[p2p-research] Applying utility functions to humans considered harmful

Michel Bauwens michelsub2004 at gmail.com
Mon Feb 8 03:21:16 CET 2010


I love these religious updates Ryan, keep them coming!

On Mon, Feb 8, 2010 at 5:04 AM, Ryan Lanham <rlanham1963 at gmail.com> wrote:

> I see where the founder of Second Life is starting a new AGI firm where his
> goal is the singularity.  Interesting times in AI (after a long dark
> period--what is regularly now called the AI Winter.)
>
> Ryan
>
>
> On Wed, Feb 3, 2010 at 9:20 PM, Michel Bauwens <michelsub2004 at gmail.com>wrote:
>
>> the pdf won't load here, but that seems to be the Van Gelder I was
>> referring to in a discussion with jandrews, as saying that equating brains
>> and humans as machines belonged to the infantile phase of AI,
>>
>> Michel
>>
>> On Thu, Feb 4, 2010 at 8:21 AM, Ryan <rlanham1963 at gmail.com> wrote:
>>
>>> For the utilitarians out there...
>>>
>>>
>>>
>>> Sent to you by Ryan via Google Reader:
>>>
>>>
>>> Applying utility functions to humans considered harmful<http://lesswrong.com/lw/1qk/applying_utility_functions_to_humans_considered/>
>>>  via lesswrong: What's new <http://lesswrong.com/> on 2/3/10
>>>
>>> Submitted by Kaj_Sotala <http://lesswrong.com/user/Kaj_Sotala> 19
>>> comments<http://lesswrong.com/lw/1qk/applying_utility_functions_to_humans_considered/#comments>
>>>
>>> There's a lot of discussion on this site that seems to be assuming
>>> (implicitly or explicitly) that it's meaningful to talk about the utility
>>> functions of individual humans. I would like to question this assumption.
>>>
>>> To clarify: I don't question that you couldn't, *in principle*, model* *a
>>> human's preferences by building this insanely complex utility function. But
>>> there's an infinite amount of methods by which you could model a human's
>>> preferences. The question is which model is the most useful, and which
>>> models have the least underlying assumptions that will lead your intuitions
>>> astray.
>>>
>>> Utility functions are a good model to use if we're talking about
>>> designing an AI. We want an AI to be predictable, to have stable
>>> preferences, and do what we want. It is also a good tool for building agents
>>> that are immune to Dutch book tricks. Utility functions are a bad model for
>>> beings that do not resemble these criteria.
>>>
>>> To quote Van Gelder (1995)<http://people.bu.edu/pbokulic/class/vanGelder-reading.pdf>
>>> :
>>>
>>> Much of the work within the classical framework is mathematically elegant
>>> and provides a useful description of optimal reasoning strategies. As an
>>> account of the actual decisions people reach, however, classical utility
>>> theory is seriously flawed; human subjects typically deviate from its
>>> recommendations in a variety of ways. As a result, many theories
>>> incorporating variations on the classical core have been developed,
>>> typically relaxing certain of its standard assumptions, with varying degrees
>>> of success in matching actual human choice behavior.
>>>
>>> Nevertheless, virtually all such theories remain subject to some further
>>> drawbacks:
>>>
>>> (1) They do not incorporate any account of the underlying motivations
>>> that give rise to the utility that an object or outcome holds at a given
>>> time.
>>> (2) They conceive of the utilities themselves as static values, and can
>>> offer no good account of how and why they might change over time, and why
>>> preferences are often inconsistent and inconstant.
>>> (3) They offer no serious account of the deliberation process, with its
>>> attendant vacillations, inconsistencies, and distress; and they have nothing
>>> to say about the relationships that have been uncovered between time spent
>>> deliberating and the choices eventually made.
>>>
>>> Curiously, these drawbacks appear to have a common theme; they all
>>> concern, one way or another, *temporal* aspects of decision making. It
>>> is worth asking whether they arise because of some deep structural feature
>>> inherent in the whole framework which conceptualizes decision-making
>>> behavior in terms of calculating expected utilities.
>>>
>>> One model that attempts to capture actual human decision making better is
>>> called *decision field theory*. (I'm no expert on this theory, having
>>> encountered it two days ago, so I can't vouch for how good it actually is.
>>> Still, even if it's flawed, it's useful for getting us to think about human
>>> preferences in what seems to be a more realistic way.) Here's a brief
>>> summary of how it's constructed from traditional utility theory, based on Busemeyer
>>> & Townsend (1993) <http://mypage.iu.edu/%7Ejbusemey/psy_rev_1993.pdf>.
>>> See the article for the mathematical details, closer justifications and
>>> different failures of classical rationality which the different stages
>>> explain.
>>>
>>> *Stage 1: Deterministic Subjective Expected Utility (SEU) theory.*Basically classical utility theory. Suppose you can choose between two
>>> different alternatives, A and B. If you choose A, there is a payoff of 200
>>> utilons with probability S1, and a payoff of -200 utilons with probability
>>> S2. If you choose B, the payoffs are -500 utilons with probability S1 and
>>> +500 utilons with probability S2. You'll choose A if the expected utility of
>>> A, S1 * 200 + S2 * -200 is higher than the expected utility of B, S1 * -500
>>> + S2 * 500, and B otherwise.
>>>
>>> *Stage 2: Random SEU theory. *In stage 1, we assumed that the
>>> probabilities S1 and S2 stay constant across many trials. Now, we assume
>>> that sometimes the decision maker might focus on S1, producing a preference
>>> for action A. On other trials, the decision maker might focus on S2,
>>> producing a preference for action B. According to random SEU theory, the
>>> attention weight for variable S*i* is a continous random variable, which
>>> can change from trial to trial because of attentional fluctuations. Thus,
>>> the SEU for each action is also a random variable, called the *valence*of an action. Deterministic SEU is a special case of random SEU, one where
>>> the trial-by-trial fluctuation of valence is zero.
>>>
>>> *Stage 3: Sequential SEU theory.* In stage 2, we assumed that one's
>>> decision was based on just one sample of a valence difference on any trial.
>>> Now, we allow a sequence of one or more samples to be accumulated during the
>>> deliberation period of a trial. The attention of the decision maker shifts
>>> between different anticipated payoffs, accumulating weight to the different
>>> actions. Once the weight of one of the actions reaches some critical
>>> threshold, that action is chosen. Random SEU theory is a special case of
>>> sequential SEU theory, where the amount of trials is one.
>>>
>>> Consider a scenario where you're trying to make a very difficult, but
>>> very important decisions. In that case, your inhibitory threshold for any of
>>> the actions is very high, so you spend a lot of time considering the
>>> different consequences of the decision before finally arriving to the
>>> (hopefully) correct decision. For less important decisions, your inhibitory
>>> threshold is much lower, so you pick one of the choices without giving it
>>> too much thought.
>>>
>>> *Stage 4: Random Walk SEU theory. *In stage 3, we assumed that we begin
>>> to consider each decision from a neutral point, without any of the actions
>>> being the preferred one. Now, we allow prior knowledge or experiences to
>>> bias the initial state. The decision maker may recall previous preference
>>> states, that are influenced in the direction of the mean difference.
>>> Sequential SEU theory is a special case of random walk theory, where the
>>> initial bias is zero.
>>>
>>> Under this model, decisions favoring the status quo tend to be chosen
>>> more frequently under a short time limit (low threshold), but a superior
>>> decision is more likely to be chosen as the threshold grows. Also, if
>>> previous outcomes have already biased decision A very strongly over B, then
>>> the mean time to choose A will be short while the mean time to choose B will
>>> be long.
>>>
>>> *Stage 5: Linear System SEU theory. *In stage 4, we assumed that
>>> previous experiences all contribute equally. Now, we allow the impact of a
>>> valence difference to vary depending on whether it occurred early or late (a
>>> primacy or recency effect<http://en.wikipedia.org/wiki/Serial_position_effect>).
>>> Each previous experience is given a weight given by a growth-decay rate
>>> parameter. Random walk SEU theory is a special case of linear system SEU
>>> theory, where the growth-decay rate is set to zero.
>>>
>>> *Stage 6: Approach-Avoidance Theory. *In stage 5, we assumed that, for
>>> example, the average amount of attention given to the payoff (+500) only
>>> depended on event S2. Now, we allow the average weight to be affected by a
>>> another variable, called the goal gradient. The basic idea is that the
>>> attractiveness of a reward or the aversiveness of a punishment is a
>>> decreasing function of distance from the point of commitment to an action.
>>> If there is little or no possibility of taking an action, its consequences
>>> are ignored; as the possibility of taking an action increases, the attention
>>> to its consequences increases as well. Linear system theory is a special
>>> case of approach-avoidance theory, where the goal gradient parameter is
>>> zero.
>>>
>>> There are two different goal gradients, one for gains and rewards and one
>>> for losses or punishments. Empirical research suggests that the gradient for
>>> rewards tends to be flatter than that for punishments. One of the original
>>> features of approach-avoidance theory was the distinction between rewards
>>> versus punishments, closely corresponding to the distinction of positively
>>> versus negatively framed outcomes made by more recent decision theorists.
>>>
>>> *Stage 7: Decision Field Theory. *In stage 6, we assumed that the time
>>> taken to process each sampling is the same. Now, we allow this to change by
>>> introducing into the theory a time unit *h*, representing the amount of
>>> time it takes to retrieve and process one pair of anticipated consequences
>>> before shifting attention to another pair of consequences. If *h* is
>>> allowed to approach zero in the limit, the preference state evolves in an
>>> approximately continous manner over time. Approach-avoidance is a spe... you
>>> get the picture.
>>>
>>>
>>> ------------------------------
>>>
>>>
>>>
>>> Now, you could argue that all of the steps above are just artifacts of
>>> being a bounded agent without enough computational resources to calculate
>>> all the utilities precisely. And you'd be right. And maybe it's meaningful
>>> to talk about the "utility function of humanity" as the outcome that occurs
>>> when a CEV-like entity calculated what we'd decide if we could collapse
>>> Decision Field Theory back into Deterministic SEU Theory. Or maybe you just
>>> say that all of this is low-level mechanical stuff that gets included in the
>>> "probability of outcome" computation of classical decision theory. But which
>>> approach do you think gives us more useful conceptual tools in talking about
>>> modern-day humans?
>>>
>>> You'll also note that even DFT (or at least the version of it summarized
>>> in a 1993 article) assumes that the payoffs themselves do not change over
>>> time. Attentional considerations might lead us to attach a low value to some
>>> outcome, but if we were to actually end up in that outcome, we'd always
>>> value it the same amount. This we know to be untrue. There's probably some
>>> even better way of looking at human decision making, one which I suspect
>>> might be very different from classical decision theory.
>>>
>>> So be extra careful when you try to apply the concept of a utility
>>> function to human beings.
>>>
>>>
>>>
>>> Things you can do from here:
>>>
>>>    - Subscribe to lesswrong: What's new<http://www.google.com/reader/view/feed%2Fhttp%3A%2F%2Flesswrong.com%2F.rss?source=email>using
>>>    *Google Reader*
>>>    - Get started using Google Reader<http://www.google.com/reader/?source=email>to easily keep up with
>>>    *all your favorite sites*
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> p2presearch mailing list
>>> p2presearch at listcultures.org
>>> http://listcultures.org/mailman/listinfo/p2presearch_listcultures.org
>>>
>>>
>>
>>
>> --
>> Work: http://en.wikipedia.org/wiki/Dhurakij_Pundit_University - Think
>> thank: http://www.asianforesightinstitute.org/index.php/eng/The-AFI
>>
>> P2P Foundation: http://p2pfoundation.net  - http://blog.p2pfoundation.net
>>
>> Connect: http://p2pfoundation.ning.com; Discuss:
>> http://listcultures.org/mailman/listinfo/p2presearch_listcultures.org
>>
>> Updates: http://del.icio.us/mbauwens; http://friendfeed.com/mbauwens;
>> http://twitter.com/mbauwens; http://www.facebook.com/mbauwens
>>
>>
>>
>>
>>
>> _______________________________________________
>> p2presearch mailing list
>> p2presearch at listcultures.org
>> http://listcultures.org/mailman/listinfo/p2presearch_listcultures.org
>>
>>
>
>
> --
> Ryan Lanham
> rlanham1963 at gmail.com
> Facebook: Ryan_Lanham
> P.O. Box 633
> Grand Cayman, KY1-1303
> Cayman Islands
> (345) 916-1712
>
>
>
>
> _______________________________________________
> p2presearch mailing list
> p2presearch at listcultures.org
> http://listcultures.org/mailman/listinfo/p2presearch_listcultures.org
>
>


-- 
Work: http://en.wikipedia.org/wiki/Dhurakij_Pundit_University - Think thank:
http://www.asianforesightinstitute.org/index.php/eng/The-AFI

P2P Foundation: http://p2pfoundation.net  - http://blog.p2pfoundation.net

Connect: http://p2pfoundation.ning.com; Discuss:
http://listcultures.org/mailman/listinfo/p2presearch_listcultures.org

Updates: http://del.icio.us/mbauwens; http://friendfeed.com/mbauwens;
http://twitter.com/mbauwens; http://www.facebook.com/mbauwens
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://listcultures.org/pipermail/p2presearch_listcultures.org/attachments/20100208/f3b2cc17/attachment.html>


More information about the p2presearch mailing list