Davis Foote

AI
h-index15
3papers
1,320citations
Novelty60%
AI Score37

3 Papers

LGFeb 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.

CVNov 15, 2018
Development and Validation of a Deep Learning Algorithm for Improving Gleason Scoring of Prostate Cancer

Kunal Nagpal, Davis Foote, Yun Liu et al.

For prostate cancer patients, the Gleason score is one of the most important prognostic factors, potentially determining treatment independent of the stage. However, Gleason scoring is based on subjective microscopic examination of tumor morphology and suffers from poor reproducibility. Here we present a deep learning system (DLS) for Gleason scoring whole-slide images of prostatectomies. Our system was developed using 112 million pathologist-annotated image patches from 1,226 slides, and evaluated on an independent validation dataset of 331 slides, where the reference standard was established by genitourinary specialist pathologists. On the validation dataset, the mean accuracy among 29 general pathologists was 0.61. The DLS achieved a significantly higher diagnostic accuracy of 0.70 (p=0.002) and trended towards better patient risk stratification in correlations to clinical follow-up data. Our approach could improve the accuracy of Gleason scoring and subsequent therapy decisions, particularly where specialist expertise is unavailable. The DLS also goes beyond the current Gleason system to more finely characterize and quantitate tumor morphology, providing opportunities for refinement of the Gleason system itself.

AINov 15, 2016
#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning

Haoran Tang, Rein Houthooft, Davis Foote et al.

Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.