2. 螻(80s) AI Production System
Production system for planning, reasoning, prediction at
1980s,
Modeling of high-level congnition, mathematical problem solving
Condition-Action Rules
Rule conditions are matched to entities in working memory
Match can trigger computational actions that update working
memory or external actions on the outside world
3. Our contributions
We develop E2E deep learning model that construct object-
centric representations of entities in videos
Operate on these entities with differentiable and thus
learnable production rules
Disentangle of Knowledge
Symbolic AI
4. れ 襦襦 螳♀鍵
MNIST Transformation Entity 1) image 2) ops
Rule 覲 蠏豺
ex) Rotate Right朱 襭一
るジ讓曙朱 90 蠍一語碁.
Rule rotate right
when
ops == 1
image exist
then
produce rotate 90 right image
5. Slots and Sparse Rules
Image
ops
Step 1.
parsing input image into slot-based entities
(slot-wise representation of entities[1])
Step 2.
select {rule, primary slot} pair by attention
=> 殊 襭磯Г豺
=> MNIST ops=1 rule_rot_right
Step3
select a contextual slot given primary slot/rule
=> MNIST image
Step 4
apply the selected rule based on primary and
context slots
=> 殊 Rule
=> MNIST 覲 image
[1] https://arxiv.org/abs/1909.10893
6. Algorithm in details
, ex) video frame
Time t M螳 entityれ representation
Ex) 覓朱Μ 蟆 覓語 M=3 embedding
N螳 Rule, ex) MNIST 覲 N=4
Learned rule embedding vector
襷豺 旧 rule when 企
Rule then 襦 world襯 覦蠑碁 action
蟆一
14. Rule 螳語 煙 NPS 螳讌.
Modular
Each rule is atomic (can be added/modified/deleted independently)
Abstract
Abstract that can match to a wide range of patterns
Allow for transfer learning across different environments
Sparse
Involve only a subset of entities
覦覃 GNN 蟯覯蟆 involve螳
Causal and asymmetric knowledge
15. Conclusion
We learn rules from only low-level observables like images
Learn Action-Condition World Model and Extrapolation of
knowledge in the form of learned rule in Atari games
蠍一 world model State transition model in Atari game 覩誤螻,
learned rule implicit蟆 牛 襭(襯 れ 覦襭)れ 覩誤
Human seems to exploit the inductive bias in the sparcity of
rules ... very efficient
For such problems, exploration become bottleneck Using rules as a
source of behavioral priors can drive necessary exploration