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Autori principali: Davidson, Guy, Todd, Graham, Togelius, Julian, Gureckis, Todd M., Lake, Brenden M.
Natura: Preprint
Pubblicazione: 2024
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Accesso online:https://arxiv.org/abs/2405.13242
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author Davidson, Guy
Todd, Graham
Togelius, Julian
Gureckis, Todd M.
Lake, Brenden M.
author_facet Davidson, Guy
Todd, Graham
Togelius, Julian
Gureckis, Todd M.
Lake, Brenden M.
contents People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from capturing the richness of everyday human goals. Here, we bridge this gap by collecting a dataset of human-generated playful goals (in the form of scorable, single-player games), modeling them as reward-producing programs, and generating novel human-like goals through program synthesis. Reward-producing programs capture the rich semantics of goals through symbolic operations that compose, add temporal constraints, and allow for program execution on behavioral traces to evaluate progress. To build a generative model of goals, we learn a fitness function over the infinite set of possible goal programs and sample novel goals with a quality-diversity algorithm. Human evaluators found that model-generated goals, when sampled from partitions of program space occupied by human examples, were indistinguishable from human-created games. We also discovered that our model's internal fitness scores predict games that are evaluated as more fun to play and more human-like.
format Preprint
id arxiv_https___arxiv_org_abs_2405_13242
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Goals as Reward-Producing Programs
Davidson, Guy
Todd, Graham
Togelius, Julian
Gureckis, Todd M.
Lake, Brenden M.
Artificial Intelligence
People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from capturing the richness of everyday human goals. Here, we bridge this gap by collecting a dataset of human-generated playful goals (in the form of scorable, single-player games), modeling them as reward-producing programs, and generating novel human-like goals through program synthesis. Reward-producing programs capture the rich semantics of goals through symbolic operations that compose, add temporal constraints, and allow for program execution on behavioral traces to evaluate progress. To build a generative model of goals, we learn a fitness function over the infinite set of possible goal programs and sample novel goals with a quality-diversity algorithm. Human evaluators found that model-generated goals, when sampled from partitions of program space occupied by human examples, were indistinguishable from human-created games. We also discovered that our model's internal fitness scores predict games that are evaluated as more fun to play and more human-like.
title Goals as Reward-Producing Programs
topic Artificial Intelligence
url https://arxiv.org/abs/2405.13242