Stuart Russell

LG
h-index66
65papers
8,907citations
Novelty56%
AI Score41

65 Papers

15.1LGMay 16, 2022Code
An Empirical Investigation of Representation Learning for Imitation

Xin Chen, Sam Toyer, Cody Wild et al. · berkeley

Imitation learning often needs a large demonstration set in order to handle the full range of situations that an agent might find itself in during deployment. However, collecting expert demonstrations can be expensive. Recent work in vision, reinforcement learning, and NLP has shown that auxiliary representation learning objectives can reduce the need for large amounts of expensive, task-specific data. Our Empirical Investigation of Representation Learning for Imitation (EIRLI) investigates whether similar benefits apply to imitation learning. We propose a modular framework for constructing representation learning algorithms, then use our framework to evaluate the utility of representation learning for imitation across several environment suites. In the settings we evaluate, we find that existing algorithms for image-based representation learning provide limited value relative to a well-tuned baseline with image augmentations. To explain this result, we investigate differences between imitation learning and other settings where representation learning has provided significant benefit, such as image classification. Finally, we release a well-documented codebase which both replicates our findings and provides a modular framework for creating new representation learning algorithms out of reusable components.

33.6CYOct 26, 2023
Managing extreme AI risks amid rapid progress

Yoshua Bengio, Geoffrey Hinton, Andrew Yao et al. · mila

Artificial Intelligence (AI) is progressing rapidly, and companies are shifting their focus to developing generalist AI systems that can autonomously act and pursue goals. Increases in capabilities and autonomy may soon massively amplify AI's impact, with risks that include large-scale social harms, malicious uses, and an irreversible loss of human control over autonomous AI systems. Although researchers have warned of extreme risks from AI, there is a lack of consensus about how exactly such risks arise, and how to manage them. Society's response, despite promising first steps, is incommensurate with the possibility of rapid, transformative progress that is expected by many experts. AI safety research is lagging. Present governance initiatives lack the mechanisms and institutions to prevent misuse and recklessness, and barely address autonomous systems. In this short consensus paper, we describe extreme risks from upcoming, advanced AI systems. Drawing on lessons learned from other safety-critical technologies, we then outline a comprehensive plan combining technical research and development with proactive, adaptive governance mechanisms for a more commensurate preparation.

35.1LGNov 2, 2023
Tensor Trust: Interpretable Prompt Injection Attacks from an Online Game

Sam Toyer, Olivia Watkins, Ethan Adrian Mendes et al. · berkeley, cmu

While Large Language Models (LLMs) are increasingly being used in real-world applications, they remain vulnerable to prompt injection attacks: malicious third party prompts that subvert the intent of the system designer. To help researchers study this problem, we present a dataset of over 126,000 prompt injection attacks and 46,000 prompt-based "defenses" against prompt injection, all created by players of an online game called Tensor Trust. To the best of our knowledge, this is currently the largest dataset of human-generated adversarial examples for instruction-following LLMs. The attacks in our dataset have a lot of easily interpretable stucture, and shed light on the weaknesses of LLMs. We also use the dataset to create a benchmark for resistance to two types of prompt injection, which we refer to as prompt extraction and prompt hijacking. Our benchmark results show that many models are vulnerable to the attack strategies in the Tensor Trust dataset. Furthermore, we show that some attack strategies from the dataset generalize to deployed LLM-based applications, even though they have a very different set of constraints to the game. We release all data and source code at https://tensortrust.ai/paper

3.2AIDec 12, 2012
Decayed MCMC Filtering

Bhaskara Marthi, Hanna Pasula, Stuart Russell et al.

Filtering---estimating the state of a partially observable Markov process from a sequence of observations---is one of the most widely studied problems in control theory, AI, and computational statistics. Exact computation of the posterior distribution is generally intractable for large discrete systems and for nonlinear continuous systems, so a good deal of effort has gone into developing robust approximation algorithms. This paper describes a simple stochastic approximation algorithm for filtering called {em decayed MCMC}. The algorithm applies Markov chain Monte Carlo sampling to the space of state trajectories using a proposal distribution that favours flips of more recent state variables. The formal analysis of the algorithm involves a generalization of standard coupling arguments for MCMC convergence. We prove that for any ergodic underlying Markov process, the convergence time of decayed MCMC with inverse-polynomial decay remains bounded as the length of the observation sequence grows. We show experimentally that decayed MCMC is at least competitive with other approximation algorithms such as particle filtering.

25.4LGMay 7, 2024Code
Towards a Theoretical Understanding of the 'Reversal Curse' via Training Dynamics

Hanlin Zhu, Baihe Huang, Shaolun Zhang et al.

Auto-regressive large language models (LLMs) show impressive capacities to solve many complex reasoning tasks while struggling with some simple logical reasoning tasks such as inverse search: when trained on '$A \to B$' (e.g., 'Tom is the parent of John'), LLM fails to directly conclude '$B \gets A$' (e.g., 'John is the child of Tom') during inference even if the two sentences are semantically identical, which is known as the 'reversal curse'. In this paper, we theoretically analyze the reversal curse via the training dynamics of (stochastic) gradient descent for two auto-regressive models: (1) a bilinear model that can be viewed as a simplification of a one-layer transformer; (2) one-layer transformers under certain assumptions. Our analysis reveals that for both models, the reversal curse is a consequence of the (effective) model weights 'asymmetry', i.e., the increase of weights from a token $A$ to token $B$ during training does not necessarily cause the increase of the weights from $B$ to $A$, which is caused by the training dynamics under certain choice of loss function and the optimization space of model parameters. Moreover, our analysis can be naturally applied to other logical reasoning tasks such as chain-of-thought (COT), which provides a new perspective different from previous work that focuses on expressivity. Finally, we conduct experiments to validate our theory on multi-layer transformers under different settings. Our code is available at https://github.com/marlo-z/reversal_curse_analysis/.

6.6LGOct 3, 2023
On Representation Complexity of Model-based and Model-free Reinforcement Learning

Hanlin Zhu, Baihe Huang, Stuart Russell

We study the representation complexity of model-based and model-free reinforcement learning (RL) in the context of circuit complexity. We prove theoretically that there exists a broad class of MDPs such that their underlying transition and reward functions can be represented by constant depth circuits with polynomial size, while the optimal $Q$-function suffers an exponential circuit complexity in constant-depth circuits. By drawing attention to the approximation errors and building connections to complexity theory, our theory provides unique insights into why model-based algorithms usually enjoy better sample complexity than model-free algorithms from a novel representation complexity perspective: in some cases, the ground-truth rule (model) of the environment is simple to represent, while other quantities, such as $Q$-function, appear complex. We empirically corroborate our theory by comparing the approximation error of the transition kernel, reward function, and optimal $Q$-function in various Mujoco environments, which demonstrates that the approximation errors of the transition kernel and reward function are consistently lower than those of the optimal $Q$-function. To the best of our knowledge, this work is the first to study the circuit complexity of RL, which also provides a rigorous framework for future research.

18.9LGJun 18, 2021Code
MADE: Exploration via Maximizing Deviation from Explored Regions

Tianjun Zhang, Paria Rashidinejad, Jiantao Jiao et al.

In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via \textit{maximizing} the deviation of the occupancy of the next policy from the explored regions. We add this term as an adaptive regularizer to the standard RL objective to balance exploration vs. exploitation. We pair the new objective with a provably convergent algorithm, giving rise to a new intrinsic reward that adjusts existing bonuses. The proposed intrinsic reward is easy to implement and combine with other existing RL algorithms to conduct exploration. As a proof of concept, we evaluate the new intrinsic reward on tabular examples across a variety of model-based and model-free algorithms, showing improvements over count-only exploration strategies. When tested on navigation and locomotion tasks from MiniGrid and DeepMind Control Suite benchmarks, our approach significantly improves sample efficiency over state-of-the-art methods. Our code is available at https://github.com/tianjunz/MADE.

10.6LGDec 2, 2020Code
DERAIL: Diagnostic Environments for Reward And Imitation Learning

Pedro Freire, Adam Gleave, Sam Toyer et al.

The objective of many real-world tasks is complex and difficult to procedurally specify. This makes it necessary to use reward or imitation learning algorithms to infer a reward or policy directly from human data. Existing benchmarks for these algorithms focus on realism, testing in complex environments. Unfortunately, these benchmarks are slow, unreliable and cannot isolate failures. As a complementary approach, we develop a suite of simple diagnostic tasks that test individual facets of algorithm performance in isolation. We evaluate a range of common reward and imitation learning algorithms on our tasks. Our results confirm that algorithm performance is highly sensitive to implementation details. Moreover, in a case-study into a popular preference-based reward learning implementation, we illustrate how the suite can pinpoint design flaws and rapidly evaluate candidate solutions. The environments are available at https://github.com/HumanCompatibleAI/seals .

15.9LGNov 1, 2020Code
The MAGICAL Benchmark for Robust Imitation

Sam Toyer, Rohin Shah, Andrew Critch et al.

Imitation Learning (IL) algorithms are typically evaluated in the same environment that was used to create demonstrations. This rewards precise reproduction of demonstrations in one particular environment, but provides little information about how robustly an algorithm can generalise the demonstrator's intent to substantially different deployment settings. This paper presents the MAGICAL benchmark suite, which permits systematic evaluation of generalisation by quantifying robustness to different kinds of distribution shift that an IL algorithm is likely to encounter in practice. Using the MAGICAL suite, we confirm that existing IL algorithms overfit significantly to the context in which demonstrations are provided. We also show that standard methods for reducing overfitting are effective at creating narrow perceptual invariances, but are not sufficient to enable transfer to contexts that require substantially different behaviour, which suggests that new approaches will be needed in order to robustly generalise demonstrator intent. Code and data for the MAGICAL suite is available at https://github.com/qxcv/magical/.

22.9LGJun 24, 2020Code
Quantifying Differences in Reward Functions

Adam Gleave, Michael Dennis, Shane Legg et al.

For many tasks, the reward function is inaccessible to introspection or too complex to be specified procedurally, and must instead be learned from user data. Prior work has evaluated learned reward functions by evaluating policies optimized for the learned reward. However, this method cannot distinguish between the learned reward function failing to reflect user preferences and the policy optimization process failing to optimize the learned reward. Moreover, this method can only tell us about behavior in the evaluation environment, but the reward may incentivize very different behavior in even a slightly different deployment environment. To address these problems, we introduce the Equivalent-Policy Invariant Comparison (EPIC) distance to quantify the difference between two reward functions directly, without a policy optimization step. We prove EPIC is invariant on an equivalence class of reward functions that always induce the same optimal policy. Furthermore, we find EPIC can be efficiently approximated and is more robust than baselines to the choice of coverage distribution. Finally, we show that EPIC distance bounds the regret of optimal policies even under different transition dynamics, and we confirm empirically that it predicts policy training success. Our source code is available at https://github.com/HumanCompatibleAI/evaluating-rewards.

33.6LGApr 16, 2024
Social Choice Should Guide AI Alignment in Dealing with Diverse Human Feedback

Vincent Conitzer, Rachel Freedman, Jobst Heitzig et al.

Foundation models such as GPT-4 are fine-tuned to avoid unsafe or otherwise problematic behavior, such as helping to commit crimes or producing racist text. One approach to fine-tuning, called reinforcement learning from human feedback, learns from humans' expressed preferences over multiple outputs. Another approach is constitutional AI, in which the input from humans is a list of high-level principles. But how do we deal with potentially diverging input from humans? How can we aggregate the input into consistent data about "collective" preferences or otherwise use it to make collective choices about model behavior? In this paper, we argue that the field of social choice is well positioned to address these questions, and we discuss ways forward for this agenda, drawing on discussions in a recent workshop on Social Choice for AI Ethics and Safety held in Berkeley, CA, USA in December 2023.

37.1LGMay 18, 2025
Reasoning by Superposition: A Theoretical Perspective on Chain of Continuous Thought

Hanlin Zhu, Shibo Hao, Zhiting Hu et al.

Large Language Models (LLMs) have demonstrated remarkable performance in many applications, including challenging reasoning problems via chain-of-thoughts (CoTs) techniques that generate ``thinking tokens'' before answering the questions. While existing theoretical works demonstrate that CoTs with discrete tokens boost the capability of LLMs, recent work on continuous CoTs lacks a theoretical understanding of why it outperforms discrete counterparts in various reasoning tasks such as directed graph reachability, a fundamental graph reasoning problem that includes many practical domain applications as special cases. In this paper, we prove that a two-layer transformer with $D$ steps of continuous CoTs can solve the directed graph reachability problem, where $D$ is the diameter of the graph, while the best known result of constant-depth transformers with discrete CoTs requires $O(n^2)$ decoding steps where $n$ is the number of vertices ($D<n$). In our construction, each continuous thought vector is a superposition state that encodes multiple search frontiers simultaneously (i.e., parallel breadth-first search (BFS)), while discrete CoTs must choose a single path sampled from the superposition state, which leads to sequential search that requires many more steps and may be trapped into local solutions. We also performed extensive experiments to verify that our theoretical construction aligns well with the empirical solution obtained via training dynamics. Notably, encoding of multiple search frontiers as a superposition state automatically emerges in training continuous CoTs, without explicit supervision to guide the model to explore multiple paths simultaneously.

17.0LGFeb 27, 2024
When Your AIs Deceive You: Challenges of Partial Observability in Reinforcement Learning from Human Feedback

Leon Lang, Davis Foote, Stuart Russell et al.

Past analyses of reinforcement learning from human feedback (RLHF) assume that the human evaluators fully observe the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deceptive inflation and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. Under the new assumption that the human's partial observability is known and accounted for, we then analyze how much information the feedback process provides about the return function. We show that sometimes, the human's feedback determines the return function uniquely up to an additive constant, but in other realistic cases, there is irreducible ambiguity. We propose exploratory research directions to help tackle these challenges, experimentally validate both the theoretical concerns and potential mitigations, and caution against blindly applying RLHF in partially observable settings.

15.7LGDec 5, 2024Code
Extractive Structures Learned in Pretraining Enable Generalization on Finetuned Facts

Jiahai Feng, Stuart Russell, Jacob Steinhardt

Pretrained language models (LMs) can generalize to implications of facts that they are finetuned on. For example, if finetuned on ``John Doe lives in Tokyo," LMs can correctly answer ``What language do the people in John Doe's city speak?'' with ``Japanese''. However, little is known about the mechanisms that enable this generalization or how they are learned during pretraining. We introduce extractive structures as a framework for describing how components in LMs (e.g., MLPs or attention heads) coordinate to enable this generalization. The structures consist of informative components that store training facts as weight changes, and upstream and downstream extractive components that query and process the stored information to produce the correct implication. We hypothesize that extractive structures are learned during pretraining when encountering implications of previously known facts. This yields two predictions: a data ordering effect where extractive structures can be learned only if facts precede their implications, and a weight grafting effect where extractive structures can be transferred to predict counterfactual implications. We empirically demonstrate these phenomena in the OLMo-7b, Llama 3-8b, Gemma 2-9b, and Qwen 2-7b models. Of independent interest, our results also indicate that fact learning can occur at both early and late layers, which lead to different forms of generalization.

5.7ROMar 9, 2024
A Generalized Acquisition Function for Preference-based Reward Learning

Evan Ellis, Gaurav R. Ghosal, Stuart J. Russell et al.

Preference-based reward learning is a popular technique for teaching robots and autonomous systems how a human user wants them to perform a task. Previous works have shown that actively synthesizing preference queries to maximize information gain about the reward function parameters improves data efficiency. The information gain criterion focuses on precisely identifying all parameters of the reward function. This can potentially be wasteful as many parameters may result in the same reward, and many rewards may result in the same behavior in the downstream tasks. Instead, we show that it is possible to optimize for learning the reward function up to a behavioral equivalence class, such as inducing the same ranking over behaviors, distribution over choices, or other related definitions of what makes two rewards similar. We introduce a tractable framework that can capture such definitions of similarity. Our experiments in a synthetic environment, an assistive robotics environment with domain transfer, and a natural language processing problem with real datasets demonstrate the superior performance of our querying method over the state-of-the-art information gain method.

9.2LGFeb 12, 2024
Avoiding Catastrophe in Online Learning by Asking for Help

Benjamin Plaut, Hanlin Zhu, Stuart Russell

Most learning algorithms with formal regret guarantees assume that all mistakes are recoverable and essentially rely on trying all possible behaviors. This approach is problematic when some mistakes are "catastrophic", i.e., irreparable. We propose an online learning problem where the goal is to minimize the chance of catastrophe. Specifically, we assume that the payoff in each round represents the chance of avoiding catastrophe in that round and try to maximize the product of payoffs (the overall chance of avoiding catastrophe) while allowing a limited number of queries to a mentor. We also assume that the agent can transfer knowledge between similar inputs. We first show that in general, any algorithm either queries the mentor at a linear rate or is nearly guaranteed to cause catastrophe. However, in settings where the mentor policy class is learnable in the standard online model, we provide an algorithm whose regret and rate of querying the mentor both approach 0 as the time horizon grows. Although our focus is the product of payoffs, we provide matching bounds for the typical additive regret. Conceptually, if a policy class is learnable in the absence of catastrophic risk, it is learnable in the presence of catastrophic risk if the agent can ask for help.

15.7CLJun 27, 2024Code
Monitoring Latent World States in Language Models with Propositional Probes

Jiahai Feng, Stuart Russell, Jacob Steinhardt

Language models are susceptible to bias, sycophancy, backdoors, and other tendencies that lead to unfaithful responses to the input context. Interpreting internal states of language models could help monitor and correct unfaithful behavior. We hypothesize that language models represent their input contexts in a latent world model, and seek to extract this latent world state from the activations. We do so with 'propositional probes', which compositionally probe tokens for lexical information and bind them into logical propositions representing the world state. For example, given the input context ''Greg is a nurse. Laura is a physicist.'', we decode the propositions ''WorksAs(Greg, nurse)'' and ''WorksAs(Laura, physicist)'' from the model's activations. Key to this is identifying a 'binding subspace' in which bound tokens have high similarity (''Greg'' and ''nurse'') but unbound ones do not (''Greg'' and ''physicist''). We validate propositional probes in a closed-world setting with finitely many predicates and properties. Despite being trained on simple templated contexts, propositional probes generalize to contexts rewritten as short stories and translated to Spanish. Moreover, we find that in three settings where language models respond unfaithfully to the input context -- prompt injections, backdoor attacks, and gender bias -- the decoded propositions remain faithful. This suggests that language models often encode a faithful world model but decode it unfaithfully, which motivates the search for better interpretability tools for monitoring LMs.

22.7LGJun 2, 2024
Evidence of Learned Look-Ahead in a Chess-Playing Neural Network

Erik Jenner, Shreyas Kapur, Vasil Georgiev et al.

Do neural networks learn to implement algorithms such as look-ahead or search "in the wild"? Or do they rely purely on collections of simple heuristics? We present evidence of learned look-ahead in the policy network of Leela Chess Zero, the currently strongest neural chess engine. We find that Leela internally represents future optimal moves and that these representations are crucial for its final output in certain board states. Concretely, we exploit the fact that Leela is a transformer that treats every chessboard square like a token in language models, and give three lines of evidence (1) activations on certain squares of future moves are unusually important causally; (2) we find attention heads that move important information "forward and backward in time," e.g., from squares of future moves to squares of earlier ones; and (3) we train a simple probe that can predict the optimal move 2 turns ahead with 92% accuracy (in board states where Leela finds a single best line). These findings are an existence proof of learned look-ahead in neural networks and might be a step towards a better understanding of their capabilities.

19.2LGOct 7, 2021
Cross-Domain Imitation Learning via Optimal Transport

Arnaud Fickinger, Samuel Cohen, Stuart Russell et al.

Cross-domain imitation learning studies how to leverage expert demonstrations of one agent to train an imitation agent with a different embodiment or morphology. Comparing trajectories and stationary distributions between the expert and imitation agents is challenging because they live on different systems that may not even have the same dimensionality. We propose Gromov-Wasserstein Imitation Learning (GWIL), a method for cross-domain imitation that uses the Gromov-Wasserstein distance to align and compare states between the different spaces of the agents. Our theory formally characterizes the scenarios where GWIL preserves optimality, revealing its possibilities and limitations. We demonstrate the effectiveness of GWIL in non-trivial continuous control domains ranging from simple rigid transformation of the expert domain to arbitrary transformation of the state-action space.

18.8AISep 30, 2021
Scalable Online Planning via Reinforcement Learning Fine-Tuning

Arnaud Fickinger, Hengyuan Hu, Brandon Amos et al.

Lookahead search has been a critical component of recent AI successes, such as in the games of chess, go, and poker. However, the search methods used in these games, and in many other settings, are tabular. Tabular search methods do not scale well with the size of the search space, and this problem is exacerbated by stochasticity and partial observability. In this work we replace tabular search with online model-based fine-tuning of a policy neural network via reinforcement learning, and show that this approach outperforms state-of-the-art search algorithms in benchmark settings. In particular, we use our search algorithm to achieve a new state-of-the-art result in self-play Hanabi, and show the generality of our algorithm by also showing that it outperforms tabular search in the Atari game Ms. Pacman.

6.5LGJul 12, 2021Code
Explore and Control with Adversarial Surprise

Arnaud Fickinger, Natasha Jaques, Samyak Parajuli et al.

Unsupervised reinforcement learning (RL) studies how to leverage environment statistics to learn useful behaviors without the cost of reward engineering. However, a central challenge in unsupervised RL is to extract behaviors that meaningfully affect the world and cover the range of possible outcomes, without getting distracted by inherently unpredictable, uncontrollable, and stochastic elements in the environment. To this end, we propose an unsupervised RL method designed for high-dimensional, stochastic environments based on an adversarial game between two policies (which we call Explore and Control) controlling a single body and competing over the amount of observation entropy the agent experiences. The Explore agent seeks out states that maximally surprise the Control agent, which in turn aims to minimize surprise, and thereby manipulate the environment to return to familiar and predictable states. The competition between these two policies drives them to seek out increasingly surprising parts of the environment while learning to gain mastery over them. We show formally that the resulting algorithm maximizes coverage of the underlying state in block MDPs with stochastic observations, providing theoretical backing to our hypothesis that this procedure avoids uncontrollable and stochastic distractions. Our experiments further demonstrate that Adversarial Surprise leads to the emergence of complex and meaningful skills, and outperforms state-of-the-art unsupervised reinforcement learning methods in terms of both exploration and zero-shot transfer to downstream tasks.

15.1LGJul 5, 2021
The MineRL BASALT Competition on Learning from Human Feedback

Rohin Shah, Cody Wild, Steven H. Wang et al.

The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.

14.4MLJun 19, 2021
Uncertain Decisions Facilitate Better Preference Learning

Cassidy Laidlaw, Stuart Russell

Existing observational approaches for learning human preferences, such as inverse reinforcement learning, usually make strong assumptions about the observability of the human's environment. However, in reality, people make many important decisions under uncertainty. To better understand preference learning in these cases, we study the setting of inverse decision theory (IDT), a previously proposed framework where a human is observed making non-sequential binary decisions under uncertainty. In IDT, the human's preferences are conveyed through their loss function, which expresses a tradeoff between different types of mistakes. We give the first statistical analysis of IDT, providing conditions necessary to identify these preferences and characterizing the sample complexity -- the number of decisions that must be observed to learn the tradeoff the human is making to a desired precision. Interestingly, we show that it is actually easier to identify preferences when the decision problem is more uncertain. Furthermore, uncertain decision problems allow us to relax the unrealistic assumption that the human is an optimal decision maker but still identify their exact preferences; we give sample complexities in this suboptimal case as well. Our analysis contradicts the intuition that partial observability should make preference learning more difficult. It also provides a first step towards understanding and improving preference learning methods for uncertain and suboptimal humans.

2.3MAJan 25, 2021
Accumulating Risk Capital Through Investing in Cooperation

Charlotte Roman, Michael Dennis, Andrew Critch et al.

Recent work on promoting cooperation in multi-agent learning has resulted in many methods which successfully promote cooperation at the cost of becoming more vulnerable to exploitation by malicious actors. We show that this is an unavoidable trade-off and propose an objective which balances these concerns, promoting both safety and long-term cooperation. Moreover, the trade-off between safety and cooperation is not severe, and you can receive exponentially large returns through cooperation from a small amount of risk. We study both an exact solution method and propose a method for training policies that targets this objective, Accumulating Risk Capital Through Investing in Cooperation (ARCTIC), and evaluate them in iterated Prisoner's Dilemma and Stag Hunt.

3.3GTDec 29, 2020
Multi-Principal Assistance Games: Definition and Collegial Mechanisms

Arnaud Fickinger, Simon Zhuang, Andrew Critch et al.

We introduce the concept of a multi-principal assistance game (MPAG), and circumvent an obstacle in social choice theory, Gibbard's theorem, by using a sufficiently collegial preference inference mechanism. In an MPAG, a single agent assists N human principals who may have widely different preferences. MPAGs generalize assistance games, also known as cooperative inverse reinforcement learning games. We analyze in particular a generalization of apprenticeship learning in which the humans first perform some work to obtain utility and demonstrate their preferences, and then the robot acts to further maximize the sum of human payoffs. We show in this setting that if the game is sufficiently collegial, i.e. if the humans are responsible for obtaining a sufficient fraction of the rewards through their own actions, then their preferences are straightforwardly revealed through their work. This revelation mechanism is non-dictatorial, does not limit the possible outcomes to two alternatives, and is dominant-strategy incentive-compatible.

15.6LGDec 10, 2020Code
Understanding Learned Reward Functions

Eric J. Michaud, Adam Gleave, Stuart Russell

In many real-world tasks, it is not possible to procedurally specify an RL agent's reward function. In such cases, a reward function must instead be learned from interacting with and observing humans. However, current techniques for reward learning may fail to produce reward functions which accurately reflect user preferences. Absent significant advances in reward learning, it is thus important to be able to audit learned reward functions to verify whether they truly capture user preferences. In this paper, we investigate techniques for interpreting learned reward functions. In particular, we apply saliency methods to identify failure modes and predict the robustness of reward functions. We find that learned reward functions often implement surprising algorithms that rely on contingent aspects of the environment. We also discover that existing interpretability techniques often attend to irrelevant changes in reward output, suggesting that reward interpretability may need significantly different methods from policy interpretability.

34.3LGDec 3, 2020
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

Michael Dennis, Natasha Jaques, Eugene Vinitsky et al.

A wide range of reinforcement learning (RL) problems - including robustness, transfer learning, unsupervised RL, and emergent complexity - require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.

9.6LGOct 12, 2020
SLIP: Learning to Predict in Unknown Dynamical Systems with Long-Term Memory

Paria Rashidinejad, Jiantao Jiao, Stuart Russell

We present an efficient and practical (polynomial time) algorithm for online prediction in unknown and partially observed linear dynamical systems (LDS) under stochastic noise. When the system parameters are known, the optimal linear predictor is the Kalman filter. However, the performance of existing predictive models is poor in important classes of LDS that are only marginally stable and exhibit long-term forecast memory. We tackle this problem through bounding the generalized Kolmogorov width of the Kalman filter model by spectral methods and conducting tight convex relaxation. We provide a finite-sample analysis, showing that our algorithm competes with Kalman filter in hindsight with only logarithmic regret. Our regret analysis relies on Mendelson's small-ball method, providing sharp error bounds without concentration, boundedness, or exponential forgetting assumptions. We also give experimental results demonstrating that our algorithm outperforms state-of-the-art methods. Our theoretical and experimental results shed light on the conditions required for efficient probably approximately correct (PAC) learning of the Kalman filter from partially observed data.

11.4AIJul 19, 2020
Multi-Principal Assistance Games

Arnaud Fickinger, Simon Zhuang, Dylan Hadfield-Menell et al.

Assistance games (also known as cooperative inverse reinforcement learning games) have been proposed as a model for beneficial AI, wherein a robotic agent must act on behalf of a human principal but is initially uncertain about the humans payoff function. This paper studies multi-principal assistance games, which cover the more general case in which the robot acts on behalf of N humans who may have widely differing payoffs. Impossibility theorems in social choice theory and voting theory can be applied to such games, suggesting that strategic behavior by the human principals may complicate the robots task in learning their payoffs. We analyze in particular a bandit apprentice game in which the humans act first to demonstrate their individual preferences for the arms and then the robot acts to maximize the sum of human payoffs. We explore the extent to which the cost of choosing suboptimal arms reduces the incentive to mislead, a form of natural mechanism design. In this context we propose a social choice method that uses shared control of a system to combine preference inference with social welfare optimization.

22.8CVSep 10, 2019Code
Bayesian Relational Memory for Semantic Visual Navigation

Yi Wu, Yuxin Wu, Aviv Tamar et al.

We introduce a new memory architecture, Bayesian Relational Memory (BRM), to improve the generalization ability for semantic visual navigation agents in unseen environments, where an agent is given a semantic target to navigate towards. BRM takes the form of a probabilistic relation graph over semantic entities (e.g., room types), which allows (1) capturing the layout prior from training environments, i.e., prior knowledge, (2) estimating posterior layout at test time, i.e., memory update, and (3) efficient planning for navigation, altogether. We develop a BRM agent consisting of a BRM module for producing sub-goals and a goal-conditioned locomotion module for control. When testing in unseen environments, the BRM agent outperforms baselines that do not explicitly utilize the probabilistic relational memory structure

34.3LGMay 25, 2019Code
Adversarial Policies: Attacking Deep Reinforcement Learning

Adam Gleave, Michael Dennis, Cody Wild et al.

Deep reinforcement learning (RL) policies are known to be vulnerable to adversarial perturbations to their observations, similar to adversarial examples for classifiers. However, an attacker is not usually able to directly modify another agent's observations. This might lead one to wonder: is it possible to attack an RL agent simply by choosing an adversarial policy acting in a multi-agent environment so as to create natural observations that are adversarial? We demonstrate the existence of adversarial policies in zero-sum games between simulated humanoid robots with proprioceptive observations, against state-of-the-art victims trained via self-play to be robust to opponents. The adversarial policies reliably win against the victims but generate seemingly random and uncoordinated behavior. We find that these policies are more successful in high-dimensional environments, and induce substantially different activations in the victim policy network than when the victim plays against a normal opponent. Videos are available at https://adversarialpolicies.github.io/.

16.5LGMay 22, 2019
Cognitive Model Priors for Predicting Human Decisions

David D. Bourgin, Joshua C. Peterson, Daniel Reichman et al.

Human decision-making underlies all economic behavior. For the past four decades, human decision-making under uncertainty has continued to be explained by theoretical models based on prospect theory, a framework that was awarded the Nobel Prize in Economic Sciences. However, theoretical models of this kind have developed slowly, and robust, high-precision predictive models of human decisions remain a challenge. While machine learning is a natural candidate for solving these problems, it is currently unclear to what extent it can improve predictions obtained by current theories. We argue that this is mainly due to data scarcity, since noisy human behavior requires massive sample sizes to be accurately captured by off-the-shelf machine learning methods. To solve this problem, what is needed are machine learning models with appropriate inductive biases for capturing human behavior, and larger datasets. We offer two contributions towards this end: first, we construct "cognitive model priors" by pretraining neural networks with synthetic data generated by cognitive models (i.e., theoretical models developed by cognitive psychologists). We find that fine-tuning these networks on small datasets of real human decisions results in unprecedented state-of-the-art improvements on two benchmark datasets. Second, we present the first large-scale dataset for human decision-making, containing over 240,000 human judgments across over 13,000 decision problems. This dataset reveals the circumstances where cognitive model priors are useful, and provides a new standard for benchmarking prediction of human decisions under uncertainty.

16.1AIApr 15, 2019
Predicting human decisions with behavioral theories and machine learning

Ori Plonsky, Reut Apel, Eyal Ert et al.

Predicting human decisions under risk and uncertainty remains a fundamental challenge across disciplines. Existing models often struggle even in highly stylized tasks like choice between lotteries. We introduce BEAST Gradient Boosting (BEAST-GB), a hybrid model integrating behavioral theory (BEAST) with machine learning. We first present CPC18, a competition for predicting risky choice, in which BEAST-GB won. Then, using two large datasets, we demonstrate BEAST-GB predicts more accurately than neural networks trained on extensive data and dozens of existing behavioral models. BEAST-GB also generalizes robustly across unseen experimental contexts, surpassing direct empirical generalization, and helps refine and improve the behavioral theory itself. Our analyses highlight the potential of anchoring predictions on behavioral theory even in data-rich settings and even when the theory alone falters. Our results underscore how integrating machine learning with theoretical frameworks, especially those-like BEAST-designed for prediction, can improve our ability to predict and understand human behavior.

13.0LGOct 24, 2018Code
Inverse reinforcement learning for video games

Aaron Tucker, Adam Gleave, Stuart Russell

Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning (IRL) algorithms can infer a reward from demonstrations in low-dimensional continuous control environments, but there has been little work on applying IRL to high-dimensional video games. In our CNN-AIRL baseline, we modify the state-of-the-art adversarial IRL (AIRL) algorithm to use CNNs for the generator and discriminator. To stabilize training, we normalize the reward and increase the size of the discriminator training dataset. We additionally learn a low-dimensional state representation using a novel autoencoder architecture tuned for video game environments. This embedding is used as input to the reward network, improving the sample efficiency of expert demonstrations. Our method achieves high-level performance on the simple Catcher video game, substantially outperforming the CNN-AIRL baseline. We also score points on the Enduro Atari racing game, but do not match expert performance, highlighting the need for further work.

10.1LGSep 28, 2018
Learning and Planning with a Semantic Model

Yi Wu, Yuxin Wu, Aviv Tamar et al.

Building deep reinforcement learning agents that can generalize and adapt to unseen environments remains a fundamental challenge for AI. This paper describes progresses on this challenge in the context of man-made environments, which are visually diverse but contain intrinsic semantic regularities. We propose a hybrid model-based and model-free approach, LEArning and Planning with Semantics (LEAPS), consisting of a multi-target sub-policy that acts on visual inputs, and a Bayesian model over semantic structures. When placed in an unseen environment, the agent plans with the semantic model to make high-level decisions, proposes the next sub-target for the sub-policy to execute, and updates the semantic model based on new observations. We perform experiments in visual navigation tasks using House3D, a 3D environment that contains diverse human-designed indoor scenes with real-world objects. LEAPS outperforms strong baselines that do not explicitly plan using the semantic content.

29.6LGJul 24, 2018Code
Learning Plannable Representations with Causal InfoGAN

Thanard Kurutach, Aviv Tamar, Ge Yang et al.

In recent years, deep generative models have been shown to 'imagine' convincing high-dimensional observations such as images, audio, and even video, learning directly from raw data. In this work, we ask how to imagine goal-directed visual plans -- a plausible sequence of observations that transition a dynamical system from its current configuration to a desired goal state, which can later be used as a reference trajectory for control. We focus on systems with high-dimensional observations, such as images, and propose an approach that naturally combines representation learning and planning. Our framework learns a generative model of sequential observations, where the generative process is induced by a transition in a low-dimensional planning model, and an additional noise. By maximizing the mutual information between the generated observations and the transition in the planning model, we obtain a low-dimensional representation that best explains the causal nature of the data. We structure the planning model to be compatible with efficient planning algorithms, and we propose several such models based on either discrete or continuous states. Finally, to generate a visual plan, we project the current and goal observations onto their respective states in the planning model, plan a trajectory, and then use the generative model to transform the trajectory to a sequence of observations. We demonstrate our method on imagining plausible visual plans of rope manipulation.

14.3AIJun 6, 2018
Discrete-Continuous Mixtures in Probabilistic Programming: Generalized Semantics and Inference Algorithms

Yi Wu, Siddharth Srivastava, Nicholas Hay et al.

Despite the recent successes of probabilistic programming languages (PPLs) in AI applications, PPLs offer only limited support for random variables whose distributions combine discrete and continuous elements. We develop the notion of measure-theoretic Bayesian networks (MTBNs) and use it to provide more general semantics for PPLs with arbitrarily many random variables defined over arbitrary measure spaces. We develop two new general sampling algorithms that are provably correct under the MTBN framework: the lexicographic likelihood weighting (LLW) for general MTBNs and the lexicographic particle filter (LPF), a specialized algorithm for state-space models. We further integrate MTBNs into a widely used PPL system, BLOG, and verify the effectiveness of the new inference algorithms through representative examples.

45.0AINov 8, 2017
Inverse Reward Design

Dylan Hadfield-Menell, Smitha Milli, Pieter Abbeel et al.

Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.

5.6AIOct 31, 2017
Servant of Many Masters: Shifting priorities in Pareto-optimal sequential decision-making

Andrew Critch, Stuart Russell

It is often argued that an agent making decisions on behalf of two or more principals who have different utility functions should adopt a {\em Pareto-optimal} policy, i.e., a policy that cannot be improved upon for one agent without making sacrifices for another. A famous theorem of Harsanyi shows that, when the principals have a common prior on the outcome distributions of all policies, a Pareto-optimal policy for the agent is one that maximizes a fixed, weighted linear combination of the principals' utilities. In this paper, we show that Harsanyi's theorem does not hold for principals with different priors, and derive a more precise generalization which does hold, which constitutes our main result. In this more general case, the relative weight given to each principal's utility should evolve over time according to how well the agent's observations conform with that principal's prior. The result has implications for the design of contracts, treaties, joint ventures, and robots.

23.1AIAug 21, 2017
Meta-Learning MCMC Proposals

Tongzhou Wang, Yi Wu, David A. Moore et al.

Effective implementations of sampling-based probabilistic inference often require manually constructed, model-specific proposals. Inspired by recent progresses in meta-learning for training learning agents that can generalize to unseen environments, we propose a meta-learning approach to building effective and generalizable MCMC proposals. We parametrize the proposal as a neural network to provide fast approximations to block Gibbs conditionals. The learned neural proposals generalize to occurrences of common structural motifs across different models, allowing for the construction of a library of learned inference primitives that can accelerate inference on unseen models with no model-specific training required. We explore several applications including open-universe Gaussian mixture models, in which our learned proposals outperform a hand-tuned sampler, and a real-world named entity recognition task, in which our sampler yields higher final F1 scores than classical single-site Gibbs sampling.

20.6AIMay 28, 2017Code
Should Robots be Obedient?

Smitha Milli, Dylan Hadfield-Menell, Anca Dragan et al.

Intuitively, obedience -- following the order that a human gives -- seems like a good property for a robot to have. But, we humans are not perfect and we may give orders that are not best aligned to our preferences. We show that when a human is not perfectly rational then a robot that tries to infer and act according to the human's underlying preferences can always perform better than a robot that simply follows the human's literal order. Thus, there is a tradeoff between the obedience of a robot and the value it can attain for its owner. We investigate how this tradeoff is impacted by the way the robot infers the human's preferences, showing that some methods err more on the side of obedience than others. We then analyze how performance degrades when the robot has a misspecified model of the features that the human cares about or the level of rationality of the human. Finally, we study how robots can start detecting such model misspecification. Overall, our work suggests that there might be a middle ground in which robots intelligently decide when to obey human orders, but err on the side of obedience.

1.4LGMar 2, 2017
Signal-based Bayesian Seismic Monitoring

David A. Moore, Stuart J. Russell

Detecting weak seismic events from noisy sensors is a difficult perceptual task. We formulate this task as Bayesian inference and propose a generative model of seismic events and signals across a network of spatially distributed stations. Our system, SIGVISA, is the first to directly model seismic waveforms, allowing it to incorporate a rich representation of the physics underlying the signal generation process. We use Gaussian processes over wavelet parameters to predict detailed waveform fluctuations based on historical events, while degrading smoothly to simple parametric envelopes in regions with no historical seismicity. Evaluating on data from the western US, we recover three times as many events as previous work, and reduce mean location errors by a factor of four while greatly increasing sensitivity to low-magnitude events.

34.9AINov 24, 2016
The Off-Switch Game

Dylan Hadfield-Menell, Anca Dragan, Pieter Abbeel et al.

It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.

9.1AIJun 30, 2016
Swift: Compiled Inference for Probabilistic Programming Languages

Yi Wu, Lei Li, Stuart Russell et al.

A probabilistic program defines a probability measure over its semantic structures. One common goal of probabilistic programming languages (PPLs) is to compute posterior probabilities for arbitrary models and queries, given observed evidence, using a generic inference engine. Most PPL inference engines---even the compiled ones---incur significant runtime interpretation overhead, especially for contingent and open-universe models. This paper describes Swift, a compiler for the BLOG PPL. Swift-generated code incorporates optimizations that eliminate interpretation overhead, maintain dynamic dependencies efficiently, and handle memory management for possible worlds of varying sizes. Experiments comparing Swift with other PPL engines on a variety of inference problems demonstrate speedups ranging from 12x to 326x.

49.4AIJun 9, 2016
Cooperative Inverse Reinforcement Learning

Dylan Hadfield-Menell, Anca Dragan, Pieter Abbeel et al.

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial-information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.

2.5AIMar 29, 2016
Towards Practical Bayesian Parameter and State Estimation

Yusuf Bugra Erol, Yi Wu, Lei Li et al.

Joint state and parameter estimation is a core problem for dynamic Bayesian networks. Although modern probabilistic inference toolkits make it relatively easy to specify large and practically relevant probabilistic models, the silver bullet---an efficient and general online inference algorithm for such problems---remains elusive, forcing users to write special-purpose code for each application. We propose a novel blackbox algorithm -- a hybrid of particle filtering for state variables and assumed density filtering for parameter variables. It has following advantages: (a) it is efficient due to its online nature, and (b) it is applicable to both discrete and continuous parameter spaces . On a variety of toy and real models, our system is able to generate more accurate results within a fixed computation budget. This preliminary evidence indicates that the proposed approach is likely to be of practical use.

38.6AIFeb 10, 2016
Research Priorities for Robust and Beneficial Artificial Intelligence

Stuart Russell, Daniel Dewey, Max Tegmark

Success in the quest for artificial intelligence has the potential to bring unprecedented benefits to humanity, and it is therefore worthwhile to investigate how to maximize these benefits while avoiding potential pitfalls. This article gives numerous examples (which should by no means be construed as an exhaustive list) of such worthwhile research aimed at ensuring that AI remains robust and beneficial.

8.5LGOct 31, 2015Code
Gaussian Process Random Fields

David A. Moore, Stuart J. Russell

Gaussian processes have been successful in both supervised and unsupervised machine learning tasks, but their computational complexity has constrained practical applications. We introduce a new approximation for large-scale Gaussian processes, the Gaussian Process Random Field (GPRF), in which local GPs are coupled via pairwise potentials. The GPRF likelihood is a simple, tractable, and parallelizeable approximation to the full GP marginal likelihood, enabling latent variable modeling and hyperparameter selection on large datasets. We demonstrate its effectiveness on synthetic spatial data as well as a real-world application to seismic event location.

21.6AIAug 9, 2014
Selecting Computations: Theory and Applications

Nicholas Hay, Stuart Russell, David Tolpin et al.

Sequential decision problems are often approximately solvable by simulating possible future action sequences. Metalevel decision procedures have been developed for selecting which action sequences to simulate, based on estimating the expected improvement in decision quality that would result from any particular simulation; an example is the recent work on using bandit algorithms to control Monte Carlo tree search in the game of Go. In this paper we develop a theoretical basis for metalevel decisions in the statistical framework of Bayesian selection problems, arguing (as others have done) that this is more appropriate than the bandit framework. We derive a number of basic results applicable to Monte Carlo selection problems, including the first finite sampling bounds for optimal policies in certain cases; we also provide a simple counterexample to the intuitive conjecture that an optimal policy will necessarily reach a decision in all cases. We then derive heuristic approximations in both Bayesian and distribution-free settings and demonstrate their superiority to bandit-based heuristics in one-shot decision problems and in Go.

14.4AIMar 27, 2013
Automated Construction of Sparse Bayesian Networks from Unstructured Probabilistic Models and Domain Information

Sampath Srinivas, Stuart Russell, Alice M. Agogino

An algorithm for automated construction of a sparse Bayesian network given an unstructured probabilistic model and causal domain information from an expert has been developed and implemented. The goal is to obtain a network that explicitly reveals as much information regarding conditional independence as possible. The network is built incrementally adding one node at a time. The expert's information and a greedy heuristic that tries to keep the number of arcs added at each step to a minimum are used to guide the search for the next node to add. The probabilistic model is a predicate that can answer queries about independencies in the domain. In practice the model can be implemented in various ways. For example, the model could be a statistical independence test operating on empirical data or a deductive prover operating on a set of independence statements about the domain.