We show that existing unsupervised methods on large language model (LLM) activations do not discover knowledge -- instead they seem to discover whatever feature of the activations is most prominent. The idea behind unsupervised knowledge elicitation is that knowledge satisfies a consistency structure, which can be used to discover knowledge. We first prove theoretically that arbitrary features (not just knowledge) satisfy the consistency structure of a particular leading unsupervised knowledge-elicitation method, contrast-consistent search (Burns et al. - arXiv:2212.03827). We then present a series of experiments showing settings in which unsupervised methods result in classifiers that do not predict knowledge, but instead predict a different prominent feature. We conclude that existing unsupervised methods for discovering latent knowledge are insufficient, and we contribute sanity checks to apply to evaluating future knowledge elicitation methods. Conceptually, we hypothesise that the identification issues explored here, e.g. distinguishing a model's knowledge from that of a simulated character's, will persist for future unsupervised methods.
One of the most surprising puzzles in neural network generalisation is grokking: a network with perfect training accuracy but poor generalisation will, upon further training, transition to perfect generalisation. We propose that grokking occurs when the task admits a generalising solution and a memorising solution, where the generalising solution is slower to learn but more efficient, producing larger logits with the same parameter norm. We hypothesise that memorising circuits become more inefficient with larger training datasets while generalising circuits do not, suggesting there is a critical dataset size at which memorisation and generalisation are equally efficient. We make and confirm four novel predictions about grokking, providing significant evidence in favour of our explanation. Most strikingly, we demonstrate two novel and surprising behaviours: ungrokking, in which a network regresses from perfect to low test accuracy, and semi-grokking, in which a network shows delayed generalisation to partial rather than perfect test accuracy.
The field of AI alignment is concerned with AI systems that pursue unintended goals. One commonly studied mechanism by which an unintended goal might arise is specification gaming, in which the designer-provided specification is flawed in a way that the designers did not foresee. However, an AI system may pursue an undesired goal even when the specification is correct, in the case of goal misgeneralization. Goal misgeneralization is a specific form of robustness failure for learning algorithms in which the learned program competently pursues an undesired goal that leads to good performance in training situations but bad performance in novel test situations. We demonstrate that goal misgeneralization can occur in practical systems by providing several examples in deep learning systems across a variety of domains. Extrapolating forward to more capable systems, we provide hypotheticals that illustrate how goal misgeneralization could lead to catastrophic risk. We suggest several research directions that could reduce the risk of goal misgeneralization for future systems.
Agents should avoid unsafe behaviour during both training and deployment. This typically requires a simulator and a procedural specification of unsafe behaviour. Unfortunately, a simulator is not always available, and procedurally specifying constraints can be difficult or impossible for many real-world tasks. A recently introduced technique, ReQueST, aims to solve this problem by learning a neural simulator of the environment from safe human trajectories, then using the learned simulator to efficiently learn a reward model from human feedback. However, it is yet unknown whether this approach is feasible in complex 3D environments with feedback obtained from real humans - whether sufficient pixel-based neural simulator quality can be achieved, and whether the human data requirements are viable in terms of both quantity and quality. In this paper we answer this question in the affirmative, using ReQueST to train an agent to perform a 3D first-person object collection task using data entirely from human contractors. We show that the resulting agent exhibits an order of magnitude reduction in unsafe behaviour compared to standard reinforcement learning.
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. This setting nevertheless integrates a number of the central challenges of artificial intelligence (AI) research: complex visual perception and goal-directed physical control, grounded language comprehension and production, and multi-agent social interaction. To build agents that can robustly interact with humans, we would ideally train them while they interact with humans. However, this is presently impractical. Therefore, we approximate the role of the human with another learned agent, and use ideas from inverse reinforcement learning to reduce the disparities between human-human and agent-agent interactive behaviour. Rigorously evaluating our agents poses a great challenge, so we develop a variety of behavioural tests, including evaluation by humans who watch videos of agents or interact directly with them. These evaluations convincingly demonstrate that interactive training and auxiliary losses improve agent behaviour beyond what is achieved by supervised learning of actions alone. Further, we demonstrate that agent capabilities generalise beyond literal experiences in the dataset. Finally, we train evaluation models whose ratings of agents agree well with human judgement, thus permitting the evaluation of new agent models without additional effort. Taken together, our results in this virtual environment provide evidence that large-scale human behavioural imitation is a promising tool to create intelligent, interactive agents, and the challenge of reliably evaluating such agents is possible to surmount.