΊʹɺ ʮใγεςϜʯ ʮใϝσΟΞʯ ͷίϯϐϡʔλγεςϜͷݪཧͱγεςϜߏஙʹؔ͢ΔՊɺਓ ೳϓϩάϥϛϯά IɾII Λத৺ͱͨ͠ʮϓϩάϥϛϯάʯ ͷՊΛֶΜͰ͍͖·͢ɻ ʢϤʔϩούͷڞಉݚڀऀถͷֶੜ͔ΒධՁʣ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 9 / 23 -
࠷ۙͷٞ Lake จɿ ʮਓؒͷΑ͏ʹֶश͠ߟ͑ΔϚγϯ Λ࡞Δʹʯ Building Machines That Learn and
Think Like People Behavioral and Brain Sciences, 2017 Lake, Brenden M: Bayesian Program Learning (Science, 2015) Ullman, Tomer D: MIT PD ൃୡϞσϦϯά Tenenbaum, Joshua B: MIT ͷܭࢉతೝՊֶͷϦʔμʔ Gershman, Samuel J: ϋʔόʔυ ܭࢉతਆܦՊֶͱೝՊֶ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 10 / 23 -
࠷ۙͷٞ Behavioral and Brain Sciences ࢽ ߦಈɺɺೝܥͷදతϨϏϡʔࢽ, Cambridge Univ. Press
Α͘ಡ·Ε͓ͯΓ (IF 14 Ҏ্) ͍ϨϏϡʔɾҙݟจͱɺ ଟͷίϝϯλϦʔʢίϝϯτʣͱɺ ίϝϯλϦʔʹର͢ΔஶऀΒͷճΛಉ࣌ܝࡌ ΦʔϓϯͳٞΛ௨ͯ͡ͷڞ௨ݟղΛ࡞Δׂ ͜͜Ͱհ͢Δจ͍ʢೋஈͰɺຊจ 25 ϖʔδɺ27 ݅ͷί ϝϯλϦʔ͕ 26 ϖʔδɺஶऀΒͷճ͕ 10 ϖʔδɺจݙ͕ 13 ϖʔδʣͷͰɺຊޠ༁Λ࡞ͨ͠ʢͲ͔͜Ͱग़൛͠·͢ʣ ɻ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 11 / 23 -
࠷ۙͷٞ ΠϯτϩμΫγϣϯ 1. PpjZb • ȮŠʼnʥ3ɂ¼˞˧ (CNN)ɗ˜˞˧ (RNN) -íƇ (DQN)
,ɝˋ>Ɵõ • 3ȋ0ȋǽ¬̪3E0ʼnʥƐʧH -4¼.-LƙĜHLʧŕ • ˞ɣɰʼnɗ̒ƌɊʼnAIF3¬̪F3 ıȳLȄˎ¬̪3E0ʼn7ʧH b3 %A3ǫ˯ə/ˇʑLǀǼ • ɉɄ3AI3àʧŕ-ƅDH;- – ȮŠʼnʥ3˞ɣ^N-3ʙĕ – xi˞˧ vs. oȅʈ 7 ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 12 / 23 -
࠷ۙͷٞ DeepMind ͔Βͷ “Building machines that learn and think for
themselves ” Botvinick, . . . , Legg, and Hassabis (19 ໊) جຊతʹ Lake Βʹಉҙ͢Δ͕ɺ ࣗੑ autonomy ͕࠷ॏཁ όΠΞεͷ࡞ΓࠐΈ human hand engineering ྑ͘ͳ͍ ͨ·ͨ· Lake Βͷॏࢹͨ͠ਓؒͷόΠΞεͱͯ͠ͷײཧ ֶײ৺ཧֶʹ͍ͭͯେྔͷՊֶతσʔλͱϞσϧ͕͋ Δ͕ɺଞʹ͍ͭͯ͋·Γͳ͍ͷͰɺ࡞ΓࠐΈՄೳͳྖҬ গͳ͍ AI ͕ΑΓෳࡶͳݱ࣮ੈքʹཱ͔ͪ͏΄Ͳʹɺࣗతֶश͕ ॏཁʹͳΔ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 13 / 23 -
࠷ۙͷٞ Lake Βͷ࠶ ࣗੑʹΑΔൃ emergence ʹͤΔͷݱ࣮తͰͳ͍ χϡʔϥϧωοτͷޯֶशͰɺਓ͕ؒ࣋ͭΑ͏ͳʮཧʯ Λ֫ಘͰ͖Δͱࢥ͑ͳ͍ ࠷ۙͷೝՊֶͷٞɺҎԼͷΑ͏ͳରཱ࣠Λ͑ͭͭ ͋Δ
ʢਓؒͷॾೳྗʣੜ·Ε͔ҭ͔ͪ ʢਓ͕ؒ࣋ͭͷʣཧ͔அย͔ ʢਓؒͷਪʣه߸త͔४ه߸త͔ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 14 / 23 -
࠷ۙͷٞ ·ͱΊ Tenenbaum ΒਓؒͷΑ͏ͳϚγϯΛ࡞Ζ͏ͱ͍ͯ͠Δ Hassabis ΒϘτϜΞοϓͰɺਆͷࢠͷΑ͏ͳϚγϯΛ࡞Ζ ͏ͱ͍ͯ͠Δ (Solve intelligence; AGI)
ͲͪΒʹൈ͚͍ͯΔ؍ɺਓؒͷੑͷࣾձੑͰ͋Δ ࢠڙɺجຊతͳମͷՄೳੑʹ͍ͭͯࢼߦࡨޡʢڧԽֶ शతʣͰֶͼ ͦͷޙಉ๔େਓͷ ฿ʹΑֶͬͯͿ ࣾձֶशɺಛʹ฿Ͱଟ͘ͷجຊతͳߦಈ୯ҐΛ֫ಘ͠ɺͦ ͷௐͰڧԽֶशͳͲΛ༻͍Δ ฿ʹେผͯ͠ imitation (how ͷ฿) ͱ emulation (what ͷ฿) ͕͋Δ͕ɺޙऀͷϞσϧ΄ͱΜͲͳ͍ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 15 / 23 -
ڧԽֶशʹ͓͚ΔຬԽ ೝɾࣾձతݱɿ ʮΤϛϡϨʔγϣϯʯ ʮΤϛϡϨʔγϣϯʯͱͯ͠౷Ұతʹߟ͍͑ͨݱ (emulation: ڝ૪, ுΓ߹͍, ର߅) Կ͔ʹޭͨ͠ͱ͍͏ใ͚ͩͰɺޙଓͷޭ͕ଓ͘ ΞϝϦΧͰͷݪര։ൃͷใ͚ͩͰι࿈ͷ։ൃΛ͔ͳΓՃʁ
બख A ͕ 100m Ͱ 10 ඵΛΔ൱ɺଞͷબख 10 ඵΛ Γ࢝ΊΔɻ A ͷ๏ͳͲΛࢀߟʹ͠ͳ͍ͱͯ͠ 10 ඵΛΓ͘͢ Ͱ͖Δͱ৴͡ΔͱɺͰ͖Δ͜ͱ͋ΔɻͰ͖ͳ͍ͱ৴ͨ͡Βɺ ·ͣͰ͖ͳ͍ɻ ݚڀͰࢦಋڭһ͕ʮͰ͖ΔʯͱଠޑΛԡ͞ͳ͍ͱɺֶੜͳ ͔ͳ͔Ͱ͖ͳ͍ɻ͔͠͠ࢦಋڭһ͕ΓํΛ͍ͬͯΔΘ͚Ͱ ͳ͍ʢ͍ͬͯΔͳΒ͏ݚڀͰͳ͍ʣ ɻ ੈքֶͰهड़Ͱ͖Δͱݴ͏ ෆ߹ཧͳ߹ཧੑͷલఏ ۙՊֶ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 16 / 23 -
ڧԽֶशʹ͓͚ΔຬԽ ΤϛϡϨʔγϣϯΛ׆༻ͨ͠ڧԽֶशͷϞσϧ Ҏ্ͷࣾձతݱɺ͋Δछͷࣾձֶशͱͯ͠ཧղՄೳ ʮݶఆ߹ཧੑʯʮຬԽʯʹΠϯεύΠΞ͞ΕͨΞϧΰϦζϜ ͕ͦͷϞσϧͱͳΔ ͋Δछͷʮهʯʮୡਫ४ʯΛ༩͑ΒΕΔͱɺͦΕΛ͑Δ ߦಈܥྻΛ୳ࡧɾߏங͢Δ ڧԽֶशͰɺୡج४Λ༩͑ΒΕΔͱɺຬͳߦಈܥྻ͕ ͠ଘࡏ͢ΕͦΕΛޮతʹൃݟͰ͖ΔΞϧΰϦζϜʢRS ߴ
ڮ, ߕ & Ӝ্ 2016; ͦͷܗࣜతੑ࣭ ۄ & ߴڮ, JSAI 2018, in prep.; RS-GRC, ߕ et al. JSAI 2018 ࠤௗ et al., ଖా et al.ʣ τοϓμϯͳୡج४ʹΑΓɺ७ਮͳϘτϜΞοϓΑΓ ୳ࡧۭ͕ؒѹॖɾߏԽ ͞ΒʹʮΤϛϡϨʔγϣϯΛ׆༻ͨ͠ڧԽֶशͷϞσϧʯʹ ܭࢉతͳଆ໘͋Γɿ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 17 / 23 -
ڧԽֶशʹ͓͚ΔຬԽ ఆͱͯ͠ͷڧԽֶश ఆ (decision problem) ɿ ʢ͋Δ੍ू߹ C ͷԼʣx ͕͋
Δੑ࣭Λຬ͔ͨ͢Λ yes/no Ͱ͑Α ࠷దԽɿ͋Δ੍ू߹ C ͷԼɺx = argmaxx′ f (x′) Λݟ ͚ͭΑ ࠷దԽܾఆʹมͰ͖Δɻ100m Λ X ඵͰΕΔ͔ɺ ͱ͍͏ܾఆͰɺ X Λ {9.0, 9.1, ..., 10.0} ͱͯ͠ 11 ௨Γͬͯ ΈΕɺ X ͷ࠷খͷൣғ͕͔Δʢ9.1 Ͱ noɺ9.2 Ͱ yes ͳΒ ɺݶք (9.1, 9.2] ʹ͋Δʣ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 18 / 23 -
ଟόϯσΟ οτ ೝతຬԽՁؔ RS (risk-sensitive satisficing) ߦಈ ai ʹରͯ͠ɺ ͦΕΛࢼͨ͠ճʢ
ʮࢼߦྔʯ ʣΛ n(ai ) ɺ ܦݧظʢใुฏۉʣΛ V (ai ) ɺ ૯ࢼߦʢʹεςοϓʣΛ N = Σn(ai ) ͱͯ͠ɺຬԽՁؔ RS ߦಈ ai ͷՁΛ࣍ͰධՁ͠ greedy ʹબ RS(ai ) = n(ai ) N ( V (ai ) − R ) (1) ͜ͷ RS Λ greedy ʹӡ༻ R ຬԽͷج४ ( V (ai ) − R ) > 0(< 0) ͳΒ ai ຬͰ͖Δ (Ͱ͖ͳ͍) બࢶ ৄ͘͠ۄɾߴڮ (JSAI 2018, 1N1-04) ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 19 / 23 -
ଟόϯσΟ οτ RS ʹ͍ͭͯ όϯσΟ οτͰͷੑ࣭ ඞͣຬԽ͢Δอূ͋Γ ຬԽͷҙຯͰͷ regret ༗ݶʹཹ·Δʢී௨࠷దͰ
log Ͱʣ ຬԽج४͕ʮ࠷దʯͳΒ࠷దԽ JSAI 2018 ۄɾߴڮ; ߘ४උத. όϯσΟ οτͰɺ R νʔτͳ͠ʹࣗͰܾΊΒΕɺ regret ࠷ద (log Φʔμʔɺ UCB ܥΑΓྑ͍) JSAI 2018 ߕɾߴڮ ڧԽֶशͰɺຬͳߦಈܥྻΛޮΑ͘ൃݟՄೳ JSAI 2017 ڇాɾߕɾߴڮ JSAI 2018 ࠤௗ et al., ଖా et al. ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 20 / 23 -
ٞ ຬԽͱڧԽֶश ैདྷڧԽֶशಈతܭը๏ɺ࠷ద੍ޚʹجͮ͘࠷దԽ ϏσΦήʔϜ (DQN; Atari) ϘʔυήʔϜ (AlphaGo; ғޟ) ͳΒͱ͔͘ɺਓ͕͍ؒͬͯΔΑ͏ͳߦಈֶश࠷దԽͱ
͍ͯ͠͠ͷͰͳ͍͔ ೝతຬԽͷϞσϧʹΑΓɺڧԽֶशλεΫΛఆͱ ͯ͠ଊ͑͢ ਓؒಈɺཚΛͬͨཏతͳ୳ࡧ͔Βͷ࠷దԽΛ ࢦ͢ͱ͍͏ΑΓɺλεΫʹ͋ΔΈΛ՝ͯ͠ʢྫ͑ຬ Խج४ɺͦͯ͠ҼՌϞσϧʣ ɺશͯͷՄೳੑΛߟྀͤͣʹ͏· ͍ͬͯ͘Δͣ ਓؒͷ߹ʢൃୡʣ ɺࣾձతʹجຊతͳߦಈΛ ฿Ͱ֫ಘ ͠ɺ ڧԽֶशͰௐ ͱ͍͏ೋஈ֊Λ౿Ή (ߦಈֶशͷଟஈ֊ཧɺ ࣗવͳ֊Խ) ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 21 / 23 -
ݶఆ߹ཧੑ ຬԽ (satisficing) ਓؒͷ֮ɺਪɺߦಈʹਫ਼ɺܭࢉྔɺޮՌʹݶք ݶఆ߹ཧੑ ͦΜͳதͰɺ࠷దԽଟ͘ͷ߹ʹෆՄೳ ࠷దԽɿঢ়گԼͰ࠷ྑͷબࢶߦಈܥྻͷબɾܗ ͦ͏͍ͬͨ߹ʹ ຬԽ satisficing
͕༗ޮ satisfice = satisfy + suffice ݹయతຬԽɿ ୳ࡧˠຬ ୳ࡧ ͋Δج४Λຬͨ͢Α͏ͳબࢶ͕ݟ͔͍ͭͬͯͳ ͚Εɺ৭ʑͳબࢶΛϥϯμϜʹબΜͰ୳͢ ຬ ҰͭͰݟ͔ͭΕ͏ͦΕͰྑ͍ͱͯͦ͠ΕΛ બͼଓ͚Δ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 22 / 23 -
·ͱΊ ·ͱΊ AI ͷॏཁݚڀͷ͍͔࣮ͭ͘৺ཧֶ༝དྷ ৺ͷใॲཧϝΧχζϜΛߟ͑Δ͜ͱతγεςϜͷ։ൃ ʹॏཁ ൚༻ੑͷߴ͍తγεςϜͱͯ͠།Ұͷ࣮ྫ ͦͷײతཧղͰͳ͘ɺՊֶతཧղ͕ॏཁ ೝՊֶܭࢉతϨϕϧͷ͕ٞಘҙ ࠷ۙͷॏཁͳٞΛऔΓ্͛ͨ
ܭࢉతೝՊֶ (MIT த৺) ͱਂֶशɾਆܦՊֶΛఐࢠͱ ͨ͠ AGI (DeepMind த৺) ͱ͍͏࣠ ਓؒͷೝʹֶͼɺࣾձֶशɾ฿ֶशҼՌϞσϧߏஙͷ ৽͍͠ΞϧΰϦζϜΛఏҊ ܭࢉతೝՊֶͷݚڀάϧʔϓΛຊͰ্ཱͪ͛ΔͷͰɺ ͥͻ͝ࢀՃΛ ߴڮ ୡೋ (౦ژిػେֶ, υϫϯΰਓೳݚڀॴ) (SS3) ೝՊֶ͔Βͷࢹɿ ຬԽʹΑΔΤϛϡϨʔγϣϯͱɼ ఆͱͯ͠ͷڧԽֶश 2018-06-23 Sat 23 / 23