Evolution by natural selection is believed to be the only possible source of spontaneous adaptive organisation in the natural world. This places strict limits on the kinds of systems that can exhibit adaptation spontaneously, i.e., without design. Physical systems can show some properties relevant to adaptation without natural selection or design. (1) The relaxation, or local energy minimisation, of a physical system constitutes a natural form of optimisation insomuch as it finds locally optimal solutions to the frustrated forces acting on it or between its components. (2) When internal structure ‘gives way’ or accommodates a pattern of forcing on a system, this constitutes learning insomuch, as it can store, recall, and generalise past configurations. Both these effects are quite natural and general, but in themselves insufficient to constitute non-trivial adaptation. However, here we show that the recurrent interaction of physical optimisation and physical learning together results in significant spontaneous adaptive organisation. We call this adaptation by natural induction. The effect occurs in dynamical systems described by a network of viscoelastic connections subject to occasional disturbances. When the internal structure of such a system accommodates slowly across many disturbances and relaxations, it spontaneously learns to preferentially visit solutions of increasingly greater quality (exceptionally low energy). We show that adaptation by natural induction thus produces network organisations that improve problem-solving competency with experience (without supervised training or system-level reward). We note that the conditions for adaptation by natural induction, and its adaptive competency, are different from those of natural selection. We therefore suggest that natural selection is not the only possible source of spontaneous adaptive organisation in the natural world.
This paper describes a discrete state-space model -- and accompanying methods -- for generative modelling. This model generalises partially observed Markov decision processes to include paths as latent variables, rendering it suitable for active inference and learning in a dynamic setting. Specifically, we consider deep or hierarchical forms using the renormalisation group. The ensuing renormalising generative models (RGM) can be regarded as discrete homologues of deep convolutional neural networks or continuous state-space models in generalised coordinates of motion. By construction, these scale-invariant models can be used to learn compositionality over space and time, furnishing models of paths or orbits; i.e., events of increasing temporal depth and itinerancy. This technical note illustrates the automatic discovery, learning and deployment of RGMs using a series of applications. We start with image classification and then consider the compression and generation of movies and music. Finally, we apply the same variational principles to the learning of Atari-like games.
This technical note applies active inference to the problem of learning goal-directed behaviour from scratch, namely, de novo learning. By de novo learning, we mean discovering, directly from observations, the structure and parameters of a discrete generative model for sequential policy optimisation. Concretely, our procedure grows and then reduces a model until it discovers a pullback attractor over (generalised) states; this attracting set supplies paths of least action among goal states while avoiding costly states. The implicit efficiency rests upon reframing the learning problem through the lens of the free energy principle, under which it is sufficient to learn a generative model whose dynamics feature such an attracting set. For context, we briefly relate this perspective to value-based formulations (e.g., Bellman optimality) and then apply the active inference formulation to a small arcade game to illustrate de novo structure learning and ensuing agency.
This technical note considers the sampling of outcomes that provide the greatest amount of information about the structure of underlying world models. This generalisation furnishes a principled approach to structure learning under a plausible set of generative models or hypotheses. In active inference, policies - i.e., combinations of actions - are selected based on their expected free energy, which comprises expected information gain and value. Information gain corresponds to the KL divergence between predictive posteriors with, and without, the consequences of action. Posteriors over models can be evaluated quickly and efficiently using Bayesian Model Reduction, based upon accumulated posterior beliefs about model parameters. The ensuing information gain can then be used to select actions that disambiguate among alternative models, in the spirit of optimal experimental design. We illustrate this kind of active selection or reasoning using partially observed discrete models; namely, a 'three-ball' paradigm used previously to describe artificial insight and 'aha moments' via (synthetic) introspection or sleep. We focus on the sample efficiency afforded by seeking outcomes that resolve the greatest uncertainty about the world model, under which outcomes are generated.
Current deep reinforcement learning (DRL) approaches achieve state-of-the-art performance in various domains, but struggle with data efficiency compared to human learning, which leverages core priors about objects and their interactions. Active inference offers a principled framework for integrating sensory information with prior knowledge to learn a world model and quantify the uncertainty of its own beliefs and predictions. However, active inference models are usually crafted for a single task with bespoke knowledge, so they lack the domain flexibility typical of DRL approaches. To bridge this gap, we propose a novel architecture that integrates a minimal yet expressive set of core priors about object-centric dynamics and interactions to accelerate learning in low-data regimes. The resulting approach, which we call AXIOM, combines the usual data efficiency and interpretability of Bayesian approaches with the across-task generalization usually associated with DRL. AXIOM represents scenes as compositions of objects, whose dynamics are modeled as piecewise linear trajectories that capture sparse object-object interactions. The structure of the generative model is expanded online by growing and learning mixture models from single events and periodically refined through Bayesian model reduction to induce generalization. AXIOM masters various games within only 10,000 interaction steps, with both a small number of parameters compared to DRL, and without the computational expense of gradient-based optimization.