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The following is a conversation with Thomas Sanholm. He's a professor at SameU and cocreator of |
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Labratus, which is the first AI system to beat top human players in the game of Heads Up No Limit |
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Texas Holdem. He has published over 450 papers on game theory and machine learning, including a |
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best paper in 2017 at NIPS, now renamed to New Rips, which is where I caught up with him for this |
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conversation. His research and companies have had wide reaching impact in the real world, |
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especially because he and his group not only propose new ideas, but also build systems to prove |
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that these ideas work in the real world. This conversation is part of the MIT course on |
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artificial journal intelligence and the artificial intelligence podcast. If you enjoy it, subscribe |
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on YouTube, iTunes, or simply connect with me on Twitter at Lex Friedman, spelled FRID. And now |
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here's my conversation with Thomas Sanholm. Can you describe at the high level the game of poker, |
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Texas Holdem, Heads Up Texas Holdem, for people who might not be familiar with this card game? |
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Yeah, happy to. So Heads Up No Limit Texas Holdem has really emerged in the AI community |
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as a main benchmark for testing these application independent algorithms for |
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imperfect information game solving. And this is a game that's actually played by humans. You don't |
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see that much on TV or casinos because, well, for various reasons, but you do see it in some |
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expert level casinos and you see it in the best poker movies of all time. It's actually an event |
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in the world series of poker, but mostly it's played online and typically for pretty big sums |
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of money. And this is a game that usually only experts play. So if you go to your home game |
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on a Friday night, it probably is not going to be Heads Up No Limit Texas Holdem. It might be |
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No Limit Texas Holdem in some cases, but typically for a big group and it's not as competitive. |
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Well, Heads Up means it's two players, so it's really like me against you. Am I better or are you |
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better, much like chess or go in that sense, but an imperfect information game which makes it much |
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harder because I have to deal with issues of you knowing things that I don't know and I know |
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things that you don't know instead of pieces being nicely laid on the board for both of us to see. |
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So in Texas Holdem, there's two cards that you only see that belong to you and there is |
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they gradually lay out some cards that add up overall to five cards that everybody can see. |
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Yeah, the imperfect nature of the information is the two cards that you're holding up front. |
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Yeah. So as you said, you know, you first get two cards in private each, and then you there's a |
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betting round, then you get three cards in public on the table, then there's a betting round, then |
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you get the fourth card in public on the table, there's a betting round, then you get the fifth |
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card on the table, there's a betting round. So there's a total of four betting rounds and four |
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tranches of information revelation, if you will. The only the first tranche is private and then |
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it's public from there. And this is probably by far the most popular game in AI and just |
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the general public in terms of imperfect information. So it's probably the most popular |
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spectator game to watch, right? So, which is why it's a super exciting game tackle. So it's on |
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the order of chess, I would say in terms of popularity, in terms of AI setting it as the bar |
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of what is intelligence. So in 2017, Libratus beats a few four expert human players. Can you |
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describe that event? What you learned from it? What was it like? What was the process in general |
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for people who have not read the papers in the study? Yeah. So the event was that we invited |
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four of the top 10 players with these specialist players in Heads Up No Limit Texas Holden, |
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which is very important because this game is actually quite different than the multiplayer |
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version. We brought them in to Pittsburgh to play at the reverse casino for 20 days. We wanted to |
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get 120,000 hands in because we wanted to get statistical significance. So it's a lot of hands |
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for humans to play, even for these top pros who play fairly quickly normally. So we couldn't just |
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have one of them play so many hands. 20 days, they were playing basically morning to evening. |
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And you raised 200,000 as a little incentive for them to play. And the setting was so that |
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they didn't all get 50,000. We actually paid them out based on how they did against the AI each. |
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So they had an incentive to play as hard as they could, whether they're way ahead or way behind |
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or right at the mark of beating the AI. And you don't make any money, unfortunately. Right. No, |
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we can't make any money. So originally, a couple of years earlier, I actually explored whether we |
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could actually play for money because that would be, of course, interesting as well to play against |
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the top people for money. But the Pennsylvania Gaming Board said no. So we couldn't. So this |
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is much like an exhibit, like for a musician or a boxer or something like that. Nevertheless, |
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they were keeping track of the money and brought us one close to $2 million, I think. So if it was |
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for real money, if you were able to earn money, that was a quite impressive and inspiring achievement. |
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Just a few details. What were the players looking at? Were they behind a computer? What |
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was the interface like? Yes, they were playing much like they normally do. These top players, |
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when they play this game, they play mostly online. So they used to playing through a UI. |
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And they did the same thing here. So there was this layout, you could imagine. There's a table |
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on a screen. There's the human sitting there. And then there's the AI sitting there. And the |
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screen shows everything that's happening. The cards coming out and shows the bets being made. |
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And we also had the betting history for the human. So if the human forgot what had happened in the |
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hand so far, they could actually reference back and so forth. Is there a reason they were given |
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access to the betting history? Well, it didn't really matter. They wouldn't have forgotten |
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anywhere. These are top quality people. But we just wanted to put out there so it's not the question |
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of the human forgetting and the AI somehow trying to get that advantage of better memory. |
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So what was that like? I mean, that was an incredible accomplishment. So what did it feel like |
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before the event? Did you have doubt, hope? Where was your confidence at? |
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Yeah, that's great. Great question. So 18 months earlier, I had organized a similar |
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brains versus AI competition with a previous AI called Cloudical. And we couldn't beat the humans. |
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So this time around, it was only 18 months later. And I knew that this new AI, Libratus, |
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was way stronger. But it's hard to say how you'll do against the top humans before you try. |
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So I thought we had about a 50 50 shot. And the international betting sites put us as a |
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four to one or five to one underdog. So it's kind of interesting that people really believe in people |
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and over AI, not just people, people don't just believe over believing themselves, |
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but they have overconfidence in other people as well, compared to the performance of AI. |
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And yeah, so we were a four to one or five to one underdog. And even after three days of beating |
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the humans in a row, we were still 50 50 on the international betting sites. |
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Do you think there's something special and magical about poker in the way people think about it? |
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In the sense you have, I mean, even in chess, there's no Hollywood movies. Poker is the star |
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of many movies. And there's this feeling that certain human facial expressions and body language, |
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eye movement, all these tells are critical to poker. Like you can look into somebody's soul |
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and understand their betting strategy and so on. So that's probably why the possibly do you think |
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that is why people have a confidence that humans will outperform because AI systems cannot in this |
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construct perceive these kinds of tells, they're only looking at betting patterns and |
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nothing else, the betting patterns and statistics. So what's more important to you if you step back |
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on human players, human versus human? What's the role of these tells of these ideas that we romanticize? |
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Yeah, so I'll split it into two parts. So one is why do humans trust humans more than AI and |
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have overconfidence in humans? I think that's not really related to the tell question. It's |
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just that they've seen these top players how good they are and they're really fantastic. So it's just |
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hard to believe that the AI could beat them. So I think that's where that comes from. And that's |
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actually maybe a more general lesson about AI that until you've seen it overperform a human, |
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it's hard to believe that it could. But then the tells, a lot of these top players, they're so good |
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at hiding tells that among the top players, it's actually not really worth it for them to invest a |
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lot of effort trying to find tells in each other because they're so good at hiding them. So yes, |
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at the kind of Friday evening game, tells are going to be a huge thing. You can read other people |
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and if you're a good reader, you'll read them like an open book. But at the top levels of poker, |
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no, the tells become a less much smaller and smaller aspect of the game as you go to the top |
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levels. The amount of strategies, the amounts of possible actions is very large, 10 to the power |
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of 100 plus. So there has to be some, I've read a few of the papers related that has, |
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it has to form some abstractions of various hands and actions. So what kind of abstractions are |
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effective for the game of poker? Yeah, so you're exactly right. So when you go from a game tree |
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that's 10 to the 161, especially in an imperfect information game, it's way too large to solve |
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directly. Even with our fastest equilibrium finding algorithms. So you want to abstract it |
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first. And abstraction in games is much trickier than abstraction in MDPs or other single agent |
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settings. Because you have these abstraction pathologies. But if I have a finer grained abstraction, |
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the strategy that I can get from that for the real game might actually be worse than the strategy |
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I can get from the coarse grained abstraction. So you have to be very careful. Now, the kinds |
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of abstractions just to zoom out, we're talking about there's the hands abstractions and then there |
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is betting strategies. Yeah, betting actions. So there's information abstraction to talk about |
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general games, information abstraction, which is the abstraction of what chance does. And this |
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would be the cards in the case of poker. And then there's action abstraction, which is abstracting |
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the actions of the actual players, which would be bets in the case of poker, yourself, any other |
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players, yes, yourself and other players. And for information abstraction, we were completely |
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automated. So these were these are algorithms, but they do what we call potential aware abstraction, |
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where we don't just look at the value of the hand, but also how it might materialize in the |
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good or bad hands over time. And it's a certain kind of bottom up process with integer programming |
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there and clustering and various aspects, how do you build this abstraction. And then in the |
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action abstraction, there, it's largely based on how humans other and other AI's have played |
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this game in the past. But in the beginning, we actually use an automated action abstraction |
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technology, which is provably convergent, that it finds the optimal combination of bet sizes, |
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but it's not very scalable. So we couldn't use it for the whole game, but we use it for the first |
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couple of betting actions. So what's more important, the strength of the hand, so the |
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information abstraction or the how you play them, the actions, does it, you know, the romanticized |
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notion again, is that it doesn't matter what hands you have, that the actions, the betting, |
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maybe the way you win, no matter what hands you have. Yeah, so that's why you have to play a lot |
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of hands, so that the role of luck gets smaller. So you could otherwise get lucky and get some good |
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hands, and then you're going to win the match. Even with thousands of hands, you can get lucky. |
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Because there's so much variance in no limit, Texas hold them, because if we both go all in, |
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it's a huge stack of variance. So there are these massive swings in no limit Texas hold them. So |
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that's why you have to play not just thousands, but over a hundred thousand hands to get statistical |
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significance. So let me ask another way this question. If you didn't even look at your hands, |
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but they didn't know that the opponents didn't know that, how well would you be able to do? |
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That's a good question. There's actually, I heard the story that there's this Norwegian female poker |
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player called Annette Oberstad, who's actually won a tournament by doing exactly that. But that |
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would be extremely rare. So you cannot really play well that way. Okay, so the hands do have |
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some role to play. So Lebrados does not use, as far as I understand, use learning methods, |
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deep learning. Is there room for learning in, you know, there's no reason why Lebrados doesn't, |
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you know, combine with an alpha go type approach for estimating the quality for function estimator. |
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What are your thoughts on this? Maybe as compared to another algorithm, which I'm not |
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that familiar with deep stack, the engine that does use deep learning that is unclear how well |
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it does, but nevertheless uses deep learning. So what are your thoughts about learning methods to |
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aid in the way that Lebrados plays the game of poker? Yeah, so as you said, Lebrados did not |
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use learning methods and played very well without them. Since then, we have actually actually here, |
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we have a couple of papers on things that do use learning techniques. Excellent. So and deep learning |
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in particular, and sort of the way you're talking about where it's learning an evaluation function. |
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But in imperfect information games, unlike, let's say in go war, now also in chess and shogi, |
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it's not sufficient to learn an evaluation for a state because the value of an information set |
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depends not only on the exact state, but it also depends on both players beliefs. Like if I have |
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a bad hand, I'm much better off if the opponent thinks I have a good hand. And vice versa, |
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if I have a good hand, I'm much better off if the opponent believes I have a bad hand. So the value |
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of a state is not just a function of the cards. It depends on if you will, the path of play, |
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but only to the extent that it's captured in the belief distributions. So that's why it's not as |
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simple as it is in perfect information games. And I don't want to say it's simple there either. |
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It's of course, very complicated computationally there too. But at least conceptually, it's very |
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straightforward. There's a state, there's an evaluation function, you can try to learn it. |
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Here, you have to do something more. And what we do is in one of these papers, we're looking at |
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allowing where we allow the opponent to actually take different strategies at the leaf of the |
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search tree, if you will. And that is a different way of doing it. And it doesn't assume therefore |
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a particular way that the opponent plays. But it allows the opponent to choose from a set of |
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different continuation strategies. And that forces us to not be too optimistic in a lookahead |
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search. And that's that's one way you can do sound lookahead search in imperfect information |
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games, which is very different, difficult. And in US, you were asking about deep stack, what they |
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did, it was very different than what we do, either in Libertadores or in this new work. |
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They were generally randomly generating various situations in the game. Then they were doing |
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the lookahead from there to the end of the game, as if that was the start of a different game. And |
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then they were using deep learning to learn those values of those states. But the states were not |
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just the physical states, they include the belief distributions. When you talk about lookahead, |
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or deep stack, or with Libertadores, does it mean considering every possibility that the game can |
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evolve? Are we talking about extremely sort of this exponential growth of a tree? Yes. So we're |
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talking about exactly that. Much like you doing alpha beta search or Monte Carlo tree search, |
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but with different techniques. So there's a different search algorithm. And then we have to |
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deal with the leaves differently. So if you think about what Libertadores did, we didn't have to |
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worry about this, because we only did it at the end of the game. So we would always terminate into a |
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real situation. And we would know what the payout is. It didn't do these depth limited lookaheads. |
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But now in this new paper, which is called depth limited, I think it's called depth limited search |
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for imperfect information games, we can actually do sound depth limited lookaheads. So we can |
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actually start to do the lookahead from the beginning of the game on, because that's too |
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complicated to do for this whole long game. So in Libertadores, we were just doing it for the end. |
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So and then the other side, this belief distribution. So is it explicitly modeled |
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what kind of beliefs that the opponent might have? Yeah, it is explicitly modeled, but it's not |
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assumed that beliefs are actually output, not input. Of course, the starting beliefs are input, |
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but they just fall from the rules of the game, because we know that the dealer deals uniformly |
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from the deck. So I know that every pair of cards that you might have is equally likely. |
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I know that for a fact, that just follows from the rules of the game. Of course, |
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except the two cards that I have, I know you don't have those. You have to take that into |
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account. That's called card removal, and that's very important. Is the dealing always coming |
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from a single deck in heads up? Yes. So you can assume single deck. So you know that if I have |
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the ace of spades, I know you don't have an ace of spades. So in the beginning, your belief is |
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basically the fact that it's a fair dealing of hands. But how do you start to adjust that belief? |
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Well, that's where this beauty of game theory comes. So Nash equilibrium, which John Nash |
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introduced in 1950, introduces what rational play is when you have more than one player. |
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And these are pairs of strategies where strategies are contingency plans, one for each player. |
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So that neither player wants to deviate to a different strategy, given that the other |
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doesn't deviate. But as a side effect, you get the beliefs from base rule. So Nash equilibrium |
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really isn't just deriving in these imperfect information games. Nash equilibrium doesn't |
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just define strategies. It also defines beliefs for both of us, and it defines beliefs for each state. |
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So at each state, each, if they call information sets, at each information set in the game, |
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there's a set of different states that we might be in, but I don't know which one we're in. |
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Nash equilibrium tells me exactly what is the probability distribution over those real |
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wall states in my mind. How does Nash equilibrium give you that distribution? So why? |
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I'll do a simple example. So you know the game Rock Paper Scissors? So we can draw it |
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as player one moves first, and then player two moves. But of course, it's important that player |
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two doesn't know what player one moved. Otherwise player two would win every time. So we can draw |
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that as an information set where player one makes one or three moves first. And then there's an |
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information set for player two. So player two doesn't know which of those nodes the world is in. |
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But once we know the strategy for player one, Nash equilibrium will say that you play one third |
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rock, one third paper, one third scissors. From that I can derive my beliefs on the information |
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set that they're one third, one third, one third. So Bayes gives you that. But is that specific |
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to a particular player? Or is it something you quickly update with those? No, the game theory |
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isn't really player specific. So that's also why we don't need any data. We don't need any history |
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how these particular humans played in the past or how any AI or even had played before. It's all |
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about rationality. So we just think the AI just thinks about what would a rational opponent do? |
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And what would I do if I were I am rational and what that that's that's the idea of game theory. |
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So it's really a data free opponent free approach. So it comes from the design of the game as opposed |
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to the design of the player. Exactly. There's no opponent modeling per se. I mean, we've done |
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some work on combining opponent modeling with game theory. So you can exploit weak players |
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even more. But that's another strand and in Libra, there's wouldn't turn that on. So I decided that |
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these players are too good. And when you start to exploit an opponent, you typically open yourself |
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up self up to exploitation. And these guys have so few holes to exploit and they're world's leading |
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experts in counter exploitation. So I decided that we're not going to turn that stuff on. |
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Actually, I saw a few your papers exploiting opponents sound very interesting to explore. |
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Do you think there's room for exploitation, generally outside of the broadest? |
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Is there a subject or people differences that could be exploited? Maybe not just in poker, |
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but in general interactions and negotiations all these other domains that you're considering? |
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Yeah, definitely. We've done some work on that. And I really like the work that hybridizes the two. |
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So you figure out what would a rational opponent do. And by the way, that's safe in these zero |
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sum games to players, zero sum games, because if the opponent does something irrational, |
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yes, it might show a throw of my beliefs. But the amount that the player can gain by throwing |
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of my belief is always less than they lose by playing poorly. So it's safe. But still, |
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if somebody's weak as a player, you might want to play differently to exploit them more. |
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So you can think about it this way, a game theoretic strategy is unbeatable, |
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but it doesn't maximally beat the other opponent. So the winnings per hand might be better |
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with a different strategy. And the hybrid is that you start from a game theoretic approach, |
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and then as you gain data about the opponent in certain parts of the game tree, then in those |
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parts of the game tree, you start to tweak your strategy more and more towards exploitation, |
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while still staying fairly close to the game theoretic strategy so as to not open yourself |
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up to exploitation too much. How do you do that? Do you try to vary up strategies, make it unpredictable? |
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It's like, what is it, tit for tat strategies in Prisoner's Dilemma or? |
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Well, that's a repeated game, simple Prisoner's Dilemma, repeated games. But even there, |
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there's no proof that says that that's the best thing. But experimentally, it actually does well. |
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So what kind of games are there, first of all? I don't know if this is something that you could |
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just summarize. There's perfect information games with all the information on the table. |
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There is imperfect information games. There's repeated games that you play over and over. |
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There's zero sum games. There's non zero sum games. And then there's a really important |
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distinction you're making to player versus more players. So what are what other games are there? |
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And what's the difference, for example, with this two player game versus more players? Yeah, |
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what are the key differences? Right. So let me start from the the basics. So |
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a repeated game is a game where the same exact game is played over and over. |
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In these extensive form games, where you think about three form, maybe with these |
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information sets to represent incomplete information, you can have kind of repetitive |
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interactions and even repeated games are a special case of that, by the way. But |
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the game doesn't have to be exactly the same. It's like in sourcing options. Yes, we're going to |
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see the same supply base year to year. But what I'm buying is a little different every time. |
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And the supply base is a little different every time and so on. So it's not really repeated. |
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So to find a purely repeated game is actually very rare in the world. So they're really a very |
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coarse model of what's going on. Then if you move up from just repeated, simple, |
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repeated matrix games, not all the way to extensive form games, but in between, |
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there's stochastic games, where you know, there's these, you think about it like these little |
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matrix games. And when you take an action and your own takes an action, they determine not which |
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next state I'm going to next game, I'm going to, but the distribution over next games, |
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where I might be going to. So that's the stochastic game. But it's like |
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like matrix games, repeated stochastic games, extensive form games, that is from less to more |
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general. And poker is an example of the last one. So it's really in the most general setting, |
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extensive form games. And that's kind of what the AI community has been working on and being |
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benchmarked on with this heads up no limit, Texas Holden. Can you describe extensive form games? |
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What's the model here? So if you're familiar with the tree form, so it's really the tree form, |
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like in chess, there's a search tree versus a matrix versus a matrix. Yeah. And that's the |
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matrix is called the matrix form or by matrix form or normal form game. And here you have the tree |
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form. So you can actually do certain types of reasoning there, that you lose the information |
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when you go to normal form. There's a certain form of equivalence, like if you go from three |
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form and you say it every possible contingency plan is a strategy, then I can actually go back |
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to the normal form, but I lose some information from the lack of sequentiality. Then the multiplayer |
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versus two player distinction is an important one. So two player games in zero sum are conceptually |
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easier and computationally easier. They're still huge like this one, this one. But they're conceptually |
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easier and computationally easier. In that conceptually, you don't have to worry about |
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which equilibrium is the other guy going to play when there are multiple, because any equilibrium |
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strategy is the best response to any other equilibrium strategy. So I can play a different |
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equilibrium from you and we'll still get the right values of the game. That falls apart even |
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with two players when you have general sum games. Even without cooperation, just even without |
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cooperation. So there's a big gap from two player zero sum to two player general sum, or even to |
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three players zero sum. That's a big gap, at least in theory. Can you maybe non mathematically |
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provide the intuition why it all falls apart with three or more players? It seems like you should |
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still be able to have a Nash equilibrium that's instructive, that holds. Okay, so it is true |
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that all finite games have a Nash equilibrium. So this is what your Nash actually proved. |
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So they do have a Nash equilibrium. That's not the problem. The problem is that there can be many. |
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And then there's a question of which equilibrium to select. So and if you select your strategy |
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from a different equilibrium and I select mine, then what does that mean? And in these non zero |
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sum games, we may lose some joint benefit by being just simply stupid, we could actually both be |
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better off if we did something else. And in three player, you get other problems also like collusion. |
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Like maybe you and I can gang up on a third player, and we can do radically better by colluding. |
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So there are lots of issues that come up there. So No Brown, the student you work with on this, |
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has mentioned, I looked through the AMA on Reddit, he mentioned that the ability of poker players |
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to collaborate would make the game. He was asked the question of, how would you make the game of |
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poker? Or both of you were asked the question, how would you make the game of poker beyond |
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being solvable by current AI methods? And he said that there's not many ways of making poker more |
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difficult, but a collaboration or cooperation between players would make it extremely difficult. |
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So can you provide the intuition behind why that is, if you agree with that idea? |
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Yeah, so we've done a lot of work on coalitional games. And we actually have a paper here with |
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my other student Gabriella Farina and some other collaborators on at NIPPS on that actually just |
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came back from the poster session where we presented this. So when you have a collusion, |
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it's a different problem. And it typically gets even harder then. Even the game representations, |
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some of the game representations don't really allow good computation. So we actually introduced a new |
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game representation for that. Is that kind of cooperation part of the model? Do you have |
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information about the fact that other players are cooperating? Or is it just this chaos that |
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where nothing is known? So there's some some things unknown. Can you give an example of a |
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collusion type game? Or is it usually? So like bridge. Yeah, so think about bridge. It's like |
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when you and I are on a team, our payoffs are the same. The problem is that we can't talk. So when |
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I get my cards, I can't whisper to you what my cards are. That would not be allowed. So we have |
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to somehow coordinate our strategies ahead of time. And only ahead of time. And then there's |
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certain signals we can talk about. But they have to be such that the other team also understands |
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that. So so that that's that's an example where the coordination is already built into the rules |
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of the game. But in many other situations, like auctions or negotiations or diplomatic |
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relationships, poker, it's not really built in. But it still can be very helpful for the |
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colliders. I've read you write somewhere, the negotiations, you come to the table with prior |
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like a strategy that, like that you're willing to do and not willing to do those kinds of things. |
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So how do you start to now moving away from poker, moving beyond poker into other applications |
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like negotiations? How do you start applying this to other to other domains, even real world |
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domains that you've worked on? Yeah, I actually have two startup companies doing exactly that. |
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One is called Strategic Machine. And that's for kind of business applications, gaming, sports, |
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all sorts of things like that. Any applications of this to business and to sports and to gaming, |
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to various types of things for in finance, electricity markets and so on. And the other |
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is called Strategy Robot, where we are taking these to military security, cybersecurity, |
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and intelligence applications. I think you worked a little bit in |
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how do you put it, advertisement, sort of suggesting ads kind of thing. |
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Yeah, that's another company, Optimized Markets. But that's much more about a |
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combinatorial market and optimization based technology. That's not using these |
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game theory decreasing technologies. I see. Okay, so what sort of high level do you think about |
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our ability to use game theoretic concepts to model human behavior? Do you think human behavior is |
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amenable to this kind of modeling? So outside of the poker games and where have you seen it |
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done successfully in your work? I'm not sure. The goal really is modeling humans. |
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Like for example, if I'm playing a zero sum game, I don't really care that the opponent is actually |
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following my model of rational behavior. Because if they're not, that's even better for me. |
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All right, so see with the opponents in games, the prerequisite is that you've formalized |
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the interaction in some way that can be amenable to analysis. I mean, you've done this amazing work |
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with mechanism design, designing games that have certain outcomes. But so I'll tell you an example |
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for my world of autonomous vehicles. We're studying pedestrians and pedestrians and cars |
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negotiate in this nonverbal communication. There's this weird game dance of tension where |
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pedestrians are basically saying, I trust that you won't kill me. And so as a J Walker, |
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I will step onto the road even though I'm breaking the law and there's this tension. |
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And the question is, we really don't know how to model that well in trying to model intent. |
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And so people sometimes bring up ideas of game theory and so on. Do you think that aspect |
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of human behavior can use these kinds of imperfect information approaches, modeling? |
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How do you start to attack a problem like that when you don't even know how to design the game |
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to describe the situation in order to solve it? Okay, so I haven't really thought about J walking. |
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But one thing that I think could be a good application in autonomous vehicles is the |
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following. So let's say that you have fleets of autonomous cars operating by different companies. |
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So maybe here's the Waymo fleet and here's the Uber fleet. If you think about the rules of the road, |
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they define certain legal rules, but that still leaves a huge strategy space open. |
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Like as a simple example, when cars merge, you know, how humans merge, you know, |
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they slow down and look at each other and try to merge. Wouldn't it be better if these situations |
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would already be prenegotiated so we can actually merge at full speed and we know that this is the |
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situation, this is how we do it and it's all going to be faster. But there are way too many |
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situations to negotiate manually. So you could use automated negotiation. This is the idea at least. |
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You could use automated negotiation to negotiate all of these situations or many of them in advance. |
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And of course, it might be that, hey, maybe you're not going to always let me go first. |
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Maybe you said, okay, well, in these situations, I'll let you go first. But in exchange, you're |
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going to give me two hours, you're going to let me go first in these situations. So it's this huge |
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combinatorial negotiation. And do you think there's room in that example of merging to |
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model this whole situation as an imperfect information game? Or do you really want to |
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consider it to be a perfect? No, that's a good question. Yeah. That's a good question. Do you |
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pay the price of assuming that you don't know everything? Yeah, I don't know. It's certainly |
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much easier. Games with perfect information are much easier. So if you can get away with it, |
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you should. But if the real situation is of imperfect information, then you're going to |
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have to deal with imperfect information. Great. So what lessons have you learned the annual |
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computer poker competition? An incredible accomplishment of AI. You look at the history |
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of the blue AlphaGo, these kind of moments when AI stepped up in an engineering effort and a |
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scientific effort combined to beat the best human player. So what do you take away from |
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this whole experience? What have you learned about designing AI systems that play these kinds |
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of games? And what does that mean for AI in general, for the future of AI development? |
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Yeah, so that's a good question. So there's so much to say about it. |
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I do like this type of performance oriented research, although in my group, we go all the |
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way from like idea to theory to experiments to big system building to commercialization. So we |
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span that spectrum. But I think that in a lot of situations in AI, you really have to build the |
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big systems and evaluate them at scale before you know what works and doesn't. And we've seen |
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that in the computational game theory community, that there are a lot of techniques that look good |
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in the small, but then they cease to look good in the large. And we've also seen that there are a |
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lot of techniques that look superior in theory. And I really mean in terms of convergence rates, |
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better like first order methods, better convergence rates like the CFR based algorithms, |
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yet the CFR based algorithms are the first fastest in practice. So it really tells me that you have |
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to test these in reality, the theory isn't tight enough, if you will, to tell you which |
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algorithms are better than the others. And you have to look at these things that in the large, |
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because any sort of projections you do from the small can at least in this domain be very misleading. |
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So that's kind of from a kind of science and engineering perspective, from a personal perspective, |
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it's been just a wild experience in that with the first poker competition, the first |
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brains versus AI man machine poker competition that we organized. There had been, by the way, |
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for other poker games, there had been previous competitions, but this was for heads up no limit, |
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this was the first. And I probably became the most hated person in the world of poker. And I |
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didn't mean to sigh. Why is that for cracking the game for? Yeah, it was a lot of people |
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felt that it was a real threat to the whole game, the whole existence of the game. If AI becomes |
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better than humans, people would be scared to play poker, because there are these superhuman |
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AIs running around taking their money and you know, all of that. So I just it was really aggressive. |
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Interesting. The comments were super aggressive. I got everything just short of death threats. |
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Do you think the same was true for chess? Because right now, they just completed the |
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world championships in chess, and humans just started ignoring the fact that there's AI systems |
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now that outperform humans and they still enjoy the game is still a beautiful game. |
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That's what I think. And I think the same thing happened in poker. And so I didn't |
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think of myself as somebody was going to kill the game. And I don't think I did. |
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I've really learned to love this game. I wasn't a poker player before, but |
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learn so many nuances about it from these AIs. And they've really changed how the game is played, |
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by the way. So they have these very Martian ways of playing poker. And the top humans are now |
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incorporating those types of strategies into their own play. So if anything, to me, our work has made |
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poker a richer, more interesting game for humans to play, not something that is going to steer |
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humans away from it entirely. Just a quick comment on something you said, which is, |
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if I may say so, in academia is a little bit rare sometimes. It's pretty brave to put your ideas |
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to the test in the way you described, saying that sometimes good ideas don't work when you actually |
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try to apply them at scale. So where does that come from? I mean, if you could do advice for |
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people, what drives you in that sense? Were you always this way? I mean, it takes a brave person, |
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I guess is what I'm saying, to test their ideas and to see if this thing actually works against human |
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top human players and so on. I don't know about brave, but it takes a lot of work. |
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It takes a lot of work and a lot of time to organize, to make something big and to organize |
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an event and stuff like that. And what drives you in that effort? Because you could still, |
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I would argue, get a Best Paper Award at NIPS as you did in 17 without doing this. |
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That's right, yes. |
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So in general, I believe it's very important to do things in the real world and at scale. |
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And that's really where the pudding, if you will, proves in the pudding. That's where it is. |
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In this particular case, it was kind of a competition between different groups. |
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And for many years, as to who can be the first one to beat the top humans at heads up, |
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no limit takes us hold them. So it became kind of like a competition who can get there. |
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Yeah, so a little friendly competition could do wonders for progress. |
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Yes, absolutely. |
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So the topic of mechanism design, which is really interesting, also kind of new to me, |
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except as an observer of, I don't know, politics and any, I'm an observer of mechanisms, |
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but you write in your paper, an automated mechanism design that I quickly read. |
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So mechanism design is designing the rules of the game, |
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so you get a certain desirable outcome. And you have this work on doing so in an automatic |
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fashion as opposed to fine tuning it. So what have you learned from those efforts? |
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If you look, say, I don't know, at complex, it's like our political system. Can we design our |
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political system to have in an automated fashion, to have outcomes that we want? Can we design |
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something like traffic lights to be smart, where it gets outcomes that we want? |
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So what are the lessons that you draw from that work? |
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Yeah, so I still very much believe in the automated mechanism design direction. |
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Yes. |
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But it's not a panacea. There are impossibility results in mechanism design, |
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saying that there is no mechanism that accomplishes objective X in class C. |
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So it's not going up, there's no way, using any mechanism design tools, manual or automated, |
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to do certain things in mechanism design. |
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Can you describe that again? So meaning there, it's impossible to achieve that? |
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Yeah, there's also an impossible. So these are not statements about human ingenuity, |
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who might come up with something smart. These are proofs that if you want to accomplish properties |
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X in class C, that is not doable with any mechanism. The good thing about automated |
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mechanism design is that we're not really designing for a class, we're designing for specific settings |
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at a time. So even if there's an impossibility result for the whole class, it just doesn't |
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mean that all of the cases in the class are impossible, it just means that some of the |
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cases are impossible. So we can actually carve these islands of possibility within these |
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non impossible classes. And we've actually done that. So one of the famous results in mechanism |
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design is a Meyers and Settled Weight theorem by Roger Meyers and Mark Settled Weight from 1983. |
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So it's an impossibility of efficient trade under imperfect information. We show that |
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you can in many settings avoid that and get efficient trade anyway. |
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Depending on how you design the game. Depending how you design the game. And of course, |
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it doesn't in any way contradict the impossibility result. The impossibility result is still there, |
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but it just finds spots within this impossible class where in those spots you don't have the |
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impossibility. Sorry if I'm going a bit philosophical, but what lessons do you draw towards like I |
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mentioned politics or the human interaction and designing mechanisms for outside of just |
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these kinds of trading or auctioning or |
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purely formal games or human interaction like a political system. Do you think it's applicable |
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to politics or to business, to negotiations, these kinds of things, designing rules that have |
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certain outcomes? Yeah, yeah, I do think so. Have you seen success that successfully done? |
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There hasn't really. Oh, you mean mechanism design or automated mechanism? Automated mechanism design. |
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So mechanism design itself has had fairly limited success so far. There are certain cases, |
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but most of the real world situations are actually not sound from a mechanism design |
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perspective. Even in those cases where they've been designed by very knowledgeable mechanism |
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design people, the people are typically just taking some insights from the theory and applying |
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those insights into the real world rather than applying the mechanisms directly. So one famous |
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example of is the FCC spectrum auctions. So I've also had a small role in that and |
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very good economists have been working on that with no game theory. Yet the rules that are |
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designed in practice there, they're such that bidding truthfully is not the best strategy. |
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Usually mechanism design, we try to make things easy for the participants. So telling the truth |
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is the best strategy. But even in those very high stakes auctions where you have tens of billions |
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of dollars worth of spectrum being auctioned, truth telling is not the best strategy. |
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And by the way, nobody knows even a single optimal bidding strategy for those auctions. |
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What's the challenge of coming up with an optimal bid? Because there's a lot of players and there's |
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imperfections. It's not so much there, a lot of players, but many items for sale. And these |
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mechanisms are such that even with just two items or one item, bidding truthfully wouldn't be |
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the best strategy. If you look at the history of AI, it's marked by seminal events and an |
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AlphaGo beating a world champion, human go player, I would put Lebrados winning the heads |
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up no limit hold them as one of such event. Thank you. And what do you think is the next such event? |
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Whether it's in your life or in the broadly AI community that you think might be out there |
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that would surprise the world. So that's a great question and I really know the answer. In terms |
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of game solving heads up no limit takes us all and really was the one remaining widely agreed |
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upon benchmark. So that was the big milestone. Now, are there other things? Yeah, certainly |
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there are, but there there is not one that the community has kind of focused on. So what could |
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be other things? There are groups working on Starcraft. There are groups working on Dota 2. |
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These are video games. Yes, or you could have like diplomacy or Hanabi, you know, things like |
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that. These are like recreational games, but none of them are really acknowledged as kind of the |
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main next challenge problem. Like chess or go or heads up no limit takes us hold them was. |
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So I don't really know in the game solving space what is or what will be the next benchmark. I |
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kind of hope that there will be a next benchmark because really the different groups working on |
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the same problem really drove these application independent techniques forward very quickly |
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over 10 years. Do you think there's an open problem that excites you that you start moving |
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away from games into real world games like say the stock market trading? Yeah, so that's kind |
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of how I am. So I am probably not going to work as hard on these recreational benchmarks. |
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I'm doing two startups on game solving technology strategic machine and strategy robot and we're |
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really interested in pushing this stuff into practice. What do you think would be really, |
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you know, a powerful result that would be surprising that would be if you can say, I mean, |
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it's, you know, five years, 10 years from now, something that statistically would say is not |
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very likely, but if there's a breakthrough would achieve. Yeah, so I think that overall, |
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we're in a very different situation in game theory than we are in, let's say, machine learning. Yes. |
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So in machine learning, it's a fairly mature technology and it's very broadly applied and |
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proven success in the real world. In game solving, there are almost no applications yet. |
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We have just become superhuman, which machine learning you could argue happened in the 90s, |
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if not earlier, and at least on supervised learning, certain complex supervised learning |
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applications. Now, I think the next challenge problem, I know you're not asking about it this |
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way, you're asking about technology breakthrough. But I think that big breakthrough is to be able |
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to show that, hey, maybe most of, let's say, military planning or most of business strategy |
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will actually be done strategically using computational game theory. That's what I would |
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like to see as a next five or 10 year goal. Maybe you can explain to me again, forgive me if this |
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is an obvious question, but machine learning methods and neural networks suffer from not |
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being transparent, not being explainable. Game theoretic methods, Nash Equilibria, |
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do they generally, when you see the different solutions, are they, when you talk about military |
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operations, are they, once you see the strategies, do they make sense? Are they explainable or do |
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they suffer from the same problems as neural networks do? So that's a good question. I would say |
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a little bit yes and no. And what I mean by that is that these game theoretic strategies, |
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let's say, Nash Equilibrium, it has provable properties. So it's unlike, let's say, deep |
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learning where you kind of cross your fingers, hopefully it'll work. And then after the fact, |
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when you have the weights, you're still crossing your fingers, and I hope it will work. Here, |
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you know that the solution quality is there. There's provable solution quality guarantees. |
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Now, that doesn't necessarily mean that the strategies are human understandable. |
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That's a whole other problem. So I think that deep learning and computational game theory |
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are in the same boat in that sense, that both are difficult to understand. |
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But at least the game theoretic techniques, they have this |
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guarantees of solution quality. So do you see business operations, strategic operations, |
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even military in the future being at least the strong candidates being proposed by automated |
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systems? Do you see that? Yeah, I do. I do. But that's more of a belief than a substantiated fact. |
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Depending on where you land, an optimism or pessimism, that's a really, to me, that's an |
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exciting future, especially if there's provable things in terms of optimality. So looking into |
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the future, there's a few folks worried about the, especially you look at the game of poker, |
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which is probably one of the last benchmarks in terms of games being solved. They worry about |
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the future and the existential threats of artificial intelligence. So the negative impact |
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in whatever form on society, is that something that concerns you as much? Or are you more optimistic |
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about the positive impacts of AI? I am much more optimistic about the positive impacts. |
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So just in my own work, what we've done so far, we run the nationwide kidney exchange. |
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Hundreds of people are walking around alive today, who would it be? And it's increased employment. |
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You have a lot of people now running kidney exchanges and at transplant centers, interacting |
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with the kidney exchange. You have some extra surgeons, nurses, anesthesiologists, hospitals, |
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all of that. So employment is increasing from that and the world is becoming a better place. |
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Another example is combinatorial sourcing auctions. We did 800 large scale combinatorial |
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sourcing auctions from 2001 to 2010 in a previous startup of mine called Combinet. |
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And we increased the supply chain efficiency on that $60 billion of spend by 12.6%. So that's |
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over $6 billion of efficiency improvement in the world. And this is not like shifting value from |
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somebody to somebody else, just efficiency improvement, like in trucking, less empty |
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driving. So there's less waste, less carbon footprint and so on. This is a huge positive |
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impact in the near term. But sort of to stay in it for a little longer, because I think game theory |
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is a role to play here. Let me actually come back on that. That's one thing. I think AI is also going |
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to make the world much safer. So that's another aspect that often gets overlooked. |
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Well, let me ask this question. Maybe you can speak to the safer. So I talked to Max Tagmark |
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and Stuart Russell, who are very concerned about existential threats of AI. And often, |
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the concern is about value misalignment. So AI systems basically working, operating towards |
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goals that are not the same as human civilization, human beings. So it seems like game theory has |
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a role to play there to make sure the values are aligned with human beings. I don't know if that's |
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how you think about it. If not, how do you think AI might help with this problem? How do you think |
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AI might make the world safer? Yeah, I think this value misalignment is a fairly theoretical |
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worry. And I haven't really seen it in because I do a lot of real applications. I don't see it |
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anywhere. The closest I've seen it was the following type of mental exercise, really, |
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where I had this argument in the late 80s when we were building these transportation optimization |
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systems. And somebody had heard that it's a good idea to have high utilization of assets. |
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So they told me that, hey, why don't you put that as objective? And we didn't even put it as an |
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objective, because I just showed him that if you had that as your objective, the solution would be |
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to load your trucks full and drive in circles. Nothing would ever get delivered. You'd have |
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100% utilization. So yeah, I know this phenomenon. I've known this for over 30 years. But I've never |
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seen it actually be a problem in reality. And yes, if you have the wrong objective, the AI will |
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optimize that to the hilt. And it's going to hurt more than some human who's kind of trying to |
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solve it in a half baked way with some human insight, too. But I just haven't seen that |
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materialize in practice. There's this gap that you've actually put your finger on |
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very clearly just now between theory and reality that's very difficult to put into words, I think. |
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It's what you can theoretically imagine, the worst possible case or even, yeah, I mean, |
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bad cases. And what usually happens in reality. So for example, to me, maybe it's something you |
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can comment on, having grown up and I grew up in the Soviet Union. You know, there's currently |
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10,000 nuclear weapons in the world. And for many decades, it's theoretically surprising to me |
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that the nuclear war is not broken out. Do you think about this aspect from a game |
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theoretic perspective in general? Why is that true? Why? In theory, you could see how things |
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go terribly wrong. And somehow yet they have not. Yeah, how do you think so? So I do think that |
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about that a lot. I think the biggest two threats that we're facing as mankind, one is climate |
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change, and the other is nuclear war. So so those are my main two worries that they worry about. |
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And I've tried to do something about climate thought about trying to do something for climate |
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change twice. Actually, for two of my startups, I've actually commissioned studies of what we |
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could do on those things. And we didn't really find a sweet spot, but I'm still keeping an eye out |
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on that if there's something where we could actually provide a market solution or optimization |
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solution or some other technology solution to problems. Right now, like for example, pollution |
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critic markets was what we were looking at then. And it was much more the lack of political will |
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by those markets were not so successful, rather than bad market design. So I could go in and |
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make a better market design. But that wouldn't really move the needle on the world very much |
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if there's no political will and in the US, you know, the market, at least the Chicago market |
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was just shut down, and so on. So then it doesn't really help how great your market design was. |
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And on the nuclear side, it's more so global warming is a more encroaching problem. |
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You know, nuclear weapons have been here. It's an obvious problem has just been sitting there. |
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So how do you think about what is the mechanism design there that just made everything seem stable? |
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And are you still extremely worried? I am still extremely worried. So you probably know the simple |
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game theory of mad. So this was a mutually assured destruction. And it doesn't require any |
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computation with small matrices, you can actually convince yourself that the game is such that |
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nobody wants to initiate. Yeah, that's a very coarse grained analysis. And it really works in |
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a situation where you have two superpowers or small numbers of superpowers. Now things are |
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very different. You have a smaller nuke. So the threshold of initiating is smaller. And you have |
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smaller countries and non non nation actors who may get nukes and so on. So it's I think it's |
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riskier now than it was maybe ever before. And what idea application of AI, you've talked about |
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a little bit, but what is the most exciting to you right now? I mean, you're here at NIPS, |
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NewRips. Now, you have a few excellent pieces of work. But what are you thinking into the future |
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with several companies you're doing? What's the most exciting thing or one of the exciting things? |
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The number one thing for me right now is coming up with these scalable techniques for |
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game solving and applying them into the real world. I'm still very interested in market design |
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as well. And we're doing that in the optimized markets. But I'm most interested if number one |
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right now is strategic machine strategy robot getting that technology out there and seeing |
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as you're in the trenches doing applications, what needs to be actually filled, what technology |
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gaps still need to be filled. So it's so hard to just put your feet on the table and imagine what |
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needs to be done. But when you're actually doing real applications, the applications tell you |
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what needs to be done. And I really enjoy that interaction. Is it a challenging process to |
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apply some of the state of the art techniques you're working on, and having the various players in |
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industry or the military, or people who could really benefit from it actually use it? What's |
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that process like of, you know, in autonomous vehicles, we work with automotive companies and |
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they're in many ways are a little bit old fashioned, it's difficult. They really want to use this |
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technology, there's clearly will have a significant benefit. But the systems aren't quite in place |
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to easily have them integrated in terms of data in terms of compute in terms of all these kinds |
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of things. So do you, is that one of the bigger challenges that you're facing? And how do you |
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tackle that challenge? Yeah, I think that's always a challenge that that's kind of slowness and inertia |
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really of let's do things the way we've always done it. You just have to find the internal |
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champions that the customer who understand that hey, things can't be the same way in the future, |
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otherwise bad things are going to happen. And it's in autonomous vehicles, it's actually very |
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interesting that the car makers are doing that, and they're very traditional. But at the same time, |
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you have tech companies who have nothing to do with cars or transportation, like Google and Baidu, |
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really pushing on autonomous cars. I find that fascinating. Clearly, you're super excited about |
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how actually these ideas have an impact in the world. In terms of the technology, in terms of |
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ideas and research, are there directions that you're also excited about, whether that's on the |
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some of the approaches you talked about for imperfect information games, whether it's applying |
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deep learning to some of these problems? Is there something that you're excited in |
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in the research side of things? Yeah, yeah, lots of different things in the game solving. |
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So solving even bigger games, games where you have more hidden action of the player |
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actions as well. poker is a game where really chance actions are hidden, or some of them are |
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hidden, but the player actions are public. multiplayer games or various sorts, collusion, |
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opponent exploitation, all and even longer games. So games that basically go forever, |
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but they're not repeated. So see extensive fun games that go forever. What would that even look |
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like? How do you represent that? How do you solve that? What's an example of a game like that? |
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This is some of the stochastic games that you mentioned. Let's say business strategy. So it's |
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and not just modeling like a particular interaction, but thinking about the business from here to |
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eternity. Or I see, or let's let's say military strategy. So it's not like war is going to go away. |
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How do you think about military strategy that's going to go forever? How do you even model that? |
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How do you know whether a move was good that you use somebody made? And so on. So that that's |
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kind of one direction. I'm also very interested in learning much more scalable techniques for |
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integer programming. So we had an ICML paper this summer on that, the first automated algorithm |
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configuration paper that has theoretical generalization guarantees. So if I see these many |
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training examples, and I tool my algorithm in this way, it's going to have good performance |
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on the real distribution, which I've not seen. So which is kind of interesting that, you know, |
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algorithm configuration has been going on now for at least 17 years seriously. And there has not |
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been any generalization theory before. Well, this is really exciting. And it's been, it's a huge |
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honor to talk to you. Thank you so much, Tomas. Thank you for bringing Lebrates to the world |
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and all the great work you're doing. Well, thank you very much. It's been fun. Good questions. |
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