Sequential Decisions based on Algorithmic Probability
By Marcus Hutter. 2008
628 citations recorded by the source corpus.
Subfields: Information Theory
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Theory
- J. Urgen Schmidhuber
- Laurent Orseau
- Marc G. Bellemare
- Csaba Szepesvari
- Joel Veness
- Jeff Clune
- Mark B. Ring
- Pedro A. Ortega
Citations in the corpus
- The Arcade Learning Environment: An Evaluation Platform for General Agents (2012, background): “To this end, different theoretical frameworks have been proposed to formalize the notion of “big” artificial intelligence (e.g., Russell, 1997; Hutter, 2005; Legg, 2008).”
- Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (2017, background): “This approach is particularly convenient when the environment is partially observable (EvenDar, Kakade, & Mansour, 2005; Kearns et al., 1999) or non-Markov (Hutter, 2005).”
- Unifying Count-Based Exploration and Intrinsic Motivation (2016, background): “Universal density models such as Solomonoff induction (Hutter, 2005) learn the structure of the state space at a much greater rate than the empirical estimator, violating Assumption 1b.”
- Deep learning in neural networks: An overview (2014, background): “This assumption does not hold in the broader fields of Sequential Decision Making and Reinforcement Learning (RL) (Hutter, 2005; Kaelbling, Littman, & Moore, 1996; Sutton & Barto, 1998; Wiering & van Otterlo, 2012) (Section 6).”
- PowerPlay: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem (2011, methodology): “The compression drive tends to improve generalization performance, according to the principles of Occam’s Razor and Minimum Description Length (MDL) and Minimum Message Length (MML) [50, 16, 57, 58, 51, 26, 18, 14].”
- On Learning to Think: Algorithmic Information Theory for Novel Combinations of Reinforcement Learning Controllers and Recurrent Neural World Models (2015, background): “That is, all data is “holy”, and never discarded, in line with what mathematically optimal general problem solvers should do [109, 237].”
- Compress and Control (2014, methodology): “Furthermore, one could attempt to adaptively learn the best discretization (Hutter 2005a) or approximate Equation 4 using Monte Carlo sampling.”
- Self-Delimiting Neural Networks (2012, methodology): “…more principled SLIM NNs can learn to actively select in task-specific ways their own size, that is, their effective number of weights ( = modifiable free parameters), in line with the theory of algorithmic probability and optimal universal inductive inference [71, 34, 54, 43, 55, 56, 57, 30].”
- Reinforcement Learning with a Corrupted Reward Channel (2017, background): “Previous related works have mainly focused on the wireheading case of Example 3 [Bostrom, 2014; Yampolskiy, 2014], also known as self-delusion [Ring and Orseau, 2011], and reward hacking [Hutter, 2005, p. 239].”
- General Video Game Playing (2013, background): “A large portion of the recent work in AGI is based on Hutter’s theoretical framework (9).”
- Alignment for Advanced Machine Learning Systems (2020, background): “Dewey (2011) and Hibbard (2012) have attempted to extend the AIXI framework of Hutter (2005) so that it learns a utility function over world-states instead of interpreting a certain portion of its percepts as a reward primitive.”
- On Q-learning Convergence for Non-Markov Decision Processes (2018, methodology): “We use the general history-based agent-environment reinforcement learning framework [Hutter, 2005; Hutter, 2016].”
- A Neuroevolution Approach to General Atari Game Playing (2014, background): “Broadly, this work is motivated by the idea of general-purpose intelligence [21], [25], applied to the domain of video game playing [37].”
- Sequential Constant Size Compressors for Reinforcement Learning (2011, background): “It remains an open problem as how some developmental and general agent may learn to handle Partially Observable Markov Decision Problems (POMDPs) in real-world environments.”