Discussions of complexity, knowledge and intelligence often overlook the work involved. For example, outputs generated by short programs have low algorithmic complexity but can have high computational depth, the least work needed to produce them from near-shortest programs. Producing them with less work can require longer descriptions, giving high work-bounded complexity. We introduce a formalism that compares achievements under work and information limits and describes how learning and persistence can make deep achievements shallow by reusing products of earlier work. For an agent with a limited work budget, the value of building and maintaining such resources depends on how they support its goals over later tasks. We define grasp as performance across work budgets at a fixed information allowance. Low grasp can still yield success through grind at high cost in work, without necessarily improving human grasp. Applied to improvement itself, grasp gives a criterion for recursive self-improvement in which successors make comparable further improvements more efficiently. Another route to faster progress is to expand the resources brought to bear through knowledge sharing and coordination across society, even while comparable advances require increasing work. Grasp also applies to collectives, which may outperform their members yet require more total work than one system with their combined resources. Establishing and sustaining organisation can itself be deep even when the primary task is simple. These demands may help explain the richness of biological and social systems. In agent collectives, this organisational work can generate goals beyond assigned tasks, including maintaining the collective itself. We therefore caution against allowing an emergent agent society to assume authority over social coordination, since it could increasingly direct work towards its own persistence and goals.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
F. Xia, Amir Zamir, Zhi-Yang He et al.· 2018 IEEE/CVF Conference on...· 1,069 citations· ⚡112
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations...
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
An algorithm is proposed which leverages disentangled semantic factors to generate adversarial perturbation by altering controlled semantic attributes to fool the learner towards various "adversarial" targets.
Haonan Qiu, Chaowei Xiao, Lei Yang et al.· arXiv.org· 208 citations· ⚡17
This work proposes a HALO that directly maximizes the utility of generations instead of maximizing the log-likelihood of preferences, and suggests that the best loss depends on the inductive biases most appropriate for a given setting, an oft-overlooked consideration.
This work investigates the possibilities of using LLMs in a resume screening setting via a document retrieval framework that simulates job candidate selection and finds that the MTEs are biased, significantly favoring White-associated names in 85% of cases and female-associated names in only 11.1% of cases.
This work shows that orders of magnitude enhancement in performance could be obtained by a combination of hardware improvements and tight quantum-HPC integration and introduces high-performance architectures for quantum-probabilistic computing with custom-designed accelerators to tackle today's industry-scale classical...
Masoud Mohseni, Artur Scherer, K. Johnson et al.· arXiv.org· 121 citations· ⚡9