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by snovv_crash
1427 days ago
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I get what you're saying about recursive adversarial problems and their fractal nature, but this is exactly what GANs do to great success, despite the fact that it's hard. Yes, they have to train a lot slower, but learning general strategies and patterns in opponent behaviour still works. Your password example on the other hand is a discrete, non-differentiable example. If it was differentiable - for example instead of a true/false you got an edit distance to the real password, then passwords would be trivial to crack. |
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What happens once we learn an approximation of that landscape; a map that has error, it doesn’t correspond fully with the territory.
The cognitive bias framing calls the map biased, but if you generalize from that to a more global sense of irrationality the reasoning is in error. In a more particular situation you have a simpler game tree because it is just the game tree under the node. The lifting of constraints produces the ability to have further insight - the map has to be an approximation.
Don’t reach for edit distance; make the boolean a Maybe Boolean which needs further resolution. See that the approximation is demanded because the world isn’t setup to allow all things to be learnable. My honeypot example is simpler than reality - there exists passwords for which trying to guess the password but getting the honeypot resolves to the learner being jailed; generally the learner in the actual game wouldn’t even get to have infinite guesses either, but I made the problem simpler to expose the problem complexity in terms that learning theory would be more familiar with - the elevation maps of the error landscape that learners like to slide down.