The Bitter Lesson

Rich Sutton

March 13, 2019

The biggest lesson that can be read from 70 years of AI research is

that general methods that leverage computation are ultimately the most

effective, and by a large margin. The ultimate reason for this is

Moore's law, or rather its generalization of continued exponentially

falling cost per unit of computation. Most AI research has been

conducted as if the computation available to the agent were constant

(in which case leveraging human knowledge would be one of the only ways

to improve performance) but, over a slightly longer time than a typical

research project, massively more computation inevitably becomes

available. Seeking an improvement that makes a difference in the

shorter term, researchers seek to leverage their human knowledge of the

domain, but the only thing that matters in the long run is the

leveraging of computation. These two need not run counter to each

other, but in practice they tend to. Time spent on one is time not

spent on the other. There are psychological commitments to investment

in one approach or the other. And the human-knowledge approach tends to

complicate methods in ways that make them less suited to taking

advantage of general methods leveraging computation.  There were

many examples of AI researchers' belated learning of this bitter

lesson,

and it is instructive to review some of the most prominent.

In computer chess, the methods that defeated the world champion,

Kasparov, in 1997, were based on massive, deep search. At the time,

this was looked upon with dismay by the majority of computer-chess

researchers who had pursued methods that leveraged human understanding

of the special structure of chess. When a simpler, search-based

approach with special hardware and software proved vastly more

effective, these human-knowledge-based chess researchers were not good

losers. They said that ``brute force" search may have won this time,

but it was not a general strategy, and anyway it was not how people

played chess. These researchers wanted methods based on human input to

win and were disappointed when they did not.

A similar pattern of research progress was seen in computer Go, only

delayed by a further 20 years. Enormous initial efforts went into

avoiding search by taking advantage of human knowledge, or of the

special features of the game, but all those efforts proved irrelevant,

or worse, once search was applied effectively at scale. Also important

was the use of learning by self play to learn a value function (as it

was in many other games and even in chess, although learning did not

play a big role in the 1997 program that first beat a world champion).

Learning by self play, and learning in general, is like search in that

it enables massive computation to be brought to bear. Search and

learning are the two most important classes of techniques for utilizing

massive amounts of computation in AI research. In computer Go, as in

computer chess, researchers' initial effort was directed towards

utilizing human understanding (so that less search was needed) and only

much later was much greater success had by embracing search and

learning.

In speech recognition, there was an early competition, sponsored by

DARPA, in the 1970s. Entrants included a host of special methods that

took

advantage of human knowledge---knowledge of words, of phonemes, of the

human vocal tract, etc. On the other side were newer methods that were

more statistical in nature and did much more computation, based on

hidden Markov models (HMMs). Again, the statistical methods won out

over the human-knowledge-based methods. This led to a major change in

all of natural language processing, gradually over decades, where

statistics and computation came to dominate the field. The recent rise

of deep learning in speech recognition is the most recent step in this

consistent direction. Deep learning methods rely even less on human

knowledge, and use even more computation, together with learning on

huge training sets, to produce dramatically better speech recognition

systems. As in the games, researchers always tried to make systems that

worked the way the researchers thought their own minds worked---they

tried to put that knowledge in their systems---but it proved ultimately

counterproductive, and a colossal waste of researcher's time, when,

through Moore's law, massive computation became available and a means

was found to put it to good use.

In computer vision, there has been a similar pattern. Early methods

conceived of vision as searching for edges, or generalized cylinders,

or in terms of SIFT features. But today all this is discarded. Modern

deep-learning neural networks use only the notions of convolution and

certain kinds of invariances, and perform much better.

This is a big lesson. As a field, we still have not thoroughly learned

it, as we are continuing to make the same kind of mistakes. To see

this, and to effectively resist it, we have to understand the appeal of

these mistakes. We have to learn the bitter lesson that building in how

we think we think does not work in the long run. The bitter lesson is

based on the historical observations that 1) AI researchers have often

tried to build knowledge into their agents, 2) this always helps in the

short term, and is personally satisfying to the researcher, but 3) in

the long run it plateaus and even inhibits further progress, and 4)

breakthrough progress eventually arrives by an opposing approach based

on scaling computation by search and learning. The eventual success is

tinged with bitterness, and often incompletely digested, because it is

success over a favored, human-centric approach.

One thing that should be learned from the bitter lesson is the great

power of general purpose methods, of methods that continue to scale

with increased computation even as the available computation becomes

very great. The two methods that seem to scale arbitrarily in this way

are search and learning.

The second general point to be learned from the bitter lesson is that

the actual contents of minds are tremendously, irredeemably complex; we

should stop trying to find simple ways to think about the contents of

minds, such as simple ways to think about space, objects, multiple

agents, or symmetries. All these are part of the arbitrary,

intrinsically-complex, outside world. They are not what should be built

in, as their complexity is endless; instead we should build in only the

meta-methods that can find and capture this arbitrary complexity.

Essential to these methods is that they can find good approximations,

but the search for them should be by our methods, not by us. We want AI

agents that can discover like we can, not which contain what we have

discovered. Building in our discoveries only makes it harder to see how

the discovering process can be done.