Archetypal Psychology#
Concept-work, interim example:
Exploring and Mastering The Unknown in Deep Reinforcement Learning: The Hero’s Journey as Learning Algorithm
Stories are an innate property of human psychology and consciousness. From primal days to the modern age, humans have been telling stories. Stories are so standard and commonplace in our lives that we usually take them for granted, as being naturally beautiful “things” in nature that just “are.” However, like with most art and music, it’s actually a profound mystery to contemplate what it is that makes and distinguishes a story as opposed to just random patterns of facts or memories, and what makes them so powerful and immersive for us at the deepest psychological levels. In this work, we revive and borrow a perspective of stories as a kind of “learning algorithm” for an individual’s psyche originating from fields as depth psychology (Jung) and Comparative Myth (Joseph Campbell). This resurrected perspective is studied with the more mathematically rigorous framework of AI, and given empirical support (under the new formulation) via surpassing state of the art results in deep reinforcement learning. We posit “archetypes” as agents both within and without a Hero’s psyche that, while cumbersome to fend off and deal with, ultimately facilitate the growth and learning of the hero-agent beyond what ordinary exploration methods (variational sampling / entropy, parameter noise) could afford. These archetypes are driven through a cyclic “journey” curriculum of oscillatingly high and low variationality. By exiting the familiar world and entering the realm of the unknown, encountering the various “faces” of differing inner psychological forces (“archetypes”), and ultimately returning — only to repeat the cycle again — our AI hero is able to “master both worlds” and play a number of standard benchmark games successfully.
Psychological journeys are rich and complex and highly-individual, tailored uniquely to the “hero” undergoing them, full of character faces, emotions, memories, and hardships that are unique to the individual and their life experience. The tapestry is as rich and complicated as the vast array of human beings who we might encounter, with each of their characters and personas lending a voice and a kind of aura to our processing of events. These life-specific relationships, “story elements” and chronologies can’t be mimicked or defined, but our processing of them can imbue them with some common structures. One of those structures, we posit, compresses “episodes” of information into learnable and memorable and communicable chunks which resemble what we instinctively identify as stories, and which highlight a certain range of exploration which leads to better action-taking in the future. This exploratory process can be conceived of as a narrative-style journey of 3 higher-level acts: (1) leaving the familiar world, (2) entering the unknown realm, (3) and returning, a cycle of less exploration to more exploration to less exploration. At the end, the hero is accredited the title “master of two worlds,” familiar and unknown.By oscillating exploration cyclically, an agent can exploit current knowledge, discover new knowledge, then exploit the new knowledge, thereby collecting a wider range of positive, negative, and new experience from which to learn, not over-fitting to any one strategy.
Commonly, exploration rates are decayed linearly or according to a monotonic schedule. While this leads to more deterministic policies over time as the agent improves, it also can result in
convergence to local optima. In contrast, cyclic exploration leads to perpetual re-learning and discovery capacity.
“Archetypes” appear in stories as helpful or villainous forces that steer the hero along in their psychological journey. They can be represented externally as characters and relationships that the hero encounters: allies, enemies; or internally as faces of the hero protagonist that were perhaps not previously known to him. Defeating the villain (“adversary”) is often regarded metaphorically as “integrating the shadow” for example. A “trickster” archetype can emerge to set the world in unbalance, only to catalyze the hero’s ultimate growth. The hero himself may yearn for adventure, called to it by external forces, or metaphorically by the hero’s own exploratory spirit.
We define three “archetypes” for the sake of learning: 1. The hero himself, 1. An explorer, 2. An adversary / trickster. Thereby, we disentangle the single agent into three agents which we call “archetypes”. For evaluation, we employ only “the hero” with an exploration rate of 0, but for training, we obtain experience from all 3 under a cyclic exploration rate that we refer to as our “Hero’s Journey.”
Each archetype is distinguished by a different objective function. Furthermore, each is trained equally and indiscriminately from the collective memory. They are deployed during training equally for experience collection which fills up a shared replay memory and their psychological tendencies (that is, neural network parameters) are updated from shared batches drawn from said replay. Their function is to promote a different exploration style each and maneuver the hero to learning from avenues of exploration previously unknown and not simply discovered through mere random sampling.
We hope that this new perspective of “computational depth psychology” inspires future work to define psychological or artistic-cognitive processes in more rigorous, math-based terms, if not just simplest analog formulations to start, and reproducible methodologies for testing their inductive likelihood as models of the brain and the human psyche. Loosely bridging two highly distinct schools, or “worlds” perhaps, familiar and unknown from the perspective of each.