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The following is a conversation with Ariol Vanialis. |
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He's a senior research scientist at Google DeepMind, |
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and before that, he was at Google Brain and Berkeley. |
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His research has been cited over 39,000 times. |
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He's truly one of the most brilliant and impactful minds |
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in the field of deep learning. |
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He's behind some of the biggest papers and ideas in AI, |
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including sequence to sequence learning, |
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audio generation, image captioning, |
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neural machine translation, |
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and, of course, reinforcement learning. |
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He's a lead researcher of the AlphaStar project, |
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creating an agent that defeated a top professional |
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at the game of StarCraft. |
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This conversation is part |
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of the artificial intelligence podcast. |
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If you enjoy it, subscribe on YouTube, iTunes, |
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or simply connect with me on Twitter, |
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at Lex Freedman, spelled F R I D. |
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And now, here's my conversation with Ariol Vanialis. |
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You spearheaded the DeepMind team |
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behind AlphaStar that recently beat |
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a top professional player at StarCraft. |
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So you have an incredible wealth of work |
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and deep learning and a bunch of fields, |
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but let's talk about StarCraft first. |
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Let's go back to the very beginning, |
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even before AlphaStar, before DeepMind, |
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before Deep Learning, first, |
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what came first for you? |
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A love for programming or a love for video games? |
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I think for me, it definitely came first, |
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the drive to play video games. |
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I really liked computers. |
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I didn't really code much, |
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but what I would do is I would just mess with the computer, |
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break it and fix it. |
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That was the level of skills, I guess, |
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that I gained in my very early days, |
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I mean, when I was 10 or 11. |
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And then I really got into video games, |
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especially StarCraft, actually, the first version. |
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I spent most of my time just playing, |
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kind of, pseudo professionally, |
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as professionally as you could play back in 98 in Europe, |
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which was not a very main scene, |
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like what's called nowadays esports. |
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Right, of course, in the 90s. |
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So how'd you get into StarCraft? |
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What was your favorite race? |
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How did you develop your skill? |
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What was your strategy? |
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All that kind of thing. |
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So as a player, I tended to try to play not many games, |
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not to disclose the strategies that I developed. |
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And I like to play random, actually, |
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not in competitions, but just to... |
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I think in StarCraft, there's three main races, |
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and I found it very useful to play with all of them. |
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So I would choose random many times, |
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even sometimes in tournaments, |
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to gain skill on the three races, |
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because it's not how you play against someone, |
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but also if you understand the race because you play it, |
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you also understand what's annoying, |
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then when you're on the other side, |
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what to do to annoy that person, |
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to try to gain advantages here and there and so on. |
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So I actually played random, |
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although I must say in terms of favorite race, |
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I really like Zerk. |
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I was probably best at Zerk, |
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and that's probably what I tend to use |
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towards the end of my career before starting university. |
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So let's step back a little bit. |
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Could you try to describe StarCraft to people |
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that may never have played video games, |
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especially the massively online variety like StarCraft? |
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So StarCraft is a real time strategy game, |
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and the way to think about StarCraft, |
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perhaps if you understand a bit chess, |
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is that there's a board, |
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which is called map, |
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or the map where people play against each other. |
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There's obviously many ways you can play, |
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but the most interesting one is the one versus one setup, |
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where you just play against someone else, |
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or even the build in AI, right? |
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Blizzard put a system that can play the game reasonably well, |
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if you don't know how to play. |
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And then in this board, |
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you have, again, pieces like in chess, |
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but these pieces are not there initially, |
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like they are in chess. |
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You actually need to decide to gather resources, |
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to decide which pieces to build. |
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So in a way, you're starting almost with no pieces. |
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You start gathering resources in StarCraft. |
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There's minerals and gas that you can gather, |
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and then you must decide how much do you wanna focus, |
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for instance, on gathering more resources, |
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or starting to build units or pieces. |
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And then once you have enough pieces, |
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or maybe a good attack composition, |
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then you go and attack the other side of the map. |
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And now the other main difference with chess |
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is that you don't see the other side of the map. |
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So you're not seeing the moves of the enemy. |
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It's what we call partially observable. |
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So as a result, you must not only decide trading off economy |
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versus building your own units, |
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but you also must decide whether you wanna scout |
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to gather information, |
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but also by scouting you might be giving away some information |
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that you might be hiding from the enemy. |
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So there's a lot of complex decision making |
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all in real time. |
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There's also unlike chess, this is not a turn based game. |
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You play basically all the time continuously |
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and thus some skill in terms of speed and accuracy |
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of clicking is also very important. |
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And people that train for this, |
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really play this game at an amazing skill level. |
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I've seen many times these, |
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and if you can witness this life, |
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it's really, really impressive. |
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So in a way it's kind of a chess, |
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where you don't see the other side of the board, |
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you're building your own pieces, |
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and you also need to gather resources |
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to basically get some money to build other buildings, |
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pieces, technology, and so on. |
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From the perspective of the human player, |
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the difference between that and chess, |
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or maybe that and a game like turn based strategy, |
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like Heroes of the Might of Magic, |
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is that there's an anxiety, |
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because you have to make these decisions really quickly. |
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And if you are not actually aware of what decisions work, |
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it's a very stressful balance that you have to, |
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everything you describe is actually quite stressful, |
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difficult to balance for amateur human player. |
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I don't know if it gets easier at the professional level, |
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like if they're fully aware of what they have to do, |
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but at the amateur level, |
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there's this anxiety, oh crap, I'm being attacked, |
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oh crap, I have to build up resources, |
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oh, I have to probably expand, |
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and all these, the real time strategy aspect |
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is really stressful and computational, |
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I'm sure, difficult, we'll get into it. |
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But for me, Battle.net, |
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so StarCraft was released in 98, 20 years ago, |
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which is hard to believe, |
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and Blizzard Battle.net with Diablo 96 came out, |
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and to me, it might be a narrow perspective, |
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but it changed online gaming, |
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and perhaps society forever, |
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but I may have made way too narrow a viewpoint, |
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but from your perspective, |
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can you talk about the history of gaming |
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over the past 20 years? |
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Is this, how transformational, |
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how important is this line of games? |
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Right, so I think I kind of was an active gamer |
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whilst this was developing the internet and online gaming, |
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so for me, the way it came was I played |
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other games strategy related, |
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I played a bit of Common and Conquer, |
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and then I played Warcraft 2, which is from Blizzard, |
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but at the time, I didn't know, |
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I didn't understand about what Blizzard was or anything. |
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Warcraft 2 was just a game, |
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which was actually very similar to StarCraft in many ways. |
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It's also a real time strategy game |
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where there's orcs and humans, so there's only two races. |
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But it was offline, and it was offline, right? |
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So I remember a friend of mine came to school, |
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say, oh, there's this new cool game called StarCraft, |
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and I just said, oh, this sounds like |
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just a copy of Warcraft 2, until I kind of installed it, |
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and at the time, I am from Spain, |
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so we didn't have like very good internet, right? |
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So there was, for us, |
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StarCraft became first kind of an offline experience |
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where you kind of start to play these missions, right? |
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You play against some sort of scripted things |
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to develop the story of the characters in the game, |
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and then later on, I start playing against the built in AI, |
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and I thought it was impossible to defeat it. |
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Then eventually, you defeat one, |
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and you can actually play against seven built in AIs |
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at the same time, |
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which also felt impossible, |
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but actually, it's not that hard to beat |
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seven built in AIs at once. |
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So once we achieved that, |
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also we discovered that we could play, |
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as I said, internet wasn't that great, |
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but we could play with the LAN, right? |
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Like basically against each other |
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if we were in the same place, |
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because you could just connect machines with like cables, right? |
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So we started playing in LAN mode, |
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and against, you know, as a group of friends, |
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and it was really, really like much more entertaining |
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than playing against the AIs. |
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And later on, as internet was starting to develop |
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and being a bit faster and more reliable, |
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then it's when I started experiencing Battle.net, |
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which is these amazing universe, |
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not only because of the fact |
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that you can play the game against anyone in the world, |
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but you can also get to know more people. |
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09:20.200 --> 09:23.080 |
|
You just get exposed to now like this vast variety of, |
|
|
|
09:23.080 --> 09:25.320 |
|
it's kind of a bit when the chats came about, right? |
|
|
|
09:25.320 --> 09:27.320 |
|
There was a chat system, |
|
|
|
09:27.320 --> 09:29.040 |
|
you could play against people, |
|
|
|
09:29.040 --> 09:30.760 |
|
but you could also chat with people, |
|
|
|
09:30.760 --> 09:32.520 |
|
not only about Stacker, but about anything. |
|
|
|
09:32.520 --> 09:36.680 |
|
And that became a way of life for kind of two years. |
|
|
|
09:36.680 --> 09:38.920 |
|
And obviously then it became like kind of, |
|
|
|
09:38.920 --> 09:42.280 |
|
it exploded in me that I started to play more seriously, |
|
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|
09:42.280 --> 09:44.720 |
|
going to tournaments and so on and so forth. |
|
|
|
09:44.720 --> 09:49.720 |
|
Do you have a sense on a societal sociological level |
|
|
|
09:49.880 --> 09:52.280 |
|
what's this whole part of society |
|
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09:52.280 --> 09:53.840 |
|
that many of us are not aware of? |
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|
|
09:53.840 --> 09:56.920 |
|
And it's a huge part of society, which is gamers. |
|
|
|
09:56.920 --> 10:01.000 |
|
I mean, every time I come across that in YouTube |
|
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10:01.000 --> 10:03.000 |
|
or streaming sites, |
|
|
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10:03.000 --> 10:07.640 |
|
I mean, this is a huge number of people play games religiously. |
|
|
|
10:07.640 --> 10:08.920 |
|
Do you have a sense of those folks, |
|
|
|
10:08.920 --> 10:10.880 |
|
especially now that you've returned to that realm |
|
|
|
10:10.880 --> 10:12.600 |
|
a little bit on the AI side? |
|
|
|
10:12.600 --> 10:15.880 |
|
Yeah, so in fact, even after Stacker, |
|
|
|
10:15.880 --> 10:17.640 |
|
I actually played World of Warcraft, |
|
|
|
10:17.640 --> 10:22.320 |
|
which is maybe the main sort of online world and presence |
|
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|
10:22.320 --> 10:24.640 |
|
that you get to interact with lots of people. |
|
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10:24.640 --> 10:26.400 |
|
So I played that for a little bit. |
|
|
|
10:26.400 --> 10:29.080 |
|
To me, it was a bit less stressful than Starcraft |
|
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|
10:29.080 --> 10:30.920 |
|
because winning was kind of a given. |
|
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|
10:30.920 --> 10:32.400 |
|
You just put in this world |
|
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10:32.400 --> 10:35.040 |
|
and you can always complete missions. |
|
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10:35.040 --> 10:38.120 |
|
But I think it was actually the social aspect |
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10:38.120 --> 10:40.480 |
|
of especially Starcraft first |
|
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|
10:40.480 --> 10:43.440 |
|
and then games like World of Warcraft |
|
|
|
10:43.440 --> 10:47.000 |
|
really shaped me in a very interesting ways |
|
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|
10:47.000 --> 10:48.560 |
|
because what you get to experience |
|
|
|
10:48.560 --> 10:51.680 |
|
is just people you wouldn't usually interact with, right? |
|
|
|
10:51.680 --> 10:55.000 |
|
So even nowadays, I still have many Facebook friends |
|
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|
10:55.000 --> 10:56.960 |
|
from the area where I played online |
|
|
|
10:56.960 --> 11:00.120 |
|
and their ways of thinking is even political. |
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|
11:00.120 --> 11:01.680 |
|
They just don't, we don't live in it. |
|
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|
11:01.680 --> 11:03.720 |
|
Like we don't interact in the real world, |
|
|
|
11:03.720 --> 11:06.800 |
|
but we were connected by basically fiber. |
|
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|
11:06.800 --> 11:10.840 |
|
And that way I actually get to understand a bit better |
|
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|
11:10.840 --> 11:12.840 |
|
that we live in a diverse world. |
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11:12.840 --> 11:15.640 |
|
And these were just connections that were made by, |
|
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11:15.640 --> 11:18.120 |
|
because I happened to go in a city, |
|
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|
11:18.120 --> 11:20.720 |
|
in a virtual city as a priest |
|
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|
11:20.720 --> 11:23.680 |
|
and I met this warrior and we became friends. |
|
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|
11:23.680 --> 11:25.720 |
|
And then we started like playing together, right? |
|
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|
11:25.720 --> 11:28.800 |
|
So I think it's transformative |
|
|
|
11:28.800 --> 11:31.320 |
|
and more and more and more people are more aware of it. |
|
|
|
11:31.320 --> 11:33.520 |
|
I mean, it's becoming quite mainstream. |
|
|
|
11:33.520 --> 11:35.360 |
|
But back in the day, as you were saying, |
|
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|
11:35.360 --> 11:40.360 |
|
in 2005 even it was very, still very strange thing to do |
|
|
|
11:42.120 --> 11:45.920 |
|
especially in Europe, I think there were exceptions |
|
|
|
11:45.920 --> 11:47.960 |
|
like Korea for instance, it was amazing |
|
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|
11:47.960 --> 11:50.600 |
|
like that everything happened so early |
|
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|
11:50.600 --> 11:52.240 |
|
in terms of cybercafes. |
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|
11:52.240 --> 11:55.120 |
|
Like it's, if you go to Seoul, it's a city |
|
|
|
11:55.120 --> 11:58.400 |
|
that back in the day, StarCraft was kind of, |
|
|
|
11:58.400 --> 12:00.640 |
|
you could be a celebrity by playing StarCraft |
|
|
|
12:00.640 --> 12:03.040 |
|
but this was like 99, 2000, right? |
|
|
|
12:03.040 --> 12:04.160 |
|
It's not like recently. |
|
|
|
12:04.160 --> 12:08.560 |
|
So yeah, it's quite interesting to look back |
|
|
|
12:08.560 --> 12:10.760 |
|
and yeah, I think it's changing society. |
|
|
|
12:10.760 --> 12:13.120 |
|
The same way of course, like technology |
|
|
|
12:13.120 --> 12:16.920 |
|
and social networks and so on are also transforming things. |
|
|
|
12:16.920 --> 12:18.480 |
|
And a quick tangent, let me ask, |
|
|
|
12:18.480 --> 12:21.000 |
|
you're also one of the most productive people |
|
|
|
12:21.000 --> 12:26.000 |
|
in your particular chosen passion and path in life. |
|
|
|
12:26.440 --> 12:29.480 |
|
And yet you're also appreciate and enjoy video games. |
|
|
|
12:29.480 --> 12:34.480 |
|
Do you think it's possible to enjoy video games in moderation? |
|
|
|
12:35.800 --> 12:39.920 |
|
Someone told me that you could choose two out of three. |
|
|
|
12:39.920 --> 12:41.160 |
|
When I was playing video games, |
|
|
|
12:41.160 --> 12:43.680 |
|
you could choose having a girlfriend, |
|
|
|
12:43.680 --> 12:46.240 |
|
playing video games or studying. |
|
|
|
12:46.240 --> 12:50.560 |
|
And I think for the most part it was relatively true. |
|
|
|
12:50.560 --> 12:52.360 |
|
These things do take time. |
|
|
|
12:52.360 --> 12:55.400 |
|
Games like StarCraft, if you take the game pretty seriously |
|
|
|
12:55.400 --> 12:56.520 |
|
and you wanna study it, |
|
|
|
12:56.520 --> 12:59.080 |
|
then you obviously will dedicate more time to it. |
|
|
|
12:59.080 --> 13:01.200 |
|
And I definitely took gaming |
|
|
|
13:01.200 --> 13:03.680 |
|
and obviously studying very seriously. |
|
|
|
13:03.680 --> 13:08.680 |
|
I love learning science and et cetera. |
|
|
|
13:08.720 --> 13:13.120 |
|
So to me, especially when I started university undergrad, |
|
|
|
13:13.120 --> 13:14.920 |
|
I kind of stepped off StarCraft. |
|
|
|
13:14.920 --> 13:16.800 |
|
I actually fully stopped playing. |
|
|
|
13:16.800 --> 13:19.040 |
|
And then World of Warcraft was a bit more casual. |
|
|
|
13:19.040 --> 13:22.920 |
|
You could just connect online and I mean, it was fun. |
|
|
|
13:22.920 --> 13:26.840 |
|
But as I said, that was not as much time investment |
|
|
|
13:26.840 --> 13:29.480 |
|
as it was for me in StarCraft. |
|
|
|
13:29.480 --> 13:31.640 |
|
Okay, so let's get into AlphaStar. |
|
|
|
13:31.640 --> 13:35.200 |
|
What are the, you're behind the team. |
|
|
|
13:35.200 --> 13:37.240 |
|
So DeepMind has been working on StarCraft |
|
|
|
13:37.240 --> 13:39.440 |
|
and released a bunch of cool open source agents |
|
|
|
13:39.440 --> 13:41.320 |
|
and so on in the past few years. |
|
|
|
13:41.320 --> 13:43.240 |
|
But AlphaStar really is the moment |
|
|
|
13:43.240 --> 13:48.240 |
|
where the first time you beat a world class player. |
|
|
|
13:49.160 --> 13:51.600 |
|
So what are the parameters of the challenge |
|
|
|
13:51.600 --> 13:53.480 |
|
in the way that AlphaStar took it on |
|
|
|
13:53.480 --> 13:57.440 |
|
and how did you and David and the rest of the DeepMind team |
|
|
|
13:57.440 --> 13:58.280 |
|
get into it? |
|
|
|
13:58.280 --> 14:00.960 |
|
Consider that you can even beat the best in the world |
|
|
|
14:00.960 --> 14:02.480 |
|
or top players. |
|
|
|
14:02.480 --> 14:07.480 |
|
I think it all started in, back in 2015, actually I'm lying. |
|
|
|
14:07.480 --> 14:12.480 |
|
I think it was 2014 when DeepMind was acquired by Google |
|
|
|
14:12.760 --> 14:14.320 |
|
and I at the time was at Google Brain, |
|
|
|
14:14.320 --> 14:17.600 |
|
which is it was in California, it's still in California. |
|
|
|
14:17.600 --> 14:20.600 |
|
We had this summit where we got together the two groups. |
|
|
|
14:20.600 --> 14:23.400 |
|
So Google Brain and Google DeepMind got together |
|
|
|
14:23.400 --> 14:25.200 |
|
and we gave a series of talks. |
|
|
|
14:25.200 --> 14:28.520 |
|
And given that they were doing deep reinforcement learning |
|
|
|
14:28.520 --> 14:32.200 |
|
for games, I decided to bring up part of my past |
|
|
|
14:32.200 --> 14:35.000 |
|
which I had developed at Berkeley like this thing |
|
|
|
14:35.000 --> 14:36.440 |
|
which we call Berkeley Overmind |
|
|
|
14:36.440 --> 14:39.560 |
|
which is really just a StarCraft one bot. |
|
|
|
14:39.560 --> 14:41.640 |
|
So I talked about that |
|
|
|
14:41.640 --> 14:43.800 |
|
and I remember them is just came to me and said, |
|
|
|
14:43.800 --> 14:46.640 |
|
well, maybe not now, it's perhaps a bit too early |
|
|
|
14:46.640 --> 14:51.080 |
|
but you should just come to DeepMind and do this again |
|
|
|
14:51.080 --> 14:53.240 |
|
with deep reinforcement learning. |
|
|
|
14:53.240 --> 14:56.120 |
|
And at the time it sounded very science fiction |
|
|
|
14:56.120 --> 14:58.280 |
|
for several reasons. |
|
|
|
14:58.280 --> 15:01.000 |
|
But then in 2016, when I actually moved to London |
|
|
|
15:01.000 --> 15:04.280 |
|
and joined DeepMind transferring from Brain, |
|
|
|
15:04.280 --> 15:07.840 |
|
it became apparent that because of the AlphaGo moment |
|
|
|
15:07.840 --> 15:11.280 |
|
and kind of Blizzard reaching out to us to say, |
|
|
|
15:11.280 --> 15:13.000 |
|
wait, like, do you want the next challenge |
|
|
|
15:13.000 --> 15:15.080 |
|
and also me being full time at DeepMind? |
|
|
|
15:15.080 --> 15:17.440 |
|
So sort of kind of all these came together. |
|
|
|
15:17.440 --> 15:21.000 |
|
And then I went to Irvine in California |
|
|
|
15:21.000 --> 15:23.800 |
|
to the Blizzard headquarters to just chat with them |
|
|
|
15:23.800 --> 15:26.320 |
|
and try to explain how would it all work |
|
|
|
15:26.320 --> 15:27.800 |
|
before you do anything. |
|
|
|
15:27.800 --> 15:31.240 |
|
And the approach has always been about |
|
|
|
15:32.120 --> 15:33.680 |
|
the learning perspective, right? |
|
|
|
15:33.680 --> 15:38.680 |
|
So in Berkeley, we did a lot of rule based conditioning |
|
|
|
15:39.200 --> 15:42.560 |
|
and if you have more than three units, then go attack |
|
|
|
15:42.560 --> 15:45.040 |
|
and if the other has more units than me, I retreat |
|
|
|
15:45.040 --> 15:46.400 |
|
and so on and so forth. |
|
|
|
15:46.400 --> 15:48.840 |
|
And of course, the point of deep reinforcement learning, |
|
|
|
15:48.840 --> 15:50.520 |
|
deep learning, machine learning in general |
|
|
|
15:50.520 --> 15:53.480 |
|
is that all these should be learned behavior. |
|
|
|
15:53.480 --> 15:57.000 |
|
So that kind of was the DNA of the project |
|
|
|
15:57.000 --> 15:59.520 |
|
since its inception in 2016 |
|
|
|
15:59.520 --> 16:02.920 |
|
where we just didn't even have an environment to work with. |
|
|
|
16:02.920 --> 16:05.840 |
|
And so that's how it all started really. |
|
|
|
16:05.840 --> 16:08.600 |
|
So if you go back to that conversation with Demis |
|
|
|
16:08.600 --> 16:12.200 |
|
or even in your own head, how far away did you, |
|
|
|
16:12.200 --> 16:14.480 |
|
because we're talking about Atari games, |
|
|
|
16:14.480 --> 16:16.720 |
|
we're talking about Go, which is kind of, |
|
|
|
16:16.720 --> 16:19.680 |
|
if you're honest about it, really far away from StarCraft. |
|
|
|
16:21.120 --> 16:22.160 |
|
Well, now that you've beaten it, |
|
|
|
16:22.160 --> 16:23.280 |
|
maybe you could say it's close, |
|
|
|
16:23.280 --> 16:27.160 |
|
but it seems like StarCraft is way harder than Go, |
|
|
|
16:28.040 --> 16:30.840 |
|
philosophically and mathematically speaking. |
|
|
|
16:30.840 --> 16:35.040 |
|
So how far away did you think you were? |
|
|
|
16:35.040 --> 16:38.000 |
|
Do you think it's 2019 and 18 you could be doing |
|
|
|
16:38.000 --> 16:38.840 |
|
as well as you have? |
|
|
|
16:38.840 --> 16:40.880 |
|
Yeah, when I kind of thought about, |
|
|
|
16:40.880 --> 16:44.880 |
|
okay, I'm gonna dedicate a lot of my time and focus on this. |
|
|
|
16:44.880 --> 16:48.080 |
|
And obviously I do a lot of different research |
|
|
|
16:48.080 --> 16:50.400 |
|
in deep learning, so spending time on it. |
|
|
|
16:50.400 --> 16:52.240 |
|
I mean, I really had to kind of think |
|
|
|
16:52.240 --> 16:55.880 |
|
there's gonna be something good happening out of this. |
|
|
|
16:55.880 --> 16:59.120 |
|
So really I thought, well, this sounds impossible |
|
|
|
16:59.120 --> 17:01.600 |
|
and it probably is impossible to do the full thing, |
|
|
|
17:01.600 --> 17:06.600 |
|
like the full game where you play one versus one |
|
|
|
17:06.720 --> 17:09.760 |
|
and it's only a neural network playing and so on. |
|
|
|
17:09.760 --> 17:10.960 |
|
So it really felt like, |
|
|
|
17:10.960 --> 17:14.000 |
|
I just didn't even think it was possible. |
|
|
|
17:14.000 --> 17:14.840 |
|
But on the other hand, |
|
|
|
17:14.840 --> 17:19.080 |
|
I could see some stepping stones towards that goal. |
|
|
|
17:19.080 --> 17:21.600 |
|
Clearly you could define sub problems in StarCraft |
|
|
|
17:21.600 --> 17:23.360 |
|
and sort of dissect it a bit and say, |
|
|
|
17:23.360 --> 17:26.720 |
|
okay, here is a part of the game, here is another part. |
|
|
|
17:26.720 --> 17:29.400 |
|
And also obviously the fact, |
|
|
|
17:29.400 --> 17:31.280 |
|
so this was really also critical to me, |
|
|
|
17:31.280 --> 17:34.400 |
|
the fact that we could access human replays. |
|
|
|
17:34.400 --> 17:35.720 |
|
So Blizzard was very kind |
|
|
|
17:35.720 --> 17:38.560 |
|
and in fact they open source this for the whole community |
|
|
|
17:38.560 --> 17:39.960 |
|
where you can just go |
|
|
|
17:39.960 --> 17:43.040 |
|
and it's not every single StarCraft game ever played, |
|
|
|
17:43.040 --> 17:44.200 |
|
but it's a lot of them. |
|
|
|
17:44.200 --> 17:45.880 |
|
You can just go and download |
|
|
|
17:45.880 --> 17:47.160 |
|
and every day they will, |
|
|
|
17:47.160 --> 17:48.960 |
|
you can just query a data set and say, |
|
|
|
17:48.960 --> 17:51.680 |
|
well, give me all the games that were played today. |
|
|
|
17:51.680 --> 17:55.800 |
|
And given my kind of experience with language |
|
|
|
17:55.800 --> 17:57.920 |
|
and sequences and supervised learning, |
|
|
|
17:57.920 --> 18:00.760 |
|
I thought, well, that's definitely gonna be very helpful |
|
|
|
18:00.760 --> 18:02.400 |
|
and something quite unique now |
|
|
|
18:02.400 --> 18:06.720 |
|
because ever before we had such a large data set |
|
|
|
18:06.720 --> 18:11.000 |
|
of replays of people playing the game at this scale |
|
|
|
18:11.000 --> 18:12.560 |
|
of such a complex video game, right? |
|
|
|
18:12.560 --> 18:15.640 |
|
So that to me was a precious resource. |
|
|
|
18:15.640 --> 18:18.000 |
|
And as soon as I knew that Blizzard was able |
|
|
|
18:18.000 --> 18:20.960 |
|
to kind of give this to the community, |
|
|
|
18:20.960 --> 18:22.280 |
|
I started to feel positive |
|
|
|
18:22.280 --> 18:24.280 |
|
about something non trivial happening. |
|
|
|
18:24.280 --> 18:27.120 |
|
But I also thought the full thing, |
|
|
|
18:27.120 --> 18:30.400 |
|
like really no rules, no single line of code |
|
|
|
18:30.400 --> 18:31.680 |
|
that tries to say, well, I mean, |
|
|
|
18:31.680 --> 18:33.320 |
|
if you see this unit build a detector, |
|
|
|
18:33.320 --> 18:36.680 |
|
all these, not having any of these specializations |
|
|
|
18:36.680 --> 18:39.160 |
|
seemed really, really, really difficult to me. |
|
|
|
18:39.160 --> 18:40.000 |
|
Intuitively. |
|
|
|
18:40.000 --> 18:42.680 |
|
I do also like that Blizzard was teasing |
|
|
|
18:42.680 --> 18:43.960 |
|
or even trolling you, |
|
|
|
18:45.480 --> 18:48.560 |
|
sort of almost pulling you in |
|
|
|
18:48.560 --> 18:50.280 |
|
into this really difficult challenge. |
|
|
|
18:50.280 --> 18:51.840 |
|
Do they have any awareness? |
|
|
|
18:51.840 --> 18:55.640 |
|
What's the interest from the perspective of Blizzard |
|
|
|
18:55.640 --> 18:57.280 |
|
except just curiosity? |
|
|
|
18:57.280 --> 18:59.400 |
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Yeah, I think Blizzard has really understood |
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18:59.400 --> 19:03.240 |
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and really bring forward this competitiveness |
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19:03.240 --> 19:04.800 |
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of eSports in games. |
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19:04.800 --> 19:07.840 |
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The StarCraft really kind of sparked a lot of, |
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19:07.840 --> 19:10.720 |
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like something that almost was never seen, |
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19:10.720 --> 19:13.960 |
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especially as I was saying, back in Korea. |
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19:13.960 --> 19:16.480 |
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So they just probably thought, well, |
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19:16.480 --> 19:18.880 |
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this is such a pure one versus one setup |
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19:18.880 --> 19:21.160 |
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that it would be great to see |
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19:21.160 --> 19:24.840 |
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if something that can play Atari or go |
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19:24.840 --> 19:27.920 |
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and then later on chess could even tackle |
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19:27.920 --> 19:30.600 |
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these kind of complex real time strategy game, right? |
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19:30.600 --> 19:33.880 |
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So for them, they wanted to see first, obviously, |
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19:33.880 --> 19:36.440 |
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whether it was possible, |
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19:36.440 --> 19:39.760 |
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if the game they created was in a way solvable, |
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19:39.760 --> 19:40.840 |
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to some extent. |
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19:40.840 --> 19:42.200 |
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And I think on the other hand, |
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19:42.200 --> 19:45.760 |
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they also are a pretty modern company that innovates a lot. |
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19:45.760 --> 19:48.520 |
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So just starting to understand AI for them |
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19:48.520 --> 19:50.240 |
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to how to bring AI into games, |
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19:50.240 --> 19:54.320 |
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is not AI for games, but games for AI, right? |
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19:54.320 --> 19:56.120 |
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I mean, both ways, I think, can work. |
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19:56.120 --> 20:00.040 |
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And we obviously had the manuse games for AI, right? |
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20:00.040 --> 20:01.280 |
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To drive AI progress, |
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20:01.280 --> 20:03.680 |
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but Blizzard might actually be able to do, |
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20:03.680 --> 20:04.760 |
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and many other companies, |
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20:04.760 --> 20:06.800 |
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to start to understand and do the opposite. |
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20:06.800 --> 20:09.800 |
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So I think that is also something they can get out of this. |
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20:09.800 --> 20:11.320 |
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And they definitely, |
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20:11.320 --> 20:13.720 |
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we have brainstormed a lot about this, right? |
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20:13.720 --> 20:16.080 |
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But one of the interesting things to me about StarCraft |
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20:16.080 --> 20:19.400 |
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and Diablo and these games that Blizzard has created |
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20:19.400 --> 20:23.560 |
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is the task of balancing classes, for example, |
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20:23.560 --> 20:27.480 |
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sort of making the game fair from the starting point, |
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20:27.480 --> 20:29.920 |
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and then let skill determine the outcome. |
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20:30.960 --> 20:33.600 |
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Is there, I mean, can you first comment? |
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20:33.600 --> 20:36.760 |
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There's three races, Zerg, Protoss, and Terran. |
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20:36.760 --> 20:38.960 |
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I don't know if I've ever said that out loud. |
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20:38.960 --> 20:40.600 |
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Is that how you pronounce it, Terran? |
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20:40.600 --> 20:41.600 |
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Yeah, Terran. |
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20:41.600 --> 20:42.440 |
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Yeah. |
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20:42.440 --> 20:45.200 |
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Yeah, I don't think I've ever, |
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20:45.200 --> 20:47.680 |
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in person, interacted with anybody about StarCraft. |
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20:47.680 --> 20:51.760 |
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That's funny. So they seem to be pretty balanced. |
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20:51.760 --> 20:56.240 |
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I wonder if the AI, the work that you're doing |
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20:56.240 --> 20:59.160 |
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with AlphaStar would help balance them even further. |
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20:59.160 --> 21:00.520 |
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Is that something you think about? |
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21:00.520 --> 21:03.280 |
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Is that something that Blizzard is thinking about? |
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21:03.280 --> 21:06.400 |
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Right, so balancing when you add a new unit |
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21:06.400 --> 21:09.120 |
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or a new spell type is obviously possible, |
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21:09.120 --> 21:13.160 |
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given that you can always train or pre train at scale, |
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21:13.160 --> 21:16.680 |
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some agent that might start using that in unintended ways. |
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21:16.680 --> 21:19.120 |
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But I think actually, if you understand |
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21:19.120 --> 21:22.200 |
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how StarCraft has kind of co evolved with players, |
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21:22.200 --> 21:24.280 |
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in a way, I think it's actually very cool, |
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21:24.280 --> 21:27.400 |
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the ways that many of the things and strategies |
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21:27.400 --> 21:28.680 |
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that people came up with, right? |
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21:28.680 --> 21:32.280 |
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So I think it's, we've seen it over and over in StarCraft |
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21:32.280 --> 21:34.920 |
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that Blizzard comes up with maybe a new unit, |
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21:34.920 --> 21:37.240 |
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and then some players get creative |
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21:37.240 --> 21:39.080 |
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and do something kind of unintentional |
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21:39.080 --> 21:40.840 |
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or something that Blizzard designers |
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21:40.840 --> 21:43.560 |
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that just simply didn't test or think about. |
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21:43.560 --> 21:46.960 |
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And then after that becomes kind of mainstream in the community, |
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21:46.960 --> 21:48.240 |
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Blizzard patches the game, |
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21:48.240 --> 21:51.880 |
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and then they kind of maybe weaken that strategy |
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21:51.880 --> 21:53.880 |
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or make it actually more interesting, |
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21:53.880 --> 21:55.400 |
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but a bit more balanced. |
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21:55.400 --> 21:58.280 |
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So this kind of continual talk between players and Blizzard |
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21:58.280 --> 22:01.680 |
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is kind of what has defined them actually, |
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22:01.680 --> 22:04.040 |
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in actually most games, like in StarCraft, |
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22:04.040 --> 22:05.760 |
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but also in World of Warcraft, |
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22:05.760 --> 22:07.440 |
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they would do that, there are several classes |
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22:07.440 --> 22:10.800 |
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and it would be not good that everyone plays |
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22:10.800 --> 22:13.200 |
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absolutely the same race and so on, right? |
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22:13.200 --> 22:17.280 |
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So I think they do care about balancing, of course, |
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22:17.280 --> 22:19.640 |
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and they do a fair amount of testing, |
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22:19.640 --> 22:22.160 |
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but it's also beautiful to also see |
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22:22.160 --> 22:24.520 |
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how players get creative anyways. |
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22:24.520 --> 22:27.440 |
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And I mean, whether AI can be more creative at this point, |
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22:27.440 --> 22:28.680 |
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I don't think so, right? |
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22:28.680 --> 22:31.600 |
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I mean, it's just sometimes something so amazing happens, |
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22:31.600 --> 22:33.720 |
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like I remember back in the days, |
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22:33.720 --> 22:36.920 |
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like you have these drop ships that could drop the rivers, |
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22:36.920 --> 22:39.600 |
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and that was actually not thought about, |
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22:39.600 --> 22:41.280 |
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that you could drop this unit |
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22:41.280 --> 22:43.200 |
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that has this what's called splash damage |
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22:43.200 --> 22:47.800 |
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that would basically eliminate all the enemy's workers at once. |
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22:47.800 --> 22:50.080 |
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No one thought that you could actually put them |
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22:50.080 --> 22:53.040 |
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in really early game, do that kind of damage, |
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22:53.040 --> 22:55.400 |
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and then things change in the game, |
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22:55.400 --> 22:58.000 |
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but I don't know, I think it's quite an amazing |
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22:58.000 --> 23:00.280 |
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exploration process from both sides, |
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23:00.280 --> 23:01.840 |
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players and Blizzard alike. |
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23:01.840 --> 23:05.000 |
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Well, it's almost like a reinforcement learning exploration, |
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23:05.000 --> 23:10.000 |
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but the scale of humans that play Blizzard games |
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23:10.000 --> 23:13.680 |
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is almost on the scale of a large scale, |
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23:13.680 --> 23:15.360 |
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deep mind RL experiment. |
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23:15.360 --> 23:17.200 |
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I mean, if you look at the numbers, |
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23:17.200 --> 23:18.720 |
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that's, I mean, you're talking about, |
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23:18.720 --> 23:19.560 |
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I don't know how many games, |
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23:19.560 --> 23:22.080 |
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but hundreds of thousands of games, probably a month. |
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23:22.080 --> 23:23.880 |
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Yeah, I mean, so you could, |
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23:23.880 --> 23:28.800 |
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it's almost the same as running RL agents. |
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23:28.800 --> 23:31.240 |
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What aspect of the problem of Starcraft, |
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23:31.240 --> 23:32.160 |
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do you think is the hardest? |
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23:32.160 --> 23:35.400 |
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Is it the, like you said, the imperfect information? |
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23:35.400 --> 23:38.160 |
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Is it the fact they have to do longterm planning? |
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23:38.160 --> 23:40.280 |
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Is it the real time aspect? |
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23:40.280 --> 23:42.240 |
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So you have to do stuff really quickly? |
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23:42.240 --> 23:44.760 |
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Is it the fact that large action space, |
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23:44.760 --> 23:47.640 |
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so you can do so many possible things? |
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23:47.640 --> 23:51.120 |
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Or is it, you know, in the game theoretic sense, |
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23:51.120 --> 23:52.440 |
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there is no Nash equilibrium. |
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23:52.440 --> 23:54.240 |
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At least you don't know what the optimal strategy is, |
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23:54.240 --> 23:56.520 |
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because there's way too many options. |
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23:56.520 --> 23:57.360 |
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Right. |
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23:57.360 --> 23:58.360 |
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Is there something that stands out |
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23:58.360 --> 24:01.000 |
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as just like the hardest, the most annoying thing? |
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24:01.000 --> 24:04.200 |
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So when we sort of looked at the problem |
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24:04.200 --> 24:07.640 |
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and start to define the parameters of it, right? |
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24:07.640 --> 24:08.800 |
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What are the observations? |
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24:08.800 --> 24:10.520 |
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What are the actions? |
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24:10.520 --> 24:13.920 |
|
It became very apparent that, you know, |
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24:13.920 --> 24:17.160 |
|
the very first barrier that one would hit in Starcraft |
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24:17.160 --> 24:20.720 |
|
would be because of the action space being so large |
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24:20.720 --> 24:24.880 |
|
and as not being able to search like you could in chess |
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24:24.880 --> 24:27.320 |
|
or go even though the search space is vast. |
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24:28.640 --> 24:30.600 |
|
The main problem that we identified |
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24:30.600 --> 24:32.440 |
|
was that of exploration, right? |
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|
24:32.440 --> 24:36.720 |
|
So without any sort of human knowledge or human prior, |
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24:36.720 --> 24:38.040 |
|
if you think about Starcraft |
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24:38.040 --> 24:41.440 |
|
and you know how deep reinforcement learning algorithm works, |
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24:41.440 --> 24:45.360 |
|
work, which is essentially by issuing random actions |
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24:45.360 --> 24:47.800 |
|
and hoping that they will get some wins sometimes |
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24:47.800 --> 24:49.200 |
|
so they could learn. |
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24:49.200 --> 24:52.800 |
|
So if you think of the action space in Starcraft, |
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|
24:52.800 --> 24:55.880 |
|
almost anything you can do in the early game is bad |
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24:55.880 --> 24:58.720 |
|
because any action involves taking workers |
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24:58.720 --> 25:01.360 |
|
which are mining minerals for free. |
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25:01.360 --> 25:03.560 |
|
That's something that the game does automatically, |
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25:03.560 --> 25:04.920 |
|
sends them to mine |
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25:04.920 --> 25:07.720 |
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and you would immediately just take them out of mining |
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25:07.720 --> 25:09.080 |
|
and send them around. |
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25:09.080 --> 25:13.640 |
|
So just thinking how is it gonna be possible |
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|
25:13.640 --> 25:16.880 |
|
to get to understand these concepts |
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|
25:16.880 --> 25:19.280 |
|
but even more like expanding, right? |
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|
25:19.280 --> 25:21.080 |
|
There's these buildings you can place |
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25:21.080 --> 25:24.160 |
|
in other locations in the map to gather more resources |
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|
25:24.160 --> 25:26.840 |
|
but the location of the building is important |
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|
25:26.840 --> 25:28.920 |
|
and you have to select a worker, |
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25:28.920 --> 25:32.680 |
|
send it walking to that location, build the building, |
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25:32.680 --> 25:34.160 |
|
wait for the building to be built |
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25:34.160 --> 25:37.840 |
|
and then put extra workers there so they start mining. |
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25:37.840 --> 25:40.200 |
|
That just, that feels like impossible |
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|
25:40.200 --> 25:43.680 |
|
if you just randomly click to produce that state, |
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25:43.680 --> 25:47.000 |
|
desirable state that then you could hope to learn from |
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|
25:47.000 --> 25:49.880 |
|
because eventually that may yield to an extra win, right? |
|
|
|
25:49.880 --> 25:51.840 |
|
So for me, the exploration problem |
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|
25:51.840 --> 25:53.840 |
|
and due to the action space |
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|
25:53.840 --> 25:56.160 |
|
and the fact that there's not really turns, |
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|
25:56.160 --> 25:57.000 |
|
there's so many turns |
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|
25:57.000 --> 26:01.440 |
|
because the game essentially ticks at 22 times per second. |
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|
26:01.440 --> 26:05.560 |
|
If you, I mean, that's how they discretize sort of time. |
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|
26:05.560 --> 26:07.320 |
|
Obviously, you always have to discretize time |
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|
26:07.320 --> 26:09.640 |
|
where there's no such thing as real time |
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|
26:09.640 --> 26:12.560 |
|
but it's really a lot of time steps |
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26:12.560 --> 26:14.280 |
|
of things that could go wrong |
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26:14.280 --> 26:17.960 |
|
and that definitely felt a priori like the hardest. |
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|
26:17.960 --> 26:19.360 |
|
You mentioned many good ones, |
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26:19.360 --> 26:21.360 |
|
I think partial observability, |
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26:21.360 --> 26:23.440 |
|
the fact that there is no perfect strategy |
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|
26:23.440 --> 26:25.560 |
|
because of the partial observability, |
|
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|
26:25.560 --> 26:26.880 |
|
those are very interesting problems. |
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|
26:26.880 --> 26:29.400 |
|
We start seeing more and more now in terms of |
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|
26:29.400 --> 26:31.080 |
|
as we saw of the previous ones |
|
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|
26:31.080 --> 26:34.320 |
|
but the core problem to me was exploration |
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|
26:34.320 --> 26:37.800 |
|
and solving it has been basically kind of the focus |
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|
26:37.800 --> 26:39.840 |
|
and how we saw the first breakthroughs. |
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|
26:39.840 --> 26:43.720 |
|
So exploration in a multi hierarchical way. |
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|
26:43.720 --> 26:46.640 |
|
So like 22 times a second exploration |
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|
26:46.640 --> 26:48.680 |
|
has a very different meaning than it does |
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|
26:48.680 --> 26:51.520 |
|
in terms of should I gather resources early |
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|
26:51.520 --> 26:53.200 |
|
or should I wait or so on. |
|
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|
26:53.200 --> 26:56.240 |
|
So how do you solve the long term? |
|
|
|
26:56.240 --> 26:58.120 |
|
Let's talk about the internals of Alpha Star. |
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|
26:58.120 --> 27:02.520 |
|
So first of all, how do you represent the state |
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|
27:02.520 --> 27:05.160 |
|
of the game as an input? |
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|
27:05.160 --> 27:08.840 |
|
How do you then do the long term sequence modeling? |
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|
27:08.840 --> 27:10.480 |
|
How do you build a policy? |
|
|
|
27:10.480 --> 27:12.600 |
|
What's the architecture like? |
|
|
|
27:12.600 --> 27:16.880 |
|
So Alpha Star has obviously several components |
|
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|
27:16.880 --> 27:20.920 |
|
but everything passes through what we call the policy |
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|
27:20.920 --> 27:22.320 |
|
which is a neural network |
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|
27:22.320 --> 27:24.320 |
|
and that's kind of the beauty of it. |
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|
27:24.320 --> 27:27.200 |
|
There is, I could just now give you a neural network |
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|
27:27.200 --> 27:30.480 |
|
and some weights and if you fed the right observations |
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|
27:30.480 --> 27:32.600 |
|
and you understood the actions the same way we do |
|
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|
27:32.600 --> 27:35.160 |
|
you would have basically the agent playing the game. |
|
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|
27:35.160 --> 27:37.280 |
|
There's absolutely nothing else needed |
|
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|
27:37.280 --> 27:40.360 |
|
other than those weights that were trained. |
|
|
|
27:40.360 --> 27:43.400 |
|
Now, the first step is observing the game |
|
|
|
27:43.400 --> 27:46.680 |
|
and we've experimented with a few alternatives. |
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|
27:46.680 --> 27:48.800 |
|
The one that we currently use |
|
|
|
27:48.800 --> 27:51.440 |
|
mixes both spatial sort of images |
|
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|
27:51.440 --> 27:53.840 |
|
that you would process from the game |
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|
|
27:53.840 --> 27:56.440 |
|
that is the zoomed out version of the map |
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|
27:56.440 --> 27:58.960 |
|
and also a zoomed in version of the camera |
|
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|
27:58.960 --> 28:00.880 |
|
or the screen as we call it. |
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|
28:00.880 --> 28:04.840 |
|
But also we give to the agent the list of units |
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|
28:04.840 --> 28:09.000 |
|
that it sees more of as a set of objects |
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|
28:09.000 --> 28:11.040 |
|
that it can operate on. |
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|
28:11.040 --> 28:14.760 |
|
That is not necessarily required to use it |
|
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|
28:14.760 --> 28:16.840 |
|
and we have versions of the game that play well |
|
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|
28:16.840 --> 28:19.080 |
|
without this set vision that is a bit |
|
|
|
28:19.080 --> 28:21.680 |
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not like how humans perceive the game |
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28:21.680 --> 28:23.640 |
|
but it certainly helps a lot |
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|
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28:23.640 --> 28:25.040 |
|
because it's a very natural way |
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28:25.040 --> 28:28.480 |
|
to encode the game is by just looking at all the units |
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28:28.480 --> 28:32.960 |
|
that they have properties like health, position, |
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28:32.960 --> 28:36.200 |
|
type of unit, whether it's my unit or the enemy's |
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28:36.200 --> 28:40.800 |
|
and that sort of is kind of the summary |
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28:40.800 --> 28:42.880 |
|
of the state of the game, |
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28:42.880 --> 28:45.520 |
|
not that list of units or set of units |
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28:45.520 --> 28:47.400 |
|
that you see all the time. |
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|
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28:47.400 --> 28:49.600 |
|
But that's pretty close to the way humans see the game. |
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28:49.600 --> 28:51.440 |
|
Why do you say it's not, |
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28:51.440 --> 28:53.240 |
|
you're saying the exactness of it |
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28:53.240 --> 28:55.080 |
|
is not similar to humans? |
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28:55.080 --> 28:57.200 |
|
The exactness of it is perhaps not the problem. |
|
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28:57.200 --> 28:59.840 |
|
I guess maybe the problem if you look at it |
|
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28:59.840 --> 29:02.320 |
|
from how actually humans play the game |
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29:02.320 --> 29:05.760 |
|
is that they play with a mouse and a keyboard and a screen |
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29:05.760 --> 29:08.760 |
|
and they don't see sort of a structured object |
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29:08.760 --> 29:09.600 |
|
with all the units, |
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29:09.600 --> 29:12.240 |
|
what they see is what they see on the screen, right? |
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29:12.240 --> 29:14.400 |
|
So you remember that there's a certain interrupt, |
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29:14.400 --> 29:17.000 |
|
there's a plot that you showed with camera base |
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29:17.000 --> 29:19.680 |
|
where you do exactly that, right, you move around |
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29:19.680 --> 29:22.280 |
|
and that seems to converge to similar performance. |
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29:22.280 --> 29:24.760 |
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Yeah, I think that's what we're kind of experimenting |
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29:24.760 --> 29:28.720 |
|
with what's necessary or not, but using the set. |
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29:28.720 --> 29:32.360 |
|
So actually if you look at research in computer vision |
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29:32.360 --> 29:36.000 |
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where it makes a lot of sense to treat images |
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29:36.000 --> 29:38.160 |
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as two dimensional arrays, |
|
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29:38.160 --> 29:40.360 |
|
there's actually a very nice paper from Facebook. |
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29:40.360 --> 29:42.720 |
|
I think, I forgot who the authors are, |
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29:42.720 --> 29:46.360 |
|
but I think it's part of Kmings has group. |
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29:46.360 --> 29:49.520 |
|
And what they do is they take an image, |
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29:49.520 --> 29:51.960 |
|
which is this two dimensional signal |
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29:51.960 --> 29:54.320 |
|
and they actually take pixel by pixel |
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29:54.320 --> 29:59.160 |
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and scramble the image as if it was just a list of pixels. |
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29:59.160 --> 30:01.800 |
|
Crucially, they encode the position of the pixels |
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30:01.800 --> 30:03.720 |
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with the XY coordinates. |
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30:03.720 --> 30:06.160 |
|
And this is just kind of a new architecture |
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30:06.160 --> 30:08.520 |
|
which we incidentally also use in stack graph |
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30:08.520 --> 30:09.880 |
|
called the transformer, |
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30:09.880 --> 30:12.000 |
|
which is a very popular paper from last year, |
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30:12.000 --> 30:15.600 |
|
which yielded very nice result in machine translation. |
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30:15.600 --> 30:18.040 |
|
And if you actually believe in this kind of, |
|
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30:18.040 --> 30:20.320 |
|
oh, it's actually a set of pixels |
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30:20.320 --> 30:22.520 |
|
as long as you encode XY, it's okay. |
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30:22.520 --> 30:25.560 |
|
Then you could argue that the list of units |
|
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30:25.560 --> 30:26.960 |
|
that we see is precisely that |
|
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30:26.960 --> 30:31.480 |
|
because we have each unit as a kind of pixel, if you will, |
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30:31.480 --> 30:33.240 |
|
and then their XY coordinates. |
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30:33.240 --> 30:36.360 |
|
So in that perspective, without knowing it, |
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30:36.360 --> 30:37.680 |
|
we use the same architecture |
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30:37.680 --> 30:39.680 |
|
that was shown to work very well |
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30:39.680 --> 30:41.400 |
|
on Pascal and ImageNet and so on. |
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30:41.400 --> 30:45.440 |
|
So the interesting thing here is putting it in that way, |
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30:45.440 --> 30:47.000 |
|
it starts to move it towards |
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30:47.000 --> 30:49.480 |
|
the way you usually work with language. |
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30:49.480 --> 30:52.760 |
|
So what, and especially with your expertise |
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30:52.760 --> 30:57.000 |
|
and work in language, it seems like there's echoes |
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30:57.000 --> 31:00.720 |
|
of a lot of the way you would work with natural language |
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31:00.720 --> 31:02.440 |
|
in the way you've approached AlphaStar. |
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31:02.440 --> 31:05.080 |
|
Right, does that help |
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31:05.080 --> 31:08.200 |
|
with the longterm sequence modeling there somehow? |
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|
31:08.200 --> 31:11.200 |
|
Exactly, so now that we understand what an observation |
|
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|
31:11.200 --> 31:14.680 |
|
for a given time step is, we need to move on to say, |
|
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|
31:14.680 --> 31:17.760 |
|
well, there's gonna be a sequence of such observations |
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|
31:17.760 --> 31:21.120 |
|
and an agent will need to, given all that it's seen, |
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31:21.120 --> 31:23.720 |
|
not only the current time step, but all that it's seen, |
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31:23.720 --> 31:25.920 |
|
why, because there is partial observability. |
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31:25.920 --> 31:28.400 |
|
We must remember whether we saw a worker |
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31:28.400 --> 31:30.120 |
|
going somewhere, for instance, right? |
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|
31:30.120 --> 31:31.720 |
|
Because then there might be an expansion |
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31:31.720 --> 31:33.640 |
|
on the top right of the map. |
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|
31:33.640 --> 31:37.840 |
|
So given that, what you must then think about |
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|
31:37.840 --> 31:40.400 |
|
is there is the problem of, given all the observations, |
|
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|
31:40.400 --> 31:42.640 |
|
you have to predict the next action. |
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|
31:42.640 --> 31:44.520 |
|
And not only given all the observations, |
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|
31:44.520 --> 31:45.920 |
|
but given all the observations |
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|
31:45.920 --> 31:47.920 |
|
and given all the actions you've taken, |
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|
31:47.920 --> 31:49.360 |
|
predict the next action. |
|
|
|
31:49.360 --> 31:52.480 |
|
And that sounds exactly like machine translation, |
|
|
|
31:52.480 --> 31:57.160 |
|
where, and that's exactly how kind of I saw the problem, |
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|
31:57.160 --> 31:59.960 |
|
especially when you are given supervised data |
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|
31:59.960 --> 32:01.760 |
|
or replaced from humans, |
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|
|
32:01.760 --> 32:03.600 |
|
because the problem is exactly the same. |
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|
32:03.600 --> 32:06.680 |
|
You're translating essentially a prefix |
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|
32:06.680 --> 32:08.240 |
|
of observations and actions |
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|
32:08.240 --> 32:10.160 |
|
onto what's gonna happen next, |
|
|
|
32:10.160 --> 32:13.000 |
|
which is exactly how you would train a model to translate |
|
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|
32:13.000 --> 32:14.760 |
|
or to generate language as well, right? |
|
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|
32:14.760 --> 32:16.640 |
|
You have a certain prefix. |
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|
32:16.640 --> 32:19.000 |
|
You must remember everything that comes in the past, |
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|
32:19.000 --> 32:20.080 |
|
because otherwise, |
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|
32:20.080 --> 32:22.640 |
|
you might start having non coherent text. |
|
|
|
32:22.640 --> 32:25.120 |
|
And the same architectures, |
|
|
|
32:25.120 --> 32:27.760 |
|
we're using LSTMs and transformers |
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|
32:27.760 --> 32:29.760 |
|
to operate on across time |
|
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|
32:29.760 --> 32:33.080 |
|
to kind of integrate all that's happened in the past. |
|
|
|
32:33.080 --> 32:35.000 |
|
Those architectures that work so well |
|
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|
32:35.000 --> 32:36.880 |
|
in translation or language modeling |
|
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|
32:36.880 --> 32:40.640 |
|
are exactly the same than what the agent is using |
|
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|
32:40.640 --> 32:42.360 |
|
to issue actions in the game. |
|
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|
32:42.360 --> 32:43.880 |
|
And the way we train it, moreover, |
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|
32:43.880 --> 32:47.120 |
|
for imitation, which is step one of alpha studies, |
|
|
|
32:47.120 --> 32:49.880 |
|
take all the human experience and try to imitate it, |
|
|
|
32:49.880 --> 32:52.920 |
|
much like you try to imitate translators |
|
|
|
32:52.920 --> 32:55.360 |
|
that translated many pairs of sentences |
|
|
|
32:55.360 --> 32:57.280 |
|
from French to English say, |
|
|
|
32:57.280 --> 33:00.200 |
|
that sort of principle applies exactly the same. |
|
|
|
33:00.200 --> 33:02.760 |
|
It's almost the same code, |
|
|
|
33:02.760 --> 33:04.520 |
|
except that instead of words, |
|
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|
33:04.520 --> 33:06.680 |
|
you have a slightly more complicated objects, |
|
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|
33:06.680 --> 33:08.280 |
|
which are the observations |
|
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|
33:08.280 --> 33:10.240 |
|
and the actions are also a bit more complicated |
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|
33:10.240 --> 33:11.760 |
|
than a word. |
|
|
|
33:11.760 --> 33:13.920 |
|
Is there a self play component then too? |
|
|
|
33:13.920 --> 33:16.480 |
|
So once you run out of imitation? |
|
|
|
33:16.480 --> 33:21.480 |
|
Right, so indeed you can bootstrap from human replays, |
|
|
|
33:22.240 --> 33:25.960 |
|
but then the agents you get are actually not as good |
|
|
|
33:25.960 --> 33:28.160 |
|
as the humans you imitated, right? |
|
|
|
33:28.160 --> 33:30.440 |
|
So how do we imitate? |
|
|
|
33:30.440 --> 33:34.240 |
|
Well, we take humans from 3000 MMR and higher. |
|
|
|
33:34.240 --> 33:37.960 |
|
3000 MMR is just a metric of human skill. |
|
|
|
33:37.960 --> 33:41.880 |
|
And 3000 MMR might be like 50% percentile, right? |
|
|
|
33:41.880 --> 33:43.760 |
|
So it's just average human. |
|
|
|
33:43.760 --> 33:44.600 |
|
What's that? |
|
|
|
33:44.600 --> 33:45.440 |
|
So maybe a quick pause. |
|
|
|
33:45.440 --> 33:47.760 |
|
MMR is a ranking scale, |
|
|
|
33:47.760 --> 33:50.320 |
|
the matchmaking rating for players. |
|
|
|
33:50.320 --> 33:52.320 |
|
So it's 3000, I remember there's like a master |
|
|
|
33:52.320 --> 33:54.120 |
|
and a grandmaster, what's 3000? |
|
|
|
33:54.120 --> 33:56.720 |
|
So 3000 is pretty bad. |
|
|
|
33:56.720 --> 33:58.440 |
|
I think it's kind of gold level. |
|
|
|
33:58.440 --> 34:00.680 |
|
It just sounds really good relative to chess, I think. |
|
|
|
34:00.680 --> 34:02.440 |
|
Oh yeah, yeah, no, the ratings, |
|
|
|
34:02.440 --> 34:04.480 |
|
the best in the world are at 7000 MMR. |
|
|
|
34:04.480 --> 34:05.320 |
|
7000. |
|
|
|
34:05.320 --> 34:07.840 |
|
So 3000, it's a bit like Elo indeed, right? |
|
|
|
34:07.840 --> 34:12.840 |
|
So 3500 just allows us to not filter a lot of the data. |
|
|
|
34:13.200 --> 34:15.680 |
|
So we like to have a lot of data in deep learning |
|
|
|
34:15.680 --> 34:17.320 |
|
as you probably know. |
|
|
|
34:17.320 --> 34:20.640 |
|
So we take these kind of 3500 and above, |
|
|
|
34:20.640 --> 34:22.720 |
|
but then we do a very interesting trick, |
|
|
|
34:22.720 --> 34:25.000 |
|
which is we tell the neural network |
|
|
|
34:25.000 --> 34:27.560 |
|
what level they are imitating. |
|
|
|
34:27.560 --> 34:30.800 |
|
So we say these replay you're gonna try to imitate |
|
|
|
34:30.800 --> 34:33.040 |
|
to predict the next action for all the actions |
|
|
|
34:33.040 --> 34:36.120 |
|
that you're gonna see is a 4000 MMR replay. |
|
|
|
34:36.120 --> 34:38.800 |
|
This one is a 6000 MMR replay. |
|
|
|
34:38.800 --> 34:42.480 |
|
And what's cool about this is then we take this policy |
|
|
|
34:42.480 --> 34:44.280 |
|
that is being trained from human |
|
|
|
34:44.280 --> 34:47.400 |
|
and then we can ask it to play like a 3000 MMR player |
|
|
|
34:47.400 --> 34:49.600 |
|
by setting a bit saying, well, okay, |
|
|
|
34:49.600 --> 34:53.680 |
|
play like a 3000 MMR player or play like a 6000 MMR player. |
|
|
|
34:53.680 --> 34:57.320 |
|
And you actually see how the policy behaves differently. |
|
|
|
34:57.320 --> 35:01.520 |
|
It gets worse economy if you play like a gold level player. |
|
|
|
35:01.520 --> 35:03.000 |
|
It does less actions per minute, |
|
|
|
35:03.000 --> 35:05.320 |
|
which is the number of clicks or number of actions |
|
|
|
35:05.320 --> 35:07.760 |
|
that you will issue in a whole minute. |
|
|
|
35:07.760 --> 35:09.200 |
|
And it's very interesting to see |
|
|
|
35:09.200 --> 35:12.360 |
|
that it kind of imitates the skill level quite well. |
|
|
|
35:12.360 --> 35:15.480 |
|
But if we ask it to play like a 6000 MMR player, |
|
|
|
35:15.480 --> 35:18.600 |
|
we tested of course these policies to see how well they do. |
|
|
|
35:18.600 --> 35:20.600 |
|
They actually beat all the built in AIs |
|
|
|
35:20.600 --> 35:22.400 |
|
that Blizzard put in the game, |
|
|
|
35:22.400 --> 35:24.960 |
|
but they're nowhere near 6000 MMR players, right? |
|
|
|
35:24.960 --> 35:29.240 |
|
They might be maybe around gold level, platinum perhaps. |
|
|
|
35:29.240 --> 35:32.200 |
|
So there's still a lot of work to be done for the policy |
|
|
|
35:32.200 --> 35:34.960 |
|
to truly understand what it means to win. |
|
|
|
35:34.960 --> 35:38.160 |
|
So far we only ask them, okay, here is the screen |
|
|
|
35:38.160 --> 35:41.600 |
|
and that's what's happened on the game until this point. |
|
|
|
35:41.600 --> 35:46.080 |
|
What would the next action be if we ask a pro to now say, |
|
|
|
35:46.080 --> 35:49.120 |
|
oh, you're gonna click here or here or there? |
|
|
|
35:49.120 --> 35:53.680 |
|
And the point is experiencing wins and losses |
|
|
|
35:53.680 --> 35:56.320 |
|
is very important to then start to refine. |
|
|
|
35:56.320 --> 35:58.360 |
|
Otherwise the policy can get loose, |
|
|
|
35:58.360 --> 36:00.440 |
|
can just go off policy as we call it. |
|
|
|
36:00.440 --> 36:03.400 |
|
That's so interesting that you can at least hope eventually |
|
|
|
36:03.400 --> 36:06.760 |
|
to be able to control a policy |
|
|
|
36:06.760 --> 36:09.960 |
|
approximately to be at some MMR level. |
|
|
|
36:09.960 --> 36:12.240 |
|
That's so interesting, especially given |
|
|
|
36:12.240 --> 36:15.000 |
|
that you have ground truth for a lot of these cases. |
|
|
|
36:15.000 --> 36:17.520 |
|
Can I ask you a personal question? |
|
|
|
36:17.520 --> 36:19.200 |
|
What's your MMR? |
|
|
|
36:19.200 --> 36:23.600 |
|
Well, I haven't played Starcraft 2, so I am unranked, |
|
|
|
36:23.600 --> 36:25.360 |
|
which is the kind of lowest league. |
|
|
|
36:25.360 --> 36:26.200 |
|
Okay. |
|
|
|
36:26.200 --> 36:28.360 |
|
So I used to play Starcraft 1. |
|
|
|
36:28.360 --> 36:29.560 |
|
The first one and... |
|
|
|
36:29.560 --> 36:31.280 |
|
But you haven't seriously played Starcraft 2? |
|
|
|
36:31.280 --> 36:32.640 |
|
No, not Starcraft 2. |
|
|
|
36:32.640 --> 36:37.720 |
|
So the best player we have at DeepMind is about 5,000 MMR, |
|
|
|
36:37.720 --> 36:39.560 |
|
which is high masters. |
|
|
|
36:39.560 --> 36:42.040 |
|
It's not at the Grand Master level. |
|
|
|
36:42.040 --> 36:44.640 |
|
Grand Master level would be the top 200 players |
|
|
|
36:44.640 --> 36:49.120 |
|
in a certain region, like Europe or America or Asia. |
|
|
|
36:49.120 --> 36:51.560 |
|
But for me, it would be hard to say. |
|
|
|
36:51.560 --> 36:53.680 |
|
I am very bad at the game. |
|
|
|
36:53.680 --> 36:56.600 |
|
I actually played Alpha Star a bit too late and it beat me. |
|
|
|
36:56.600 --> 36:59.720 |
|
I remember the whole team was, oh, Oreo, you should play. |
|
|
|
36:59.720 --> 37:02.160 |
|
And I was, oh, it looks like it's not so good yet. |
|
|
|
37:02.160 --> 37:06.600 |
|
And then I remember I kind of got busy and waited an extra week |
|
|
|
37:06.600 --> 37:09.640 |
|
and I played and it really beat me very badly. |
|
|
|
37:09.640 --> 37:11.160 |
|
How did that feel? |
|
|
|
37:11.160 --> 37:12.600 |
|
Isn't that an amazing feeling? |
|
|
|
37:12.600 --> 37:13.560 |
|
That's amazing, yeah. |
|
|
|
37:13.560 --> 37:17.920 |
|
I mean, obviously, I tried my best and I tried to also impress |
|
|
|
37:17.920 --> 37:19.720 |
|
because I actually played the first game, |
|
|
|
37:19.720 --> 37:23.040 |
|
so I'm still pretty good at micro management. |
|
|
|
37:23.040 --> 37:25.200 |
|
The problem is I just don't understand Starcraft 2. |
|
|
|
37:25.200 --> 37:27.200 |
|
I understand Starcraft. |
|
|
|
37:27.200 --> 37:28.440 |
|
And when I played Starcraft, |
|
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|
37:28.440 --> 37:32.640 |
|
I probably was consistently like for a couple of years, |
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37:32.640 --> 37:34.600 |
|
top 32 in Europe. |
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37:34.600 --> 37:36.440 |
|
So I was decent, but at the time, |
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37:36.440 --> 37:40.280 |
|
we didn't have this kind of MMR system as well established. |
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37:40.280 --> 37:43.120 |
|
So it would be hard to know what it was back then. |
|
|
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37:43.120 --> 37:45.760 |
|
So what's the difference in interface between Alpha Star |
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37:45.760 --> 37:49.600 |
|
and Starcraft and a human player in Starcraft? |
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37:49.600 --> 37:52.000 |
|
Is there any significant differences |
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37:52.000 --> 37:54.080 |
|
between the way they both see the game? |
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37:54.080 --> 37:55.960 |
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I would say the way they see the game, |
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37:55.960 --> 37:59.720 |
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there's a few things that are just very hard to simulate. |
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38:01.000 --> 38:02.640 |
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The main one, perhaps, |
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38:02.640 --> 38:05.200 |
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which is obvious in hindsight, |
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38:05.200 --> 38:08.440 |
|
is what's called clocked units, |
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38:08.440 --> 38:10.560 |
|
which are invisible units. |
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38:10.560 --> 38:13.240 |
|
So in Starcraft, you can make some units |
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38:13.240 --> 38:18.040 |
|
that you need to have a particular kind of unit to detect it. |
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38:18.040 --> 38:20.560 |
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So these units are invisible. |
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38:20.560 --> 38:22.720 |
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If you cannot detect them, you cannot target them. |
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38:22.720 --> 38:25.720 |
|
So they would just destroy your buildings |
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38:25.720 --> 38:27.720 |
|
or kill your workers. |
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38:27.720 --> 38:31.640 |
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But despite the fact you cannot target the unit, |
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38:31.640 --> 38:34.600 |
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there's a shimmer that as a human you observe. |
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38:34.600 --> 38:35.920 |
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I mean, you need to train a little bit. |
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38:35.920 --> 38:37.400 |
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You need to pay attention, |
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38:37.400 --> 38:41.840 |
|
but you would see this kind of space time distortion |
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38:41.840 --> 38:44.800 |
|
and you wouldn't know, okay, there are, yeah. |
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38:44.800 --> 38:46.040 |
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Yeah, there's like a wave thing. |
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38:46.040 --> 38:47.840 |
|
Yeah, it's called shimmer. |
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38:47.840 --> 38:49.120 |
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Space time distortion, I like it. |
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38:49.120 --> 38:52.440 |
|
That's really like the blizzard term is shimmer. |
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38:52.440 --> 38:56.040 |
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And so these shimmer professional players actually |
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38:56.040 --> 38:57.160 |
|
can see it immediately. |
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38:57.160 --> 38:59.480 |
|
They understand it very well, |
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38:59.480 --> 39:01.400 |
|
but it's still something that requires |
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39:01.400 --> 39:02.720 |
|
certain amount of attention |
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39:02.720 --> 39:05.640 |
|
and it's kind of a bit annoying to deal with. |
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39:05.640 --> 39:08.640 |
|
Whereas for Alpha Star, in terms of vision, |
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39:08.640 --> 39:11.120 |
|
it's very hard for us to simulate sort of, |
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39:11.120 --> 39:14.160 |
|
oh, are you looking at this pixel in the screen and so on? |
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39:14.160 --> 39:17.520 |
|
So the only thing we can do is |
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39:17.520 --> 39:19.720 |
|
there is a unit that's invisible over there. |
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39:19.720 --> 39:22.520 |
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So Alpha Star would know that immediately. |
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39:22.520 --> 39:24.040 |
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Obviously still obeys the rules. |
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39:24.040 --> 39:25.200 |
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You cannot attack the unit. |
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39:25.200 --> 39:27.400 |
|
You must have a detector and so on, |
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39:27.400 --> 39:29.320 |
|
but it's kind of one of the main things |
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39:29.320 --> 39:32.680 |
|
that it just doesn't feel there's a very proper way. |
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39:32.680 --> 39:35.480 |
|
I mean, you could imagine, oh, you don't have hypers. |
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39:35.480 --> 39:36.960 |
|
Maybe you don't know exactly what it is, |
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39:36.960 --> 39:39.240 |
|
or sometimes you see it, sometimes you don't. |
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39:39.240 --> 39:43.040 |
|
But it's just really, really complicated to get it |
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39:43.040 --> 39:44.280 |
|
so that everyone would agree, |
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39:44.280 --> 39:47.120 |
|
oh, that's the best way to simulate this, right? |
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39:47.120 --> 39:49.280 |
|
You know, it seems like a perception problem. |
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39:49.280 --> 39:50.600 |
|
It is a perception problem. |
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39:50.600 --> 39:54.240 |
|
So the only problem is people, you ask, |
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39:54.240 --> 39:56.760 |
|
oh, what's the difference between how humans perceive the game? |
|
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39:56.760 --> 39:59.960 |
|
I would say they wouldn't be able to tell a shimmer |
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39:59.960 --> 40:02.240 |
|
immediately as it appears on the screen, |
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40:02.240 --> 40:04.320 |
|
whereas Alpha Star, in principle, |
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40:04.320 --> 40:05.640 |
|
sees it very sharply, right? |
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40:05.640 --> 40:08.680 |
|
It sees that the bit turned from zero to one, |
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40:08.680 --> 40:10.520 |
|
meaning there's now a unit there, |
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40:10.520 --> 40:11.960 |
|
although you don't know the unit, |
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40:11.960 --> 40:15.840 |
|
or you know that you cannot attack it and so on. |
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40:15.840 --> 40:18.080 |
|
So from a vision standpoint, |
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40:18.080 --> 40:23.000 |
|
that probably is the one that is kind of the most obvious one. |
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40:23.000 --> 40:25.200 |
|
Then there are things humans cannot do perfectly, |
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40:25.200 --> 40:28.120 |
|
even professionals, which is they might miss a detail |
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40:28.120 --> 40:30.640 |
|
or they might have not seen a unit. |
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40:30.640 --> 40:32.320 |
|
And obviously, as a computer, |
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40:32.320 --> 40:35.040 |
|
if there's a corner of the screen that turns green |
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|
40:35.040 --> 40:37.720 |
|
because a unit enters the field of view, |
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|
40:37.720 --> 40:41.120 |
|
that can go into the memory of the agent, the LSTM, |
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40:41.120 --> 40:42.560 |
|
and persists there for a while, |
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40:42.560 --> 40:45.720 |
|
and for however long is relevant, right? |
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|
|
40:45.720 --> 40:49.920 |
|
And in terms of action, it seems like the rate of action |
|
|
|
40:49.920 --> 40:51.640 |
|
from Alpha Star is comparative, |
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|
40:51.640 --> 40:54.280 |
|
if not slower than professional players, |
|
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|
40:54.280 --> 40:57.160 |
|
but it's more precise is what I heard. |
|
|
|
40:57.160 --> 40:59.760 |
|
So that's really probably the one |
|
|
|
40:59.760 --> 41:04.760 |
|
that is causing us more issues for a couple of reasons, right? |
|
|
|
41:05.040 --> 41:08.440 |
|
The first one is StarCraft has been an AI environment |
|
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|
41:08.440 --> 41:09.960 |
|
for quite a few years. |
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|
41:09.960 --> 41:14.000 |
|
In fact, I was participating in the very first competition |
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41:14.000 --> 41:15.920 |
|
back in 2010. |
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41:15.920 --> 41:19.920 |
|
And there's really not been a kind of a very clear set |
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|
41:19.920 --> 41:22.320 |
|
of rules, how the actions per minute, |
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|
41:22.320 --> 41:24.720 |
|
the rate of actions that you can issue is. |
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|
41:24.720 --> 41:29.280 |
|
And as a result, these agents or bots that people build |
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|
41:29.280 --> 41:31.080 |
|
in a kind of almost very cool way, |
|
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|
41:31.080 --> 41:35.400 |
|
they do like 20,000, 40,000 actions per minute. |
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|
41:35.400 --> 41:37.200 |
|
Now, to put this in perspective, |
|
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|
41:37.200 --> 41:41.640 |
|
a very good professional human might do 300 |
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|
41:41.640 --> 41:45.480 |
|
to 800 actions per minute, they might not be as precise. |
|
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|
41:45.480 --> 41:49.040 |
|
That's why the range is a bit tricky to identify exactly. |
|
|
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41:49.040 --> 41:51.640 |
|
I mean, 300 actions per minute precisely |
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|
41:51.640 --> 41:54.600 |
|
is probably realistic, 800 is probably not, |
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|
|
41:54.600 --> 41:57.000 |
|
but you see humans doing a lot of actions |
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|
41:57.000 --> 41:59.480 |
|
because they warm up and they kind of select things |
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|
41:59.480 --> 42:02.240 |
|
and spam and so on, just so that when they need, |
|
|
|
42:02.240 --> 42:04.240 |
|
they have the accuracy. |
|
|
|
42:04.240 --> 42:09.240 |
|
So we came into this by not having kind of a standard way |
|
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|
42:09.240 --> 42:12.480 |
|
to say, well, how do we measure whether an agent |
|
|
|
42:12.480 --> 42:14.360 |
|
is at human level or not? |
|
|
|
42:15.400 --> 42:17.760 |
|
On the other hand, we had a huge advantage, |
|
|
|
42:17.760 --> 42:20.960 |
|
which is because we do imitation learning, |
|
|
|
42:20.960 --> 42:24.040 |
|
agents turned out to act like humans |
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|
|
42:24.040 --> 42:26.520 |
|
in terms of rate of actions, even precision |
|
|
|
42:26.520 --> 42:28.320 |
|
and in precision of actions. |
|
|
|
42:28.320 --> 42:30.600 |
|
In the supervised policy, you could see all these. |
|
|
|
42:30.600 --> 42:34.280 |
|
You could see how agents like to spam click to move here. |
|
|
|
42:34.280 --> 42:36.440 |
|
If you played, especially Diablo, you would know what I mean. |
|
|
|
42:36.440 --> 42:39.840 |
|
I mean, you just like spam, oh, move here, move here, move here. |
|
|
|
42:39.840 --> 42:43.680 |
|
You're doing literally like maybe five actions in two seconds, |
|
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|
42:43.680 --> 42:46.360 |
|
but these actions are not very meaningful. |
|
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|
42:46.360 --> 42:48.280 |
|
One would have sufficed. |
|
|
|
42:48.280 --> 42:51.640 |
|
So on the one hand, we start from this imitation policy |
|
|
|
42:51.640 --> 42:55.160 |
|
that is at the ballpark of the actions per minute of humans |
|
|
|
42:55.160 --> 42:58.440 |
|
because it's actually statistically trying to imitate humans. |
|
|
|
42:58.440 --> 43:00.560 |
|
So we see this very nicely in the curves |
|
|
|
43:00.560 --> 43:01.840 |
|
that we showed in the blog post. |
|
|
|
43:01.840 --> 43:04.120 |
|
Like there's these actions per minute |
|
|
|
43:04.120 --> 43:07.240 |
|
and the distribution looks very human like. |
|
|
|
43:07.240 --> 43:10.560 |
|
But then of course, as self play kicks in, |
|
|
|
43:10.560 --> 43:12.800 |
|
and that's the part we haven't talked too much yet, |
|
|
|
43:12.800 --> 43:16.760 |
|
but of course the agent must play against himself to improve, |
|
|
|
43:16.760 --> 43:19.200 |
|
then there's almost no guarantees |
|
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|
43:19.200 --> 43:22.000 |
|
that these actions will not become more precise |
|
|
|
43:22.000 --> 43:25.600 |
|
or even the rate of actions is gonna increase over time. |
|
|
|
43:25.600 --> 43:29.440 |
|
So what we did, and this is probably kind of the first attempt |
|
|
|
43:29.440 --> 43:30.760 |
|
that we thought was reasonable, |
|
|
|
43:30.760 --> 43:33.800 |
|
is we looked at the distribution of actions for humans |
|
|
|
43:33.800 --> 43:36.440 |
|
for certain windows of time. |
|
|
|
43:36.440 --> 43:37.800 |
|
And just to give a perspective, |
|
|
|
43:37.800 --> 43:40.760 |
|
because I guess I mentioned that some of these agents |
|
|
|
43:40.760 --> 43:42.360 |
|
that are programmatic, let's call them, |
|
|
|
43:42.360 --> 43:44.640 |
|
they do 40,000 actions per minute. |
|
|
|
43:44.640 --> 43:47.400 |
|
Professionals, as I said, do 300 to 800. |
|
|
|
43:47.400 --> 43:49.440 |
|
So what we looked is we look at the distribution |
|
|
|
43:49.440 --> 43:51.000 |
|
over professional gamers |
|
|
|
43:51.000 --> 43:54.160 |
|
and we took reasonably high actions per minute, |
|
|
|
43:54.160 --> 43:57.520 |
|
but we kind of identify certain cutoffs |
|
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|
43:57.520 --> 44:00.600 |
|
after which even if the agent wanted to act, |
|
|
|
44:00.600 --> 44:02.000 |
|
these actions would be dropped. |
|
|
|
44:02.000 --> 44:06.440 |
|
But the problem is this cutoff is probably set a bit too high |
|
|
|
44:06.440 --> 44:09.360 |
|
and what ends up happening, even though the games, |
|
|
|
44:09.360 --> 44:11.400 |
|
and when we ask the professionals and the gamers, |
|
|
|
44:11.400 --> 44:15.040 |
|
by and large, they feel like it's playing human like. |
|
|
|
44:15.040 --> 44:17.240 |
|
There are some agents that developed |
|
|
|
44:18.440 --> 44:21.320 |
|
maybe slightly too high APMs, |
|
|
|
44:22.040 --> 44:23.520 |
|
which is actions per minute, |
|
|
|
44:23.520 --> 44:25.680 |
|
combined with the precision, |
|
|
|
44:25.680 --> 44:28.720 |
|
which made people sort of start discussing |
|
|
|
44:28.720 --> 44:29.680 |
|
a very interesting issue, |
|
|
|
44:29.680 --> 44:31.200 |
|
which is should we have limited |
|
|
|
44:31.200 --> 44:34.000 |
|
this, should we just let it loose |
|
|
|
44:34.000 --> 44:37.520 |
|
and see what cool things it can come up with, right? |
|
|
|
44:37.520 --> 44:38.360 |
|
Interesting. |
|
|
|
44:38.360 --> 44:41.960 |
|
So this is in itself an extremely interesting question, |
|
|
|
44:41.960 --> 44:43.920 |
|
but the same way that modeling the shimmer |
|
|
|
44:43.920 --> 44:45.440 |
|
would be so difficult, |
|
|
|
44:45.440 --> 44:48.800 |
|
modeling absolutely all the details about muscles |
|
|
|
44:48.800 --> 44:51.600 |
|
and precision and tiredness of humans |
|
|
|
44:51.600 --> 44:52.880 |
|
would be quite difficult, right? |
|
|
|
44:52.880 --> 44:56.760 |
|
So we're really here in kind of innovating in this sense |
|
|
|
44:56.760 --> 45:00.040 |
|
of, okay, what could be maybe the next iteration |
|
|
|
45:00.040 --> 45:01.720 |
|
of putting more rules |
|
|
|
45:01.720 --> 45:05.040 |
|
that makes the agents more human like |
|
|
|
45:05.040 --> 45:06.240 |
|
in terms of restrictions. |
|
|
|
45:06.240 --> 45:08.040 |
|
So yeah, putting constraints that. |
|
|
|
45:08.040 --> 45:09.240 |
|
More constraints, yeah. |
|
|
|
45:09.240 --> 45:11.040 |
|
That's really interesting, that's really innovative. |
|
|
|
45:11.040 --> 45:15.400 |
|
So one of the constraints you put on yourself |
|
|
|
45:15.400 --> 45:18.000 |
|
or at least focused in is on the Protoss race, |
|
|
|
45:18.000 --> 45:19.880 |
|
as far as I understand. |
|
|
|
45:19.880 --> 45:21.880 |
|
Can you tell me about the different races |
|
|
|
45:21.880 --> 45:26.000 |
|
and how they, so Protoss, Terran and Zerg, |
|
|
|
45:26.000 --> 45:27.040 |
|
how do they compare? |
|
|
|
45:27.040 --> 45:28.120 |
|
How do they interact? |
|
|
|
45:28.120 --> 45:29.960 |
|
Why did you choose Protoss? |
|
|
|
45:29.960 --> 45:33.600 |
|
In the dynamics of the game |
|
|
|
45:33.600 --> 45:35.680 |
|
seen from a strategic perspective. |
|
|
|
45:35.680 --> 45:39.680 |
|
So Protoss, so in Starcraft, there are three races. |
|
|
|
45:39.680 --> 45:41.320 |
|
Indeed, in the demonstration, |
|
|
|
45:41.320 --> 45:43.880 |
|
we saw only the Protoss race. |
|
|
|
45:43.880 --> 45:45.560 |
|
So maybe let's start with that one. |
|
|
|
45:45.560 --> 45:49.440 |
|
Protoss is kind of the most technologically advanced race. |
|
|
|
45:49.440 --> 45:53.800 |
|
It has units that are expensive, but powerful, right? |
|
|
|
45:53.800 --> 45:57.840 |
|
So in general, you wanna kind of conserve your units |
|
|
|
45:57.840 --> 45:58.640 |
|
as you go attack. |
|
|
|
45:58.640 --> 46:01.840 |
|
So you wanna, and then you wanna utilize |
|
|
|
46:01.840 --> 46:05.120 |
|
these tactical advantages of very fancy spells |
|
|
|
46:05.120 --> 46:07.240 |
|
and so on, so forth. |
|
|
|
46:07.240 --> 46:10.320 |
|
And at the same time, they're kind of, |
|
|
|
46:11.280 --> 46:15.040 |
|
people say like they're a bit easier to play perhaps, right? |
|
|
|
46:15.040 --> 46:17.160 |
|
But that I actually didn't know. |
|
|
|
46:17.160 --> 46:20.120 |
|
I mean, I just talked to now a lot to the players |
|
|
|
46:20.120 --> 46:22.520 |
|
that we work with, TLO and Mana. |
|
|
|
46:22.520 --> 46:24.120 |
|
And they said, oh yeah, Protoss is actually, |
|
|
|
46:24.120 --> 46:26.320 |
|
people think is actually one of the easiest races. |
|
|
|
46:26.320 --> 46:29.360 |
|
So perhaps the easier, that doesn't mean |
|
|
|
46:29.360 --> 46:32.760 |
|
that it's obviously professional players |
|
|
|
46:32.760 --> 46:34.080 |
|
excel at the three races. |
|
|
|
46:34.080 --> 46:37.600 |
|
And there's never like a race that dominates |
|
|
|
46:37.600 --> 46:38.800 |
|
for a very long time anyway. |
|
|
|
46:38.800 --> 46:41.760 |
|
So if you look at the top, I don't know, 100 in the world, |
|
|
|
46:41.760 --> 46:44.360 |
|
is there one race that dominates that list? |
|
|
|
46:44.360 --> 46:46.840 |
|
It would be hard to know because it depends on the regions. |
|
|
|
46:46.840 --> 46:50.600 |
|
I think it's pretty equal in terms of distribution. |
|
|
|
46:50.600 --> 46:52.840 |
|
And Blizzard wants it to be equal, right? |
|
|
|
46:52.840 --> 46:56.320 |
|
They wouldn't want one race like Protoss |
|
|
|
46:56.320 --> 46:59.960 |
|
to not be representative in the top place. |
|
|
|
46:59.960 --> 47:03.880 |
|
So definitely like they tried it to be like the balance, right? |
|
|
|
47:03.880 --> 47:07.320 |
|
So then maybe the opposite race of Protoss is Zerg. |
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|
47:07.320 --> 47:10.600 |
|
Zerg is a race where you just kind of expand |
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47:10.600 --> 47:13.840 |
|
and take over as many resources as you can. |
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|
47:13.840 --> 47:15.720 |
|
And they have a very high capacity |
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47:15.720 --> 47:17.680 |
|
to regenerate their units. |
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47:17.680 --> 47:20.520 |
|
So if you have an army, it's not that valuable |
|
|
|
47:20.520 --> 47:23.960 |
|
in terms of losing the whole army is not a big deal as Zerg |
|
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|
47:23.960 --> 47:25.960 |
|
because you can then rebuild it. |
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47:25.960 --> 47:28.320 |
|
And given that you generally accumulate |
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|
47:28.320 --> 47:32.000 |
|
a huge bank of resources, Zerg's typically play |
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|
47:32.000 --> 47:34.240 |
|
by applying a lot of pressure, |
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47:34.240 --> 47:36.160 |
|
maybe losing their whole army, |
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47:36.160 --> 47:37.880 |
|
but then rebuilding it quickly. |
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47:37.880 --> 47:40.480 |
|
So although of course every race, |
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47:40.480 --> 47:43.960 |
|
I mean, there's never, I mean, they're pretty diverse. |
|
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47:43.960 --> 47:45.160 |
|
I mean, there are some units in Zerg |
|
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47:45.160 --> 47:46.600 |
|
that are technologically advanced |
|
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47:46.600 --> 47:48.880 |
|
and they do some very interesting spells. |
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47:48.880 --> 47:51.360 |
|
And there's some units in Protoss that are less valuable |
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47:51.360 --> 47:53.360 |
|
and you could lose a lot of them and rebuild them |
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47:53.360 --> 47:55.160 |
|
and it wouldn't be a big deal. |
|
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47:55.160 --> 47:57.840 |
|
All right, so maybe I'm missing out. |
|
|
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47:57.840 --> 47:59.280 |
|
Maybe I'm gonna say some dumb stuff, |
|
|
|
47:59.280 --> 48:02.480 |
|
but just summary of strategy. |
|
|
|
48:02.480 --> 48:05.720 |
|
So first there's collection of a lot of resources. |
|
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48:05.720 --> 48:06.560 |
|
That's one option. |
|
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48:06.560 --> 48:11.560 |
|
The other one is expanding, so building other bases. |
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48:11.920 --> 48:15.640 |
|
Then the other is obviously building units |
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48:15.640 --> 48:17.200 |
|
and attacking with those units. |
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48:17.200 --> 48:20.640 |
|
And then I don't know what else there is. |
|
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48:20.640 --> 48:24.080 |
|
Maybe there's the different timing of attacks. |
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48:24.080 --> 48:26.000 |
|
Like do attack early, attack late. |
|
|
|
48:26.000 --> 48:28.000 |
|
What are the different strategies that emerged |
|
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48:28.000 --> 48:29.120 |
|
that you've learned about? |
|
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|
48:29.120 --> 48:31.360 |
|
I've read that a bunch of people are super happy |
|
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48:31.360 --> 48:33.000 |
|
that you guys have apparently, |
|
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48:33.000 --> 48:35.000 |
|
that Alpha Star apparently has discovered |
|
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48:35.000 --> 48:38.000 |
|
that it's really good to, what is it, saturate. |
|
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48:38.000 --> 48:39.600 |
|
Oh yeah, the mineral line. |
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48:39.600 --> 48:41.360 |
|
Yeah, the mineral line. |
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48:41.360 --> 48:42.200 |
|
Yeah, yeah. |
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48:42.200 --> 48:45.600 |
|
And that's for greedy amateur players like myself. |
|
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48:45.600 --> 48:47.480 |
|
That's always been a good strategy. |
|
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|
48:47.480 --> 48:49.000 |
|
You just build up a lot of money |
|
|
|
48:49.000 --> 48:53.280 |
|
and it just feels good to just accumulate and accumulate. |
|
|
|
48:53.280 --> 48:56.720 |
|
So thank you for discovering that and validating all of us. |
|
|
|
48:56.720 --> 48:59.200 |
|
But is there other strategies that you discovered |
|
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|
48:59.200 --> 49:01.880 |
|
interesting and unique to this game? |
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|
49:01.880 --> 49:05.080 |
|
Yeah, so if you look at the kind of, |
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|
49:05.080 --> 49:06.480 |
|
not being a Starcraft 2 player, |
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|
49:06.480 --> 49:08.120 |
|
but of course Starcraft and Starcraft 2 |
|
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|
49:08.120 --> 49:11.120 |
|
and real time strategy games in general are very similar. |
|
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|
49:11.120 --> 49:16.120 |
|
I would classify perhaps the openings of the game. |
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49:17.560 --> 49:18.760 |
|
They're very important. |
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49:18.760 --> 49:21.760 |
|
And generally I would say there's two kinds of openings. |
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49:21.760 --> 49:23.400 |
|
One that's a standard opening, |
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49:23.400 --> 49:28.400 |
|
that's generally how players find sort of a balance |
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49:28.840 --> 49:31.520 |
|
between risk and economy |
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49:31.520 --> 49:33.400 |
|
and building some units early on |
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49:33.400 --> 49:34.600 |
|
so that they could defend, |
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49:34.600 --> 49:36.800 |
|
but they're not too exposed basically, |
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49:36.800 --> 49:39.480 |
|
but also expanding quite quickly. |
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|
49:39.480 --> 49:42.040 |
|
So this would be kind of a standard opening. |
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49:42.040 --> 49:43.680 |
|
And within a standard opening, |
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|
49:43.680 --> 49:45.480 |
|
then what you do choose generally |
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|
49:45.480 --> 49:48.400 |
|
is what technology are you aiming towards? |
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|
49:48.400 --> 49:50.280 |
|
So there's a bit of rock, paper, scissors |
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49:50.280 --> 49:52.920 |
|
of you could go for spaceships |
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49:52.920 --> 49:55.080 |
|
or you could go for invisible units |
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49:55.080 --> 49:56.400 |
|
or you could go for, I don't know, |
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|
49:56.400 --> 50:00.080 |
|
like massive units that attack against certain kinds of units |
|
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|
50:00.080 --> 50:01.640 |
|
but they're weak against others. |
|
|
|
50:01.640 --> 50:05.760 |
|
So standard openings themselves have some choices |
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50:05.760 --> 50:07.480 |
|
like rock, paper, scissors style. |
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|
50:07.480 --> 50:09.640 |
|
Of course, if you scout and you're good at guessing |
|
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|
50:09.640 --> 50:11.080 |
|
what the opponent is doing, |
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|
50:11.080 --> 50:12.800 |
|
then you can play as an advantage |
|
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|
50:12.800 --> 50:14.480 |
|
because if you know you're gonna play rock, |
|
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|
50:14.480 --> 50:16.480 |
|
I mean, I'm gonna play paper obviously. |
|
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|
50:16.480 --> 50:19.120 |
|
So you can imagine that normal standard games |
|
|
|
50:19.120 --> 50:22.920 |
|
in Starcraft looks like a continuous rock, paper, |
|
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|
50:22.920 --> 50:26.600 |
|
scissors game where you guess what the distribution |
|
|
|
50:26.600 --> 50:29.920 |
|
of rock, paper, and scissors is from the enemy |
|
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|
50:29.920 --> 50:33.360 |
|
and reacting accordingly to try to beat it |
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|
50:33.360 --> 50:37.000 |
|
or put the paper out before he kind of changes |
|
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|
50:37.000 --> 50:38.880 |
|
his mind from rock to scissors |
|
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|
50:38.880 --> 50:40.480 |
|
and then you would be in a weak position. |
|
|
|
50:40.480 --> 50:42.120 |
|
So sorry to pause on that. |
|
|
|
50:42.120 --> 50:43.320 |
|
I didn't realize this element |
|
|
|
50:43.320 --> 50:44.880 |
|
because I know it's true with poker. |
|
|
|
50:44.880 --> 50:46.440 |
|
I looked at Leprata's. |
|
|
|
50:47.640 --> 50:52.200 |
|
You're also estimating, trying to guess the distribution, |
|
|
|
50:52.200 --> 50:54.160 |
|
trying to better and better estimate the distribution |
|
|
|
50:54.160 --> 50:56.040 |
|
what the opponent is likely to be doing. |
|
|
|
50:56.040 --> 50:57.440 |
|
Yeah, I mean, as a player, |
|
|
|
50:57.440 --> 50:59.840 |
|
you definitely wanna have a belief state |
|
|
|
50:59.840 --> 51:03.000 |
|
over what's up on the other side of the map |
|
|
|
51:03.000 --> 51:05.600 |
|
and when your belief state becomes inaccurate |
|
|
|
51:05.600 --> 51:08.040 |
|
when you start having serious doubts |
|
|
|
51:08.040 --> 51:11.320 |
|
whether he's gonna play something that you must know, |
|
|
|
51:11.320 --> 51:12.440 |
|
that's when you scout. |
|
|
|
51:12.440 --> 51:14.560 |
|
You wanna then gather information, right? |
|
|
|
51:14.560 --> 51:16.440 |
|
Is improving the accuracy of the belief |
|
|
|
51:16.440 --> 51:19.880 |
|
or improving the belief state part of the loss |
|
|
|
51:19.880 --> 51:21.040 |
|
that you're trying to optimize? |
|
|
|
51:21.040 --> 51:22.720 |
|
Or is it just an side effect? |
|
|
|
51:22.720 --> 51:24.040 |
|
It's implicit, but implicit. |
|
|
|
51:24.040 --> 51:25.840 |
|
You could explicitly model it |
|
|
|
51:25.840 --> 51:28.280 |
|
and it would be quite good at probably predicting |
|
|
|
51:28.280 --> 51:30.360 |
|
what's on the other side of the map, |
|
|
|
51:30.360 --> 51:32.880 |
|
but so far it's all implicit. |
|
|
|
51:32.880 --> 51:36.680 |
|
There's no additional reward for predicting the enemy. |
|
|
|
51:36.680 --> 51:38.800 |
|
So there's these standard openings |
|
|
|
51:38.800 --> 51:41.640 |
|
and then there's what people call cheese, |
|
|
|
51:41.640 --> 51:42.800 |
|
which is very interesting |
|
|
|
51:42.800 --> 51:46.760 |
|
and Alpha Star sometimes really likes this kind of cheese. |
|
|
|
51:46.760 --> 51:51.120 |
|
These cheeses, what they are is kind of an all in strategy. |
|
|
|
51:51.120 --> 51:53.240 |
|
You're gonna do something sneaky. |
|
|
|
51:53.240 --> 51:56.680 |
|
You're gonna hide your own buildings |
|
|
|
51:56.680 --> 51:58.200 |
|
close to the enemy base |
|
|
|
51:58.200 --> 52:01.600 |
|
or you're gonna go for hiding your technological buildings |
|
|
|
52:01.600 --> 52:03.040 |
|
so that you do invisible units |
|
|
|
52:03.040 --> 52:06.040 |
|
and the enemy just cannot react to detect it |
|
|
|
52:06.040 --> 52:08.000 |
|
and thus lose the game. |
|
|
|
52:08.000 --> 52:10.000 |
|
And there's quite a few of these cheeses |
|
|
|
52:10.000 --> 52:11.800 |
|
and variants of them. |
|
|
|
52:11.800 --> 52:14.480 |
|
And there it's where actually the belief state |
|
|
|
52:14.480 --> 52:16.360 |
|
becomes even more important |
|
|
|
52:16.360 --> 52:18.520 |
|
because if I scout your base |
|
|
|
52:18.520 --> 52:20.200 |
|
and I see no buildings at all, |
|
|
|
52:20.200 --> 52:22.480 |
|
any human player knows some things up. |
|
|
|
52:22.480 --> 52:23.320 |
|
They might know, well, |
|
|
|
52:23.320 --> 52:25.640 |
|
you're hiding something close to my base. |
|
|
|
52:25.640 --> 52:28.200 |
|
Should I build suddenly a lot of units to defense? |
|
|
|
52:28.200 --> 52:31.000 |
|
Should I actually block my ramp with workers |
|
|
|
52:31.000 --> 52:33.520 |
|
so that you cannot come and destroy my base? |
|
|
|
52:33.520 --> 52:35.680 |
|
So there's all this is happening |
|
|
|
52:35.680 --> 52:39.440 |
|
and defending against cheeses is extremely important. |
|
|
|
52:39.440 --> 52:40.760 |
|
And in the Alpha Star League, |
|
|
|
52:40.760 --> 52:45.080 |
|
many agents actually develop some cheesy strategies. |
|
|
|
52:45.080 --> 52:48.000 |
|
And in the games we saw against TLO and Mana, |
|
|
|
52:48.000 --> 52:49.240 |
|
two out of the 10 agents |
|
|
|
52:49.240 --> 52:51.760 |
|
were actually doing these kind of strategies |
|
|
|
52:51.760 --> 52:53.640 |
|
which are cheesy strategies. |
|
|
|
52:53.640 --> 52:55.600 |
|
And then there's a variant of cheesy strategy |
|
|
|
52:55.600 --> 52:57.360 |
|
which is called all in. |
|
|
|
52:57.360 --> 53:00.280 |
|
So an all in strategy is not perhaps as drastic |
|
|
|
53:00.280 --> 53:02.560 |
|
as oh, I'm gonna build cannons on your base |
|
|
|
53:02.560 --> 53:03.880 |
|
and then bring all my workers |
|
|
|
53:03.880 --> 53:06.840 |
|
and try to just disrupt your base and game over |
|
|
|
53:06.840 --> 53:08.800 |
|
or GG as we say in StarCraft. |
|
|
|
53:09.840 --> 53:12.000 |
|
There's these kind of very cool things |
|
|
|
53:12.000 --> 53:14.760 |
|
that you can align precisely at a certain time mark. |
|
|
|
53:14.760 --> 53:17.400 |
|
So for instance, you can generate |
|
|
|
53:17.400 --> 53:20.280 |
|
exactly 10 unit composition that is perfect. |
|
|
|
53:20.280 --> 53:22.960 |
|
Like five of this type, five of these other type |
|
|
|
53:22.960 --> 53:26.240 |
|
and align the upgrade so that at four minutes and a half, |
|
|
|
53:26.240 --> 53:28.680 |
|
let's say you have these 10 units |
|
|
|
53:28.680 --> 53:30.640 |
|
and the upgrade just finished. |
|
|
|
53:30.640 --> 53:34.000 |
|
And at that point, that army is really scary. |
|
|
|
53:34.000 --> 53:36.440 |
|
And unless the enemy really knows what's going on, |
|
|
|
53:36.440 --> 53:40.280 |
|
if you push, you might then have an advantage |
|
|
|
53:40.280 --> 53:42.480 |
|
because maybe the enemy is doing something more standard, |
|
|
|
53:42.480 --> 53:45.800 |
|
it expanded too much, it developed too much economy |
|
|
|
53:45.800 --> 53:49.760 |
|
and it trade off badly against having defenses |
|
|
|
53:49.760 --> 53:51.120 |
|
and the enemy will lose. |
|
|
|
53:51.120 --> 53:53.680 |
|
But it's called all in because if you don't win, |
|
|
|
53:53.680 --> 53:55.080 |
|
then you're gonna lose. |
|
|
|
53:55.080 --> 53:57.960 |
|
So you see players that do these kind of strategies, |
|
|
|
53:57.960 --> 54:00.000 |
|
if they don't succeed, game is not over. |
|
|
|
54:00.000 --> 54:01.240 |
|
I mean, they still have a base |
|
|
|
54:01.240 --> 54:02.880 |
|
and they still gathering minerals, |
|
|
|
54:02.880 --> 54:04.800 |
|
but they will just GG out of the game |
|
|
|
54:04.800 --> 54:06.800 |
|
because they know, well, game is over. |
|
|
|
54:06.800 --> 54:08.880 |
|
I gambled and I failed. |
|
|
|
54:08.880 --> 54:11.600 |
|
So if we start entering the game |
|
|
|
54:11.600 --> 54:14.520 |
|
theoretic aspects of the game, it's really rich |
|
|
|
54:14.520 --> 54:18.000 |
|
and that's why it also makes it quite entertaining to watch. |
|
|
|
54:18.000 --> 54:21.800 |
|
Even if I don't play, I still enjoy watching the game. |
|
|
|
54:21.800 --> 54:26.800 |
|
But the agents are trying to do this mostly implicitly, |
|
|
|
54:26.800 --> 54:29.320 |
|
but one element that we improved in self plays |
|
|
|
54:29.320 --> 54:31.320 |
|
creating the Alpha Star League. |
|
|
|
54:31.320 --> 54:34.600 |
|
And the Alpha Star League is not pure self play. |
|
|
|
54:34.600 --> 54:37.880 |
|
It's trying to create different personalities of agents |
|
|
|
54:37.880 --> 54:41.480 |
|
so that some of them will become cheesy agents. |
|
|
|
54:41.480 --> 54:44.360 |
|
Some of them might become very economical, very greedy, |
|
|
|
54:44.360 --> 54:46.160 |
|
like getting all the resources, |
|
|
|
54:46.160 --> 54:48.760 |
|
but then maybe early on they're gonna be weak, |
|
|
|
54:48.760 --> 54:51.040 |
|
but later on they're gonna be very strong. |
|
|
|
54:51.040 --> 54:53.400 |
|
And by creating this personality of agents, |
|
|
|
54:53.400 --> 54:55.400 |
|
which sometimes it just happens naturally |
|
|
|
54:55.400 --> 54:58.240 |
|
that you can see kind of an evolution of agents |
|
|
|
54:58.240 --> 55:00.760 |
|
that given the previous generation, |
|
|
|
55:00.760 --> 55:01.920 |
|
they train against all of them |
|
|
|
55:01.920 --> 55:04.320 |
|
and then they generate kind of the perfect counter |
|
|
|
55:04.320 --> 55:05.760 |
|
to that distribution. |
|
|
|
55:05.760 --> 55:09.280 |
|
But these agents, you must have them in the populations |
|
|
|
55:09.280 --> 55:11.280 |
|
because if you don't have them, |
|
|
|
55:11.280 --> 55:13.040 |
|
you're not covered against these things, right? |
|
|
|
55:13.040 --> 55:17.080 |
|
It's kind of, you wanna create all sorts of the opponents |
|
|
|
55:17.080 --> 55:18.640 |
|
that you will find in the wild. |
|
|
|
55:18.640 --> 55:21.800 |
|
So you can be exposed to these cheeses, |
|
|
|
55:21.800 --> 55:25.720 |
|
early aggression, later aggression, more expansions, |
|
|
|
55:25.720 --> 55:29.560 |
|
dropping units in your base from the side, all these things. |
|
|
|
55:29.560 --> 55:32.760 |
|
And pure self play is getting a bit stuck |
|
|
|
55:32.760 --> 55:36.200 |
|
at finding some subset of these, but not all of these. |
|
|
|
55:36.200 --> 55:39.480 |
|
So the Alpha Star League is a way to kind of |
|
|
|
55:39.480 --> 55:41.560 |
|
do an ensemble of agents |
|
|
|
55:41.560 --> 55:43.480 |
|
that they're all playing in a league |
|
|
|
55:43.480 --> 55:45.520 |
|
much like people play on Battle.net, right? |
|
|
|
55:45.520 --> 55:47.440 |
|
They play, you play against someone |
|
|
|
55:47.440 --> 55:50.240 |
|
who does a new cool strategy and you immediately, |
|
|
|
55:50.240 --> 55:53.040 |
|
oh my God, I wanna try it, I wanna play again. |
|
|
|
55:53.040 --> 55:55.960 |
|
And these to me was another critical part |
|
|
|
55:55.960 --> 55:58.520 |
|
of the problem which was, |
|
|
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55:58.520 --> 56:01.240 |
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can we create a Battle.net for agents? |
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56:01.240 --> 56:02.080 |
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Yeah. |
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56:02.080 --> 56:03.400 |
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And that's kind of what the Alpha Star League really. |
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56:03.400 --> 56:04.240 |
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That's fascinating. |
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56:04.240 --> 56:06.920 |
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And where they stick to their different strategies. |
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56:06.920 --> 56:09.960 |
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Yeah, wow, that's really, really interesting. |
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56:09.960 --> 56:13.240 |
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But that said, you were fortunate enough |
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56:13.240 --> 56:16.280 |
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or just skilled enough to win 5.0. |
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56:17.320 --> 56:19.280 |
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And so how hard is it to win? |
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56:19.280 --> 56:20.320 |
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I mean, that's not the goal. |
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56:20.320 --> 56:21.920 |
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I guess, I don't know what the goal is. |
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56:21.920 --> 56:25.400 |
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The goal should be to win majority, not 5.0, |
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56:25.400 --> 56:29.360 |
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but how hard is it in general to win all matchups? |
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56:29.360 --> 56:31.080 |
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I don't want V1. |
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56:31.080 --> 56:33.600 |
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So that's a very interesting question |
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56:33.600 --> 56:37.240 |
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because once you see Alpha Star |
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56:37.240 --> 56:39.520 |
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and superficially you think, well, okay, |
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56:39.520 --> 56:42.960 |
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it won, if you sum all the games like 10 to one, right? |
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56:42.960 --> 56:46.280 |
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It lost the game that it played with the camera interface. |
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56:46.280 --> 56:48.480 |
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You might think, well, that's done, right? |
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56:48.480 --> 56:50.840 |
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It's super human at the game. |
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56:50.840 --> 56:54.800 |
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And that's not really the claim we really can make, actually. |
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56:56.000 --> 56:58.840 |
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The claim is we beat a professional gamer |
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56:58.840 --> 57:00.120 |
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for the first time. |
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57:00.120 --> 57:02.480 |
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Starcraft has really been a thing |
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57:02.480 --> 57:04.120 |
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that has been going on for a few years, |
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57:04.120 --> 57:09.120 |
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but a moment like this had not occurred before yet. |
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57:09.520 --> 57:12.400 |
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But are these agents impossible to beat? |
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57:12.400 --> 57:13.440 |
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Absolutely not, right? |
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57:13.440 --> 57:17.360 |
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So that's a bit what's kind of the difference is |
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57:17.360 --> 57:19.560 |
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the agents play at grandmaster level. |
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57:19.560 --> 57:21.520 |
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They definitely understand the game enough |
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57:21.520 --> 57:24.960 |
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to play extremely well, but are they unbeatable? |
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57:24.960 --> 57:26.600 |
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Do they play perfect? |
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57:27.920 --> 57:30.320 |
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No, and actually in Starcraft, |
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57:30.320 --> 57:33.240 |
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because of these sneaky strategies, |
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57:33.240 --> 57:36.680 |
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it's always possible that you might take a huge risk sometimes, |
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57:36.680 --> 57:39.200 |
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but you might get wins, right, out of this. |
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57:39.200 --> 57:44.200 |
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So I think as a domain, it still has a lot of opportunities, |
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57:44.200 --> 57:47.760 |
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not only because of course we wanna learn with less experience, |
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57:47.760 --> 57:50.480 |
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we would like to, I mean, if I learn to play Protoss, |
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57:50.480 --> 57:53.280 |
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I can play Terran and learn it much quicker |
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57:53.280 --> 57:54.480 |
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than Alpha Star can, right? |
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57:54.480 --> 57:58.440 |
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So there are obvious interesting research challenges as well. |
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57:58.440 --> 58:03.080 |
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But even as the raw performance goes, |
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58:03.080 --> 58:05.960 |
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really the claim here can be we are at pro level |
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58:05.960 --> 58:09.080 |
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or at high grandmaster level, |
|
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58:09.080 --> 58:14.080 |
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but obviously the players also did not know what to expect, |
|
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58:14.360 --> 58:17.000 |
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right, their prior distribution was a bit off |
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58:17.000 --> 58:20.400 |
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because they played this kind of new alien brain |
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58:20.400 --> 58:22.080 |
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as they like to say it, right? |
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58:22.080 --> 58:25.080 |
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And that's what makes it exciting for them, |
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58:25.080 --> 58:28.040 |
|
but also I think if you look at the games closely, |
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58:28.040 --> 58:31.520 |
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you see there were weaknesses in some points, |
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58:31.520 --> 58:33.320 |
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maybe Alpha Star did not scout |
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58:33.320 --> 58:36.080 |
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or if it had got invisible units going against |
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58:36.080 --> 58:38.200 |
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at certain points, it wouldn't have known |
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58:38.200 --> 58:39.600 |
|
and it would have been bad. |
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58:39.600 --> 58:42.920 |
|
So there's still quite a lot of work to do, |
|
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58:42.920 --> 58:45.440 |
|
but it's really a very exciting moment for us |
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58:45.440 --> 58:49.120 |
|
to be seeing, wow, a single neural net on a GPU |
|
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58:49.120 --> 58:52.080 |
|
is actually playing against these guys who are amazing. |
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58:52.080 --> 58:53.760 |
|
I mean, you have to see them play in life. |
|
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58:53.760 --> 58:55.800 |
|
They're really, really amazing players. |
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58:55.800 --> 59:00.440 |
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Yeah, I'm sure there must be a guy in Poland somewhere |
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|
59:00.440 --> 59:02.680 |
|
right now training his butt off |
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59:02.680 --> 59:06.600 |
|
to make sure that this never happens again with Alpha Star. |
|
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|
59:06.600 --> 59:09.720 |
|
So that's really exciting in terms of Alpha Star |
|
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|
59:09.720 --> 59:12.200 |
|
having some holes to exploit, which is great. |
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59:12.200 --> 59:14.320 |
|
And then you build on top of each other |
|
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|
59:14.320 --> 59:18.920 |
|
and it feels like Starcraft on let go, even if you win, |
|
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|
59:18.920 --> 59:21.640 |
|
it's still not, it's still not, |
|
|
|
59:21.640 --> 59:23.120 |
|
there's so many different dimensions |
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59:23.120 --> 59:24.200 |
|
in which you can explore. |
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|
59:24.200 --> 59:25.560 |
|
So that's really, really interesting. |
|
|
|
59:25.560 --> 59:28.520 |
|
Do you think there's a ceiling to Alpha Star? |
|
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|
59:28.520 --> 59:32.840 |
|
You've said that it hasn't reached, this is a big, |
|
|
|
59:33.960 --> 59:35.520 |
|
let me actually just pause for a second. |
|
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|
59:35.520 --> 59:40.200 |
|
How did it feel to come here to this point, |
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|
59:40.200 --> 59:42.240 |
|
to beat a top professional player? |
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|
59:42.240 --> 59:44.600 |
|
Like that night, I mean, you know, |
|
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|
59:44.600 --> 59:47.160 |
|
Olympic athletes have their gold medal, right? |
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|
59:47.160 --> 59:48.840 |
|
This is your gold medal in a sense. |
|
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|
59:48.840 --> 59:50.400 |
|
Sure, you're cited a lot, |
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|
59:50.400 --> 59:53.120 |
|
you've published a lot of prestigious papers, whatever, |
|
|
|
59:53.120 --> 59:55.280 |
|
but this is like a win. |
|
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|
59:55.280 --> 59:56.480 |
|
How did it feel? |
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|
59:56.480 --> 59:59.440 |
|
I mean, it was, for me, it was unbelievable |
|
|
|
59:59.440 --> 1:00:04.440 |
|
because first the win itself, I mean, it was so exciting. |
|
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|
1:00:04.440 --> 1:00:09.440 |
|
I mean, so looking back to those last days of 2018, |
|
|
|
1:00:09.840 --> 1:00:12.040 |
|
really, that's when the games were played, |
|
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|
1:00:12.040 --> 1:00:14.560 |
|
I'm sure I'll look back at that moment and say, |
|
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|
1:00:14.560 --> 1:00:17.280 |
|
oh my God, I wanna be in a project like that. |
|
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|
1:00:17.280 --> 1:00:20.440 |
|
It's like, I already feel the nostalgia of like, |
|
|
|
1:00:20.440 --> 1:00:23.560 |
|
yeah, that was huge in terms of the energy |
|
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|
1:00:23.560 --> 1:00:25.720 |
|
and the team effort that went into it. |
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|
1:00:25.720 --> 1:00:28.520 |
|
And so in that sense, as soon as it happened, |
|
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|
1:00:28.520 --> 1:00:30.640 |
|
I already knew it was kind of, |
|
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|
1:00:30.640 --> 1:00:32.320 |
|
I was losing it a little bit. |
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|
1:00:32.320 --> 1:00:35.440 |
|
So it is almost like sad that it happened and oh my God, |
|
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|
1:00:35.440 --> 1:00:40.440 |
|
like, but on the other hand, it also verifies the approach. |
|
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|
1:00:40.600 --> 1:00:43.160 |
|
But to me also, there's so many challenges |
|
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|
1:00:43.160 --> 1:00:45.400 |
|
and interesting aspects of intelligence |
|
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|
1:00:45.400 --> 1:00:49.240 |
|
that even though we can train a neural network |
|
|
|
1:00:49.240 --> 1:00:52.040 |
|
to play at the level of the best humans, |
|
|
|
1:00:52.040 --> 1:00:53.600 |
|
there's still so many challenges. |
|
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|
1:00:53.600 --> 1:00:54.800 |
|
So for me, it's also like, |
|
|
|
1:00:54.800 --> 1:00:56.800 |
|
well, this is really an amazing achievement, |
|
|
|
1:00:56.800 --> 1:00:59.280 |
|
but I already was also thinking about next steps. |
|
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|
1:00:59.280 --> 1:01:01.720 |
|
I mean, as I said, these Asians play Protos, |
|
|
|
1:01:01.720 --> 1:01:04.080 |
|
they play Protos versus Protos, |
|
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|
1:01:04.080 --> 1:01:07.240 |
|
but they should be able to play a different race |
|
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|
1:01:07.240 --> 1:01:08.160 |
|
much quicker, right? |
|
|
|
1:01:08.160 --> 1:01:10.640 |
|
So that would be an amazing achievement. |
|
|
|
1:01:10.640 --> 1:01:13.360 |
|
Some people call this meta reinforcement learning, |
|
|
|
1:01:13.360 --> 1:01:15.200 |
|
meta learning and so on, right? |
|
|
|
1:01:15.200 --> 1:01:18.960 |
|
So there's so many possibilities after that moment, |
|
|
|
1:01:18.960 --> 1:01:22.240 |
|
but the moment itself, it really felt great. |
|
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|
1:01:22.240 --> 1:01:24.520 |
|
It's, we had this bet. |
|
|
|
1:01:24.520 --> 1:01:27.720 |
|
So I'm kind of a pessimist in general. |
|
|
|
1:01:27.720 --> 1:01:30.120 |
|
So I kind of send an email to the team and I said, |
|
|
|
1:01:30.120 --> 1:01:33.680 |
|
okay, let's, against TLO first, right? |
|
|
|
1:01:33.680 --> 1:01:35.120 |
|
Like what's going to be the result? |
|
|
|
1:01:35.120 --> 1:01:38.680 |
|
And I really thought we would lose like five zero, right? |
|
|
|
1:01:38.680 --> 1:01:41.480 |
|
I, I, we had some calibration made |
|
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|
1:01:41.480 --> 1:01:44.080 |
|
against the 5,000 MMR player. |
|
|
|
1:01:44.080 --> 1:01:47.360 |
|
TLO was much stronger than that player. |
|
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|
1:01:47.360 --> 1:01:50.040 |
|
Even if he played Protos, which is his off race, |
|
|
|
1:01:51.040 --> 1:01:53.120 |
|
but yeah, it was not imagining we would win. |
|
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|
1:01:53.120 --> 1:01:55.600 |
|
So for me, that was just kind of a test run or something. |
|
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|
1:01:55.600 --> 1:01:59.000 |
|
And then it really kind of, he was really surprised. |
|
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|
1:01:59.000 --> 1:02:02.360 |
|
And unbelievably, we went to this, |
|
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|
1:02:02.360 --> 1:02:04.560 |
|
to this bar to celebrate. |
|
|
|
1:02:04.560 --> 1:02:08.360 |
|
And Dave tells me, well, why don't we invite someone |
|
|
|
1:02:08.360 --> 1:02:11.000 |
|
who is a thousand MMR stronger in Protos? |
|
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|
1:02:11.000 --> 1:02:13.040 |
|
Like an actual Protos player, like, |
|
|
|
1:02:13.040 --> 1:02:16.200 |
|
like that it turned out being mana, right? |
|
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|
1:02:16.200 --> 1:02:19.400 |
|
And, you know, we had some drinks and I said, sure, why not? |
|
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|
1:02:19.400 --> 1:02:20.240 |
|
But then I thought, well, |
|
|
|
1:02:20.240 --> 1:02:22.080 |
|
that's really going to be impossible to beat. |
|
|
|
1:02:22.080 --> 1:02:24.600 |
|
I mean, even because it's so much ahead. |
|
|
|
1:02:24.600 --> 1:02:28.440 |
|
A thousand MMR is really like 99% probability |
|
|
|
1:02:28.440 --> 1:02:33.080 |
|
that mana would beat TLO as Protos versus Protos, right? |
|
|
|
1:02:33.080 --> 1:02:34.240 |
|
So we did that. |
|
|
|
1:02:34.240 --> 1:02:39.000 |
|
And to me, the second game was much more important, |
|
|
|
1:02:39.000 --> 1:02:42.120 |
|
even though a lot of uncertainty kind of disappeared |
|
|
|
1:02:42.120 --> 1:02:43.680 |
|
after we kind of beat TLO. |
|
|
|
1:02:43.680 --> 1:02:45.680 |
|
I mean, he is a professional player. |
|
|
|
1:02:45.680 --> 1:02:48.000 |
|
So that was kind of, oh, but that's really |
|
|
|
1:02:48.000 --> 1:02:49.760 |
|
a very nice achievement. |
|
|
|
1:02:49.760 --> 1:02:51.800 |
|
But mana really was at the top. |
|
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|
1:02:51.800 --> 1:02:53.880 |
|
And you could see he played much better, |
|
|
|
1:02:53.880 --> 1:02:55.400 |
|
but our agents got much better too. |
|
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|
1:02:55.400 --> 1:02:57.440 |
|
So it's like, ah. |
|
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|
1:02:57.440 --> 1:02:59.800 |
|
And then after the first game, I said, |
|
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|
1:02:59.800 --> 1:03:02.760 |
|
if we take a single game, at least we can say we beat A game. |
|
|
|
1:03:02.760 --> 1:03:04.320 |
|
I mean, even if we don't beat the series, |
|
|
|
1:03:04.320 --> 1:03:06.960 |
|
for me, that was a huge relief. |
|
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|
1:03:06.960 --> 1:03:09.200 |
|
And I mean, I remember the hacking them is. |
|
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|
1:03:09.200 --> 1:03:11.600 |
|
And I mean, it was really like this moment, |
|
|
|
1:03:11.600 --> 1:03:14.200 |
|
for me, will resonate forever as a researcher. |
|
|
|
1:03:14.200 --> 1:03:15.880 |
|
And I mean, as a person, and yeah, |
|
|
|
1:03:15.880 --> 1:03:18.280 |
|
it's a really like great accomplishment. |
|
|
|
1:03:18.280 --> 1:03:21.360 |
|
And it was great also to be there with the team in the room. |
|
|
|
1:03:21.360 --> 1:03:23.080 |
|
I don't know if you saw like this. |
|
|
|
1:03:23.080 --> 1:03:24.760 |
|
So it was really like. |
|
|
|
1:03:24.760 --> 1:03:26.000 |
|
I mean, from my perspective, |
|
|
|
1:03:26.000 --> 1:03:29.720 |
|
the other interesting thing is just like watching Kasparov, |
|
|
|
1:03:29.720 --> 1:03:33.760 |
|
now watching mana was also interesting |
|
|
|
1:03:33.760 --> 1:03:36.160 |
|
because he is kind of at a loss of words. |
|
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|
1:03:36.160 --> 1:03:38.400 |
|
I mean, whenever you lose, I've done a lot of sports. |
|
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|
1:03:38.400 --> 1:03:43.560 |
|
You sometimes say excuses, you look for reasons. |
|
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|
1:03:43.560 --> 1:03:46.280 |
|
And he couldn't really come up with reasons. |
|
|
|
1:03:46.280 --> 1:03:50.040 |
|
I mean, so with the off race for Protoss, |
|
|
|
1:03:50.040 --> 1:03:52.320 |
|
you could say, well, it felt awkward, it wasn't, |
|
|
|
1:03:52.320 --> 1:03:55.200 |
|
but here it was just beaten. |
|
|
|
1:03:55.200 --> 1:03:57.960 |
|
And it was beautiful to look at a human being |
|
|
|
1:03:57.960 --> 1:04:00.320 |
|
being superseded by an AI system. |
|
|
|
1:04:00.320 --> 1:04:04.480 |
|
I mean, it's a beautiful moment for researchers. |
|
|
|
1:04:04.480 --> 1:04:05.920 |
|
Yeah, for sure it was. |
|
|
|
1:04:05.920 --> 1:04:09.960 |
|
I mean, probably the highlight of my career so far |
|
|
|
1:04:09.960 --> 1:04:11.760 |
|
because of its uniqueness and coolness. |
|
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|
1:04:11.760 --> 1:04:14.280 |
|
And I don't know, I mean, it's obviously, as you said, |
|
|
|
1:04:14.280 --> 1:04:16.240 |
|
you can look at paper citations and so on. |
|
|
|
1:04:16.240 --> 1:04:19.280 |
|
But this really is like a testament |
|
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|
1:04:19.280 --> 1:04:22.400 |
|
of the whole machine learning approach |
|
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|
1:04:22.400 --> 1:04:24.640 |
|
and using games to advance technology. |
|
|
|
1:04:24.640 --> 1:04:27.880 |
|
I mean, it really was, everything came together |
|
|
|
1:04:27.880 --> 1:04:29.840 |
|
at that moment, that's really the summary. |
|
|
|
1:04:29.840 --> 1:04:34.040 |
|
Also, on the other side, it's a popularization of AI too |
|
|
|
1:04:34.040 --> 1:04:38.200 |
|
because it's just like traveling to the moon and so on. |
|
|
|
1:04:38.200 --> 1:04:41.000 |
|
I mean, this is where a very large community of people |
|
|
|
1:04:41.000 --> 1:04:45.080 |
|
that don't really know AI, they get to really interact with it. |
|
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|
1:04:45.080 --> 1:04:46.000 |
|
Which is very important. |
|
|
|
1:04:46.000 --> 1:04:50.800 |
|
I mean, we must, you know, writing papers helps our peers, |
|
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|
1:04:50.800 --> 1:04:52.520 |
|
researchers to understand what we're doing. |
|
|
|
1:04:52.520 --> 1:04:55.880 |
|
But I think AI is becoming mature enough |
|
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|
1:04:55.880 --> 1:04:59.000 |
|
that we must sort of try to explain what it is. |
|
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1:04:59.000 --> 1:05:01.440 |
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And perhaps through games is an obvious way |
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1:05:01.440 --> 1:05:03.640 |
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because these games always had built in AI. |
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1:05:03.640 --> 1:05:07.680 |
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So it may be everyone experienced an AI playing a video game |
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1:05:07.680 --> 1:05:08.520 |
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even if they don't know. |
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1:05:08.520 --> 1:05:10.240 |
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Because there's always some scripted element |
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1:05:10.240 --> 1:05:13.880 |
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and some people might even call that AI already, right? |
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1:05:13.880 --> 1:05:16.320 |
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So what are other applications |
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1:05:16.320 --> 1:05:20.280 |
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of the approaches underlying Alpha Star that you see happening? |
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1:05:20.280 --> 1:05:23.120 |
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There's a lot of echoes of, you said, transformer |
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1:05:23.120 --> 1:05:25.680 |
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of language modeling and so on. |
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1:05:25.680 --> 1:05:29.480 |
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Have you already started thinking where the breakthroughs |
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1:05:29.480 --> 1:05:32.280 |
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in Alpha Star get expanded to other applications? |
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1:05:32.280 --> 1:05:34.640 |
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Right, so I thought about a few things |
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1:05:34.640 --> 1:05:37.280 |
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for like kind of next months, next years. |
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1:05:38.440 --> 1:05:40.520 |
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The main thing I'm thinking about actually is |
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1:05:40.520 --> 1:05:43.160 |
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what's next as a kind of a grand challenge |
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1:05:43.160 --> 1:05:47.120 |
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because for me, like we've seen Atari |
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1:05:47.120 --> 1:05:50.280 |
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and then there's like the sort of three dimensional walls |
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1:05:50.280 --> 1:05:52.520 |
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that we've seen also like pretty good performance |
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1:05:52.520 --> 1:05:54.160 |
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from this capture the flag agents |
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1:05:54.160 --> 1:05:57.600 |
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that also some people at DeepMind and elsewhere are working on. |
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1:05:57.600 --> 1:05:59.600 |
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We've also seen some amazing results on like, |
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1:05:59.600 --> 1:06:03.280 |
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for instance, Dota 2, which is also a very complicated game. |
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1:06:03.280 --> 1:06:05.960 |
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So for me, like the main thing I'm thinking about |
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1:06:05.960 --> 1:06:07.960 |
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is what's next in terms of challenge. |
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1:06:07.960 --> 1:06:12.960 |
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So as a researcher, I see sort of two tensions |
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1:06:12.960 --> 1:06:16.760 |
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between research and then applications or areas |
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1:06:16.760 --> 1:06:18.480 |
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or domains where you apply them. |
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1:06:18.480 --> 1:06:20.480 |
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So on the one hand, we've done, |
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1:06:20.480 --> 1:06:23.320 |
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thanks to the application of StarCraft is very hard. |
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1:06:23.320 --> 1:06:25.600 |
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We developed some techniques, some new research |
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1:06:25.600 --> 1:06:27.480 |
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that now we could look at elsewhere, |
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1:06:27.480 --> 1:06:30.520 |
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like are there other applications where we can apply this? |
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1:06:30.520 --> 1:06:32.880 |
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And the obvious ones, absolutely, |
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1:06:32.880 --> 1:06:37.480 |
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you can think of feeding back to sort of the community |
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1:06:37.480 --> 1:06:40.240 |
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we took from, which was mostly sequence modeling |
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1:06:40.240 --> 1:06:41.680 |
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or natural language processing. |
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1:06:41.680 --> 1:06:46.120 |
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So we've developed an extended things from the transformer |
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1:06:46.120 --> 1:06:48.120 |
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and we use pointer networks. |
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1:06:48.120 --> 1:06:51.280 |
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We combine LSTM and transformers in interesting ways. |
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1:06:51.280 --> 1:06:54.200 |
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So that's perhaps the kind of lowest hanging fruit |
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1:06:54.200 --> 1:06:58.840 |
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of feeding back to now a different field of machine learning |
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1:06:58.840 --> 1:07:00.880 |
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that's not playing video games. |
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1:07:00.880 --> 1:07:05.680 |
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Let me go old school and jump to Mr. Alan Turing. |
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1:07:05.680 --> 1:07:09.880 |
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So the Turing test is a natural language test, |
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1:07:09.880 --> 1:07:11.560 |
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a conversational test. |
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1:07:11.560 --> 1:07:15.760 |
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What's your thought of it as a test for intelligence? |
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1:07:15.760 --> 1:07:17.360 |
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Do you think it is a grand challenge |
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1:07:17.360 --> 1:07:18.920 |
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that's worthy of undertaking? |
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1:07:18.920 --> 1:07:21.960 |
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Maybe if it is, would you reformulate it |
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1:07:21.960 --> 1:07:23.720 |
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or phrase it somehow differently? |
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1:07:23.720 --> 1:07:25.640 |
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Right, so I really love the Turing test |
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1:07:25.640 --> 1:07:29.600 |
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because I also like sequences and language understanding. |
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1:07:29.600 --> 1:07:32.160 |
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And in fact, some of the early work |
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1:07:32.160 --> 1:07:33.520 |
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we did in machine translation, |
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1:07:33.520 --> 1:07:37.320 |
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we tried to apply to kind of a neural chat bot, |
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1:07:37.320 --> 1:07:40.200 |
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which obviously would never pass the Turing test |
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1:07:40.200 --> 1:07:42.320 |
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because it was very limited. |
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1:07:42.320 --> 1:07:45.200 |
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But it is a very fascinating idea |
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1:07:45.200 --> 1:07:49.440 |
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that you could really have an AI |
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1:07:49.440 --> 1:07:51.800 |
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that would be indistinguishable from humans |
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1:07:51.800 --> 1:07:56.040 |
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in terms of asking or conversing with it, right? |
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1:07:56.040 --> 1:08:00.720 |
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So I think the test itself seems very nice |
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1:08:00.720 --> 1:08:02.600 |
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and it's kind of well defined actually, |
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1:08:02.600 --> 1:08:05.000 |
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like the passing it or not. |
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1:08:05.000 --> 1:08:06.560 |
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I think there's quite a few rules |
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1:08:06.560 --> 1:08:11.560 |
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that feel like pretty simple and you could really have, |
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1:08:12.520 --> 1:08:14.800 |
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I mean, I think they have these competitions every year. |
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1:08:14.800 --> 1:08:15.920 |
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Yeah, so the Leibniz Prize, |
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1:08:15.920 --> 1:08:20.920 |
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but I don't know if you've seen the kind of bots |
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1:08:22.240 --> 1:08:24.160 |
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that emerge from that competition. |
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1:08:24.160 --> 1:08:28.000 |
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They're not quite as what you would, |
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1:08:28.000 --> 1:08:29.920 |
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so it feels like that there's weaknesses |
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1:08:29.920 --> 1:08:31.400 |
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with the way Turing formulated it. |
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1:08:31.400 --> 1:08:35.000 |
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It needs to be that the definition |
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1:08:35.000 --> 1:08:40.000 |
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of a genuine, rich, fulfilling human conversation |
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1:08:40.000 --> 1:08:41.640 |
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it needs to be something else. |
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1:08:41.640 --> 1:08:43.000 |
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Like the Alexa Prize, |
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1:08:43.000 --> 1:08:44.880 |
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which I'm not as well familiar with, |
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1:08:44.880 --> 1:08:46.200 |
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has tried to define that more. |
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1:08:46.200 --> 1:08:48.240 |
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I think by saying you have to continue |
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1:08:48.240 --> 1:08:50.680 |
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keeping a conversation for 30 minutes, |
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1:08:50.680 --> 1:08:52.240 |
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something like that. |
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1:08:52.240 --> 1:08:55.520 |
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So basically forcing the agent not to just fool, |
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1:08:55.520 --> 1:08:58.000 |
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but to have an engaging conversation kind of thing, |
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1:08:58.000 --> 1:09:03.000 |
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is that, I mean, have you thought |
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1:09:03.720 --> 1:09:06.400 |
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about this problem richly? |
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1:09:06.400 --> 1:09:10.680 |
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And if you have in general, how far away are we from, |
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1:09:10.680 --> 1:09:14.160 |
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you worked a lot on language understanding, |
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1:09:14.160 --> 1:09:16.640 |
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language generation, but the full dialogue, |
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1:09:16.640 --> 1:09:19.920 |
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the conversation, just sitting at the bar, |
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1:09:19.920 --> 1:09:21.760 |
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having a cup of beers for an hour, |
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1:09:21.760 --> 1:09:22.960 |
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that kind of conversation. |
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1:09:22.960 --> 1:09:23.800 |
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Have you thought about it? |
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1:09:23.800 --> 1:09:26.440 |
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Yeah, so I think you touched here on the critical point, |
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1:09:26.440 --> 1:09:28.640 |
|
which is feasibility, right? |
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1:09:28.640 --> 1:09:32.880 |
|
So there's a great sort of essay by Hamming, |
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1:09:32.880 --> 1:09:37.400 |
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which describes sort of grand challenges of physics. |
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1:09:37.400 --> 1:09:41.080 |
|
And he argues that, well, okay, for instance, |
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1:09:41.080 --> 1:09:44.720 |
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teleportation or time travel are great grand challenges |
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1:09:44.720 --> 1:09:46.600 |
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of physics, but there's no attacks. |
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1:09:46.600 --> 1:09:50.360 |
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We really don't know or cannot kind of make any progress. |
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1:09:50.360 --> 1:09:53.360 |
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So that's why most physicists and so on, |
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1:09:53.360 --> 1:09:55.360 |
|
they don't work on these in their PhDs |
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1:09:55.360 --> 1:09:57.920 |
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and as part of their careers. |
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1:09:57.920 --> 1:10:01.000 |
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So I see the Turing test as, in the full Turing test, |
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1:10:01.000 --> 1:10:02.760 |
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as a bit still too early. |
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1:10:02.760 --> 1:10:06.760 |
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Like I am, I think we're, especially with the current trend |
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|
1:10:06.760 --> 1:10:10.080 |
|
of deep learning language models, |
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1:10:10.080 --> 1:10:11.640 |
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we've seen some amazing examples, |
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1:10:11.640 --> 1:10:14.160 |
|
I think GPT2 being the most recent one, |
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1:10:14.160 --> 1:10:15.840 |
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which is very impressive, |
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1:10:15.840 --> 1:10:20.840 |
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but to understand to fully solve passing or fooling a human |
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1:10:21.080 --> 1:10:23.480 |
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to think that there's a human on the other side, |
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1:10:23.480 --> 1:10:24.960 |
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I think we're quite far. |
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1:10:24.960 --> 1:10:27.360 |
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So as a result, I don't see myself |
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1:10:27.360 --> 1:10:30.520 |
|
and I probably would not recommend people doing a PhD |
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1:10:30.520 --> 1:10:31.680 |
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on solving the Turing test, |
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1:10:31.680 --> 1:10:34.120 |
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because it just feels it's kind of too early |
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1:10:34.120 --> 1:10:35.520 |
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or too hard of a problem. |
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1:10:35.520 --> 1:10:37.840 |
|
Yeah, but that said, you said the exact same thing |
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1:10:37.840 --> 1:10:40.480 |
|
about StarCraft about a few years ago. |
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1:10:40.480 --> 1:10:42.600 |
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So to demo, so I pre... |
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1:10:42.600 --> 1:10:43.920 |
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Yes. |
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1:10:43.920 --> 1:10:45.600 |
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You'll probably also be the person |
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1:10:45.600 --> 1:10:48.240 |
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who passes the Turing test in three years. |
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1:10:48.240 --> 1:10:51.040 |
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I mean, I think the, yeah, so... |
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1:10:51.040 --> 1:10:52.720 |
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So we have this on record, this is nice. |
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1:10:52.720 --> 1:10:53.560 |
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It's true. |
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1:10:53.560 --> 1:10:56.600 |
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I mean, it's true that progress sometimes |
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1:10:56.600 --> 1:10:57.840 |
|
is a bit unpredictable. |
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1:10:57.840 --> 1:11:00.840 |
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I really wouldn't have not, even six months ago, |
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1:11:00.840 --> 1:11:02.520 |
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I would not have predicted the level |
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1:11:02.520 --> 1:11:05.480 |
|
that we see that these agents can deliver. |
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1:11:05.480 --> 1:11:10.120 |
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At grandmaster level, but I have worked on language enough. |
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1:11:10.120 --> 1:11:13.640 |
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And basically my concern is not that something could happen, |
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1:11:13.640 --> 1:11:16.440 |
|
a breakthrough could happen that would bring us to solving |
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1:11:16.440 --> 1:11:18.440 |
|
or passing the Turing test, |
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1:11:18.440 --> 1:11:21.680 |
|
is that I just think the statistical approach to it, |
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1:11:21.680 --> 1:11:24.160 |
|
like this is not gonna cut it. |
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1:11:24.160 --> 1:11:25.960 |
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So we need a breakthrough, |
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1:11:25.960 --> 1:11:28.320 |
|
which is great for the community. |
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1:11:28.320 --> 1:11:31.840 |
|
But given that, I think there's quite a more uncertainty. |
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1:11:31.840 --> 1:11:34.280 |
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Whereas for StarCraft, |
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1:11:34.280 --> 1:11:38.160 |
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I knew what the steps would be to kind of get us there. |
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1:11:38.160 --> 1:11:41.640 |
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I think it was clear that using the imitation learning part |
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1:11:41.640 --> 1:11:44.360 |
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and then using these battle network agents |
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1:11:44.360 --> 1:11:48.320 |
|
were gonna be key and it turned out that this was the case |
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1:11:48.320 --> 1:11:51.640 |
|
and a little more was needed, but not much more. |
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1:11:51.640 --> 1:11:54.360 |
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For Turing test, I just don't know what the plan |
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1:11:54.360 --> 1:11:56.000 |
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or execution plan would look like. |
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1:11:56.000 --> 1:11:59.160 |
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So that's why I myself working on it |
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1:11:59.160 --> 1:12:01.520 |
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as a grand challenge is hard, |
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1:12:01.520 --> 1:12:03.920 |
|
but there are quite a few sub challenges |
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1:12:03.920 --> 1:12:05.480 |
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that are related that you could say, |
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1:12:05.480 --> 1:12:09.080 |
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well, I mean, what if you create a great assistant, |
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1:12:09.080 --> 1:12:11.400 |
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like Google already has like the Google Assistant. |
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1:12:11.400 --> 1:12:13.120 |
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So can we make it better |
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1:12:13.120 --> 1:12:15.440 |
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and can we make it fully neural and so on? |
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1:12:15.440 --> 1:12:18.200 |
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That I start to believe maybe we're reaching a point |
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1:12:18.200 --> 1:12:20.760 |
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where we should attempt these challenges. |
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1:12:20.760 --> 1:12:22.480 |
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I like this conversation so much |
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1:12:22.480 --> 1:12:24.920 |
|
because it echoes very much the StarCraft conversation. |
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1:12:24.920 --> 1:12:26.920 |
|
It's exactly how you approach StarCraft. |
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1:12:26.920 --> 1:12:29.680 |
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Let's break it down into small pieces and solve those |
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1:12:29.680 --> 1:12:31.400 |
|
and you end up solving the whole game. |
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1:12:31.400 --> 1:12:34.120 |
|
Great, but that said, you're behind some |
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1:12:34.120 --> 1:12:37.960 |
|
of the sort of biggest pieces of work and deep learning |
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1:12:37.960 --> 1:12:39.360 |
|
in the last several years. |
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1:12:40.280 --> 1:12:42.320 |
|
So you mentioned some limits. |
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1:12:42.320 --> 1:12:44.960 |
|
What do you think are the current limits of deep learning |
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1:12:44.960 --> 1:12:47.080 |
|
and how do we overcome those limits? |
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1:12:47.080 --> 1:12:50.160 |
|
So if I had to actually use a single word |
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1:12:50.160 --> 1:12:53.200 |
|
to define the main challenge in deep learning, |
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1:12:53.200 --> 1:12:55.720 |
|
it's a challenge that probably has been the challenge |
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1:12:55.720 --> 1:12:59.760 |
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for many years and is that of generalization. |
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1:12:59.760 --> 1:13:04.520 |
|
So what that means is that all that we're doing |
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1:13:04.520 --> 1:13:06.800 |
|
is fitting functions to data. |
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1:13:06.800 --> 1:13:11.800 |
|
And when the data we see is not from the same distribution |
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1:13:12.160 --> 1:13:14.080 |
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or even if there are some times |
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1:13:14.080 --> 1:13:16.800 |
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that it is very close to distribution |
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1:13:16.800 --> 1:13:20.240 |
|
but because of the way we train it with limited samples, |
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1:13:20.240 --> 1:13:23.880 |
|
we then get to this stage where we just don't see |
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1:13:23.880 --> 1:13:27.760 |
|
generalization as much as we can generalize. |
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1:13:27.760 --> 1:13:31.240 |
|
And I think adversarial examples are a clear example of this |
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|
1:13:31.240 --> 1:13:34.640 |
|
but if you study machine learning and literature |
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1:13:34.640 --> 1:13:38.320 |
|
and the reason why SVMs came very popular |
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1:13:38.320 --> 1:13:39.720 |
|
were because they were dealing |
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1:13:39.720 --> 1:13:42.400 |
|
and they had some guarantees about generalization |
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1:13:42.400 --> 1:13:45.600 |
|
which is unseen data or out of distribution |
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1:13:45.600 --> 1:13:47.000 |
|
or even within distribution |
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1:13:47.000 --> 1:13:49.760 |
|
where you take an image adding a bit of noise, |
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1:13:49.760 --> 1:13:51.280 |
|
these models fail. |
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1:13:51.280 --> 1:13:56.280 |
|
So I think really I don't see a lot of progress |
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1:13:56.280 --> 1:14:00.800 |
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on generalization in the strong generalization sense |
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1:14:00.800 --> 1:14:01.880 |
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of the word. |
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1:14:01.880 --> 1:14:05.280 |
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I think our neural networks, |
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1:14:05.280 --> 1:14:08.000 |
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you can always find design examples |
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1:14:08.000 --> 1:14:11.000 |
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that will make their outputs arbitrary |
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1:14:11.000 --> 1:14:16.000 |
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which is not good because we humans would never be fooled |
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1:14:16.000 --> 1:14:19.920 |
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by these kind of images or manipulation of the image. |
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1:14:19.920 --> 1:14:21.720 |
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And if you look at the mathematics, |
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1:14:21.720 --> 1:14:23.960 |
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you kind of understand this is a bunch of matrices |
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1:14:23.960 --> 1:14:27.320 |
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multiplied together, there's probably numerics |
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1:14:27.320 --> 1:14:30.880 |
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and instability that you can just find corner cases. |
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1:14:30.880 --> 1:14:34.560 |
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So I think that's really the underlying topic |
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1:14:34.560 --> 1:14:38.760 |
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many times we see when even at the grand stage |
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1:14:38.760 --> 1:14:40.840 |
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of like during test generalization, |
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1:14:40.840 --> 1:14:44.560 |
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I mean, if you start, I mean, passing the during test, |
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1:14:44.560 --> 1:14:47.920 |
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should it be in English or should it be in any language? |
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1:14:47.920 --> 1:14:52.320 |
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I mean, as a human, if you ask something |
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1:14:52.320 --> 1:14:54.120 |
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in a different language, you actually will go |
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1:14:54.120 --> 1:14:56.280 |
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and do some research and try to translate it |
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1:14:56.280 --> 1:15:01.080 |
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and so on, should the during test include that, right? |
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1:15:01.080 --> 1:15:02.920 |
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And it's really a difficult problem |
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1:15:02.920 --> 1:15:05.360 |
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and very fascinating and very mysterious actually. |
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1:15:05.360 --> 1:15:06.320 |
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Yeah, absolutely. |
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1:15:06.320 --> 1:15:09.120 |
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But do you think it's, if you were to try to solve it, |
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1:15:10.520 --> 1:15:14.280 |
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can you not grow the size of data intelligently |
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1:15:14.280 --> 1:15:17.400 |
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in such a way that the distribution of your training set |
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1:15:17.400 --> 1:15:20.360 |
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does include the entirety of the testing set? |
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1:15:20.360 --> 1:15:21.800 |
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I think is that one path? |
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1:15:21.800 --> 1:15:23.880 |
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The other path is totally a new methodology. |
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1:15:23.880 --> 1:15:25.000 |
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That's not statistical. |
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1:15:25.000 --> 1:15:27.080 |
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So a path that has worked well |
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1:15:27.080 --> 1:15:29.880 |
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and it worked well in StarCraft and in machine translation |
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1:15:29.880 --> 1:15:32.800 |
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and in language is scaling up the data and the model. |
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1:15:32.800 --> 1:15:37.400 |
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And that's kind of been maybe the only single formula |
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1:15:37.400 --> 1:15:40.440 |
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that still delivers today in deep learning, right? |
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1:15:40.440 --> 1:15:44.080 |
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It's that scale, data scale and model scale |
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1:15:44.080 --> 1:15:47.080 |
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really do more and more of the things that we thought, |
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1:15:47.080 --> 1:15:49.240 |
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oh, there's no way it can generalize to these |
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1:15:49.240 --> 1:15:51.360 |
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or there's no way it can generalize to that. |
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1:15:51.360 --> 1:15:54.840 |
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But I don't think fundamentally it will be solved with this. |
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1:15:54.840 --> 1:15:58.960 |
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And for instance, I'm really liking some style |
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1:15:58.960 --> 1:16:02.120 |
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or approach that would not only have neural networks |
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1:16:02.120 --> 1:16:06.400 |
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but it would have programs or some discrete decision making |
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1:16:06.400 --> 1:16:09.760 |
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because there is where I feel there's a bit more, |
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1:16:09.760 --> 1:16:12.200 |
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like, I mean, the example of the best example, |
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1:16:12.200 --> 1:16:14.680 |
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I think for understanding this is, |
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1:16:14.680 --> 1:16:17.640 |
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I also worked a bit on, oh, like we can learn an algorithm |
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1:16:17.640 --> 1:16:18.840 |
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with a neural network, right? |
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1:16:18.840 --> 1:16:20.160 |
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So you give it many examples |
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1:16:20.160 --> 1:16:22.880 |
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and it's gonna sort the input numbers |
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1:16:22.880 --> 1:16:24.440 |
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or something like that. |
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1:16:24.440 --> 1:16:29.520 |
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But really, strong generalization is you give me some numbers |
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1:16:29.520 --> 1:16:32.360 |
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or you ask me to create an algorithm that sorts numbers |
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1:16:32.360 --> 1:16:34.760 |
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and instead of creating a neural net which will be fragile |
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1:16:34.760 --> 1:16:38.000 |
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because it's gonna go out of range at some point, |
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1:16:38.000 --> 1:16:40.400 |
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you're gonna give it numbers that are too large, |
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1:16:40.400 --> 1:16:42.680 |
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too small and whatnot, you just, |
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1:16:42.680 --> 1:16:46.400 |
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if you just create a piece of code that sorts the numbers, |
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1:16:46.400 --> 1:16:48.760 |
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then you can prove that that will generalize |
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1:16:48.760 --> 1:16:52.040 |
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to absolutely all the possible inputs you could give. |
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1:16:52.040 --> 1:16:53.920 |
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So I think that's, the problem comes |
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1:16:53.920 --> 1:16:56.000 |
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with some exciting prospects. |
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1:16:56.000 --> 1:16:59.560 |
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I mean, scale is a bit more boring, but it really works. |
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1:16:59.560 --> 1:17:02.960 |
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And then maybe programs and discrete abstractions |
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1:17:02.960 --> 1:17:04.920 |
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are a bit less developed, |
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1:17:04.920 --> 1:17:07.520 |
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but clearly I think they're quite exciting |
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1:17:07.520 --> 1:17:10.000 |
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in terms of future for the field. |
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1:17:10.000 --> 1:17:13.560 |
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Do you draw any insight wisdom from the 80s |
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1:17:13.560 --> 1:17:17.000 |
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and expert systems and symbolic systems, symbolic computing? |
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1:17:17.000 --> 1:17:18.920 |
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Do you ever go back to those, |
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1:17:18.920 --> 1:17:20.800 |
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the reasoning, that kind of logic? |
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1:17:20.800 --> 1:17:23.200 |
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Do you think that might make a comeback? |
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1:17:23.200 --> 1:17:25.000 |
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You'll have to dust off those books? |
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1:17:25.000 --> 1:17:30.000 |
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Yeah, I actually love actually adding more inductive biases. |
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1:17:31.360 --> 1:17:34.360 |
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To me, the problem really is what are you trying to solve? |
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1:17:34.360 --> 1:17:36.560 |
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If what you're trying to solve is so important |
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1:17:36.560 --> 1:17:39.240 |
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that try to solve it no matter what, |
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1:17:39.240 --> 1:17:44.240 |
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then absolutely use rules, use domain knowledge |
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1:17:44.280 --> 1:17:46.960 |
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and then use a bit of the magic of machine learning |
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1:17:46.960 --> 1:17:50.160 |
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to empower or to make the system as the best system |
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1:17:50.160 --> 1:17:55.160 |
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that will detect cancer or detect weather patterns, right? |
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1:17:56.080 --> 1:17:59.160 |
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Or in terms of StarCraft, it also was a very big challenge. |
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1:17:59.160 --> 1:18:01.320 |
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So I was definitely happy |
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1:18:01.320 --> 1:18:04.560 |
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that if we had to cut a corner here and there, |
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1:18:04.560 --> 1:18:06.920 |
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it could have been interesting to do. |
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1:18:06.920 --> 1:18:08.400 |
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And in fact, in StarCraft, |
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1:18:08.400 --> 1:18:10.600 |
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we start thinking about expert systems |
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1:18:10.600 --> 1:18:12.840 |
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because it's a very, you can define, |
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1:18:12.840 --> 1:18:15.120 |
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I mean, people actually build StarCraft bots |
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1:18:15.120 --> 1:18:18.720 |
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by thinking about those principles like state machines |
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1:18:18.720 --> 1:18:21.600 |
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and rule based and then you could think |
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1:18:21.600 --> 1:18:24.520 |
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of combining a bit of a rule based system, |
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1:18:24.520 --> 1:18:27.480 |
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but that has also neural networks incorporated |
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1:18:27.480 --> 1:18:29.080 |
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to make it generalize a bit better. |
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1:18:29.080 --> 1:18:31.840 |
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So absolutely, I mean, we should definitely go back |
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1:18:31.840 --> 1:18:35.440 |
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to those ideas and anything that makes the problem simpler. |
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1:18:35.440 --> 1:18:38.040 |
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As long as your problem is important, that's okay. |
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1:18:38.040 --> 1:18:41.080 |
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And that's research driving a very important problem. |
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1:18:41.080 --> 1:18:42.160 |
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And on the other hand, |
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1:18:42.160 --> 1:18:45.240 |
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if you wanna really focus on the limits |
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1:18:45.240 --> 1:18:47.240 |
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of reinforcement learning, then of course, |
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1:18:47.240 --> 1:18:50.800 |
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you must try not to look at imitation data |
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1:18:50.800 --> 1:18:54.200 |
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or to look for some rules of the domain |
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1:18:54.200 --> 1:18:57.040 |
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that would help a lot or even feature engineering, right? |
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1:18:57.040 --> 1:19:00.760 |
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So this is a tension that depending on what you do, |
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1:19:00.760 --> 1:19:03.360 |
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I think both ways are definitely fine. |
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1:19:03.360 --> 1:19:06.080 |
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And I would never not do one or the other |
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1:19:06.080 --> 1:19:08.040 |
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if you're, as long as what you're doing |
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1:19:08.040 --> 1:19:10.080 |
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is important and needs to be solved, right? |
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1:19:10.080 --> 1:19:13.520 |
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All right, so there's a bunch of different ideas |
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1:19:13.520 --> 1:19:16.920 |
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that you've developed that I really enjoy. |
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1:19:16.920 --> 1:19:21.920 |
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But one is translating from image captioning, |
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1:19:22.240 --> 1:19:23.960 |
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translating from image to text. |
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1:19:23.960 --> 1:19:28.720 |
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Just another beautiful idea, I think, |
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1:19:28.720 --> 1:19:33.240 |
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that resonates throughout your work, actually. |
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1:19:33.240 --> 1:19:36.760 |
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So the underlying nature of reality being language always. |
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1:19:36.760 --> 1:19:37.680 |
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Yeah, somehow. |
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1:19:37.680 --> 1:19:42.520 |
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So what's the connection between images and text? |
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1:19:42.520 --> 1:19:45.880 |
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Or rather the visual world and the world of language |
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1:19:45.880 --> 1:19:46.720 |
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in your view? |
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1:19:46.720 --> 1:19:51.480 |
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Right, so I think a piece of research that's been central |
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1:19:51.480 --> 1:19:54.400 |
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to, I would say, even extending into StarCraft |
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1:19:54.400 --> 1:19:57.680 |
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is this idea of sequence to sequence learning, |
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1:19:57.680 --> 1:19:59.840 |
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which what we really meant by that |
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1:19:59.840 --> 1:20:03.520 |
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is that you can now really input anything |
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1:20:03.520 --> 1:20:06.160 |
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to a neural network as the input X |
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1:20:06.160 --> 1:20:09.600 |
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and then the neural network will learn a function F |
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1:20:09.600 --> 1:20:12.840 |
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that will take X as an input and produce any output Y. |
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1:20:12.840 --> 1:20:16.240 |
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And these X and Ys don't need to be like static |
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1:20:16.240 --> 1:20:21.240 |
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or like a feature, like a fixed vectors |
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1:20:21.240 --> 1:20:22.240 |
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or anything like that. |
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1:20:22.240 --> 1:20:23.800 |
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It could be really sequences |
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1:20:23.800 --> 1:20:26.600 |
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and now beyond like data structures, right? |
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1:20:26.600 --> 1:20:31.600 |
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So that paradigm was tested in a very interesting way |
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1:20:31.600 --> 1:20:35.760 |
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when we moved from translating French to English |
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1:20:35.760 --> 1:20:37.960 |
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to translating an image to its caption. |
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1:20:37.960 --> 1:20:40.760 |
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But the beauty of it is that really, |
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1:20:40.760 --> 1:20:42.160 |
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and that's actually how it happened. |
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1:20:42.160 --> 1:20:45.240 |
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I ran, I changed a line of code in this thing |
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1:20:45.240 --> 1:20:47.520 |
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that was doing machine translation |
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1:20:47.520 --> 1:20:51.800 |
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and I came the next day and I saw how it was producing |
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1:20:51.800 --> 1:20:54.200 |
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captions that seemed like, oh my God, |
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1:20:54.200 --> 1:20:56.040 |
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this is really, really working. |
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1:20:56.040 --> 1:20:57.560 |
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And the principle is the same, right? |
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1:20:57.560 --> 1:21:02.560 |
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So I think I don't see text, vision, speech, way forms |
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1:21:02.560 --> 1:21:07.560 |
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as something different, as long as you basically learn |
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1:21:08.120 --> 1:21:13.120 |
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a function that will vectorize these into, |
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1:21:13.480 --> 1:21:17.480 |
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and then after we vectorize it, we can then use transformers, |
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1:21:17.480 --> 1:21:21.160 |
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LSTMs, whatever the flavor of the month of the model is. |
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1:21:21.160 --> 1:21:24.280 |
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And then as long as we have enough supervised data, |
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1:21:24.280 --> 1:21:28.280 |
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really this formula will work and will keep working, |
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1:21:28.280 --> 1:21:30.280 |
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I believe to some extent. |
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1:21:30.280 --> 1:21:33.360 |
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Model of these generalization issues that I mentioned before. |
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1:21:33.360 --> 1:21:35.400 |
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So, but the task there is to vectorize |
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1:21:35.400 --> 1:21:37.880 |
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sort of form a representation that's meaningful, |
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1:21:37.880 --> 1:21:41.400 |
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and your intuition now, having worked with all this media, |
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1:21:41.400 --> 1:21:45.240 |
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is that once you are able to form that representation, |
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1:21:45.240 --> 1:21:47.960 |
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you could basically take anything, any sequence. |
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1:21:48.960 --> 1:21:51.240 |
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Is there, going back to StarCraft, |
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1:21:51.240 --> 1:21:52.800 |
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is there limits on the length? |
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1:21:54.080 --> 1:21:57.960 |
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So we didn't really touch on the long term aspect. |
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1:21:57.960 --> 1:22:01.640 |
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How did you overcome the whole really long term aspect |
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1:22:01.640 --> 1:22:02.480 |
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of things here? |
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1:22:02.480 --> 1:22:03.920 |
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Is there some tricks or is it? |
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1:22:03.920 --> 1:22:07.000 |
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So the main trick, so StarCraft, |
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1:22:07.000 --> 1:22:09.360 |
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if you look at absolutely every frame, |
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1:22:09.360 --> 1:22:11.120 |
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you might think it's quite a long game. |
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1:22:11.120 --> 1:22:14.440 |
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So we would have to multiply 22 times, |
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1:22:15.600 --> 1:22:18.200 |
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60 seconds per minute times maybe |
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1:22:18.200 --> 1:22:20.360 |
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at least 10 minutes per game on average. |
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1:22:20.360 --> 1:22:24.160 |
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So there are quite a few frames, |
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1:22:24.160 --> 1:22:26.600 |
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but the trick really was to, |
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1:22:26.600 --> 1:22:30.760 |
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only observe, in fact, which might be seen as a limitation, |
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1:22:30.760 --> 1:22:33.600 |
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but it is also a computational advantage. |
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1:22:33.600 --> 1:22:36.040 |
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Only observe when you act. |
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1:22:36.040 --> 1:22:38.440 |
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And then what the neural network decides |
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1:22:38.440 --> 1:22:42.200 |
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is what is the gap gonna be until the next action? |
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1:22:43.200 --> 1:22:46.520 |
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And if you look at most StarCraft games |
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1:22:46.520 --> 1:22:50.200 |
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that we have in the data set that Blizzard provided, |
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1:22:50.200 --> 1:22:54.720 |
|
it turns out that most games are actually only, |
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1:22:54.720 --> 1:22:56.720 |
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I mean, it is still a long sequence, |
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1:22:56.720 --> 1:23:00.720 |
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but it's maybe like 1,000 to 1,500 actions, |
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1:23:00.720 --> 1:23:04.720 |
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which if you start looking at LSTMs, |
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1:23:04.720 --> 1:23:07.720 |
|
large LSTMs, transformers, |
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|
1:23:07.720 --> 1:23:10.720 |
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it's not that difficult, |
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1:23:10.720 --> 1:23:13.720 |
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especially if you have supervised learning. |
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1:23:13.720 --> 1:23:15.720 |
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If you had to do it with reinforcement learning, |
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1:23:15.720 --> 1:23:16.720 |
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the credit assignment problem, |
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|
1:23:16.720 --> 1:23:18.720 |
|
what is it that in this game that made you win? |
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1:23:18.720 --> 1:23:20.720 |
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That would be really difficult. |
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1:23:20.720 --> 1:23:23.720 |
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But thankfully, because of imitation learning, |
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1:23:23.720 --> 1:23:26.720 |
|
we didn't kind of have to deal with this directly. |
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1:23:26.720 --> 1:23:28.720 |
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Although if we had to, we tried it, |
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1:23:28.720 --> 1:23:30.720 |
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and what happened is you just take all your workers |
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1:23:30.720 --> 1:23:32.720 |
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and attack with them. |
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1:23:32.720 --> 1:23:35.720 |
|
And that sort of is kind of obvious in retrospect, |
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1:23:35.720 --> 1:23:37.720 |
|
because you start trying random actions. |
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1:23:37.720 --> 1:23:39.720 |
|
One of the actions will be a worker |
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1:23:39.720 --> 1:23:40.720 |
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that goes to the enemy base, |
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1:23:40.720 --> 1:23:42.720 |
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and because it's self play, |
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1:23:42.720 --> 1:23:44.720 |
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it's not gonna know how to defend, |
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1:23:44.720 --> 1:23:46.720 |
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because it basically doesn't know almost anything. |
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1:23:46.720 --> 1:23:48.720 |
|
And eventually what you develop is this, |
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1:23:48.720 --> 1:23:51.720 |
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take all workers and attack, |
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1:23:51.720 --> 1:23:54.720 |
|
because the credit assignment issue in our rally |
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1:23:54.720 --> 1:23:55.720 |
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is really, really hard. |
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1:23:55.720 --> 1:23:57.720 |
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I do believe we could do better, |
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1:23:57.720 --> 1:24:00.720 |
|
and that's maybe a research challenge for the future. |
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1:24:00.720 --> 1:24:03.720 |
|
But yeah, even in StarCraft, |
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1:24:03.720 --> 1:24:05.720 |
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the sequences are maybe 1,000, |
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1:24:05.720 --> 1:24:08.720 |
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which I believe is within the realm |
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1:24:08.720 --> 1:24:10.720 |
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of what transformers can do. |
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1:24:10.720 --> 1:24:13.720 |
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Yeah, I guess the difference between StarCraft and Go |
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1:24:13.720 --> 1:24:15.720 |
|
is in Go and chess, |
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1:24:15.720 --> 1:24:17.720 |
|
stuff starts happening right away. |
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1:24:17.720 --> 1:24:18.720 |
|
Right. |
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1:24:18.720 --> 1:24:21.720 |
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Yeah, it's pretty easy to self play, |
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1:24:21.720 --> 1:24:23.720 |
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not easy, but to self play is possible |
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1:24:23.720 --> 1:24:25.720 |
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to develop reasonable strategies quickly |
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1:24:25.720 --> 1:24:27.720 |
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as opposed to StarCraft. |
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1:24:27.720 --> 1:24:29.720 |
|
In Go, there's only 400 actions, |
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1:24:29.720 --> 1:24:32.720 |
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but one action is what people would call |
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1:24:32.720 --> 1:24:34.720 |
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the God action that would be, |
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1:24:34.720 --> 1:24:37.720 |
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if you had expanded the whole search tree, |
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1:24:37.720 --> 1:24:39.720 |
|
that's the best action if you did minimax |
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1:24:39.720 --> 1:24:41.720 |
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or whatever algorithm you would do |
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1:24:41.720 --> 1:24:43.720 |
|
if you had the computational capacity. |
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1:24:43.720 --> 1:24:45.720 |
|
But in StarCraft, |
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1:24:45.720 --> 1:24:48.720 |
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400 is minuscule. |
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1:24:48.720 --> 1:24:51.720 |
|
In 400, you couldn't even click |
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1:24:51.720 --> 1:24:53.720 |
|
on the pixels around a unit, right? |
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1:24:53.720 --> 1:24:55.720 |
|
So I think the problem there |
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1:24:55.720 --> 1:24:58.720 |
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is in terms of action space size |
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1:24:58.720 --> 1:25:00.720 |
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is way harder, |
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1:25:00.720 --> 1:25:03.720 |
|
and that search is impossible. |
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1:25:03.720 --> 1:25:05.720 |
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So there's quite a few challenges indeed |
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1:25:05.720 --> 1:25:08.720 |
|
that make this kind of a step up |
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1:25:08.720 --> 1:25:10.720 |
|
in terms of machine learning. |
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1:25:10.720 --> 1:25:12.720 |
|
For humans, maybe playing StarCraft |
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1:25:12.720 --> 1:25:14.720 |
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seems more intuitive |
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1:25:14.720 --> 1:25:16.720 |
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because it looks real, |
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1:25:16.720 --> 1:25:18.720 |
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the graphics and everything moves smoothly, |
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1:25:18.720 --> 1:25:20.720 |
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whereas I don't know how to... |
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1:25:20.720 --> 1:25:22.720 |
|
Go is a game that I wouldn't really need to study. |
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1:25:22.720 --> 1:25:24.720 |
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It feels quite complicated, |
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1:25:24.720 --> 1:25:26.720 |
|
but for machines, maybe it's the reverse, yes. |
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1:25:26.720 --> 1:25:28.720 |
|
Which shows you the gap, actually, |
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1:25:28.720 --> 1:25:30.720 |
|
between deep learning and however the heck |
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1:25:30.720 --> 1:25:32.720 |
|
our brains work. |
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1:25:32.720 --> 1:25:35.720 |
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So you developed a lot of really interesting ideas. |
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1:25:35.720 --> 1:25:37.720 |
|
It's interesting to just ask, |
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1:25:37.720 --> 1:25:40.720 |
|
what's your process of developing new ideas? |
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1:25:40.720 --> 1:25:42.720 |
|
Do you like brainstorming with others? |
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1:25:42.720 --> 1:25:44.720 |
|
Do you like thinking alone? |
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1:25:44.720 --> 1:25:46.720 |
|
Do you like... |
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1:25:46.720 --> 1:25:48.720 |
|
Like what was it? |
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1:25:48.720 --> 1:25:50.720 |
|
Ian Goodfellow said he came up with Gans |
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1:25:50.720 --> 1:25:52.720 |
|
after a few beers. |
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1:25:52.720 --> 1:25:54.720 |
|
He thinks beers are essential |
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1:25:54.720 --> 1:25:56.720 |
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for coming up with new ideas. |
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1:25:56.720 --> 1:25:58.720 |
|
We had beers to decide to play another game |
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1:25:58.720 --> 1:26:00.720 |
|
of StarCraft after a week, |
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1:26:00.720 --> 1:26:02.720 |
|
so it's really similar to that story. |
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1:26:02.720 --> 1:26:04.720 |
|
Actually, I explained this |
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1:26:04.720 --> 1:26:06.720 |
|
in a deep mind retreat, |
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1:26:06.720 --> 1:26:08.720 |
|
and I said this is the same as the Gans story. |
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1:26:08.720 --> 1:26:10.720 |
|
I mean, we were on a bar and we decided, |
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1:26:10.720 --> 1:26:12.720 |
|
we were on a week and that's what happened. |
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1:26:12.720 --> 1:26:14.720 |
|
I feel like we're giving the wrong message |
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1:26:14.720 --> 1:26:16.720 |
|
to young undergrads. |
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1:26:16.720 --> 1:26:18.720 |
|
But in general, do you like brainstorming? |
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1:26:18.720 --> 1:26:20.720 |
|
Do you like thinking alone, working stuff out? |
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|
1:26:20.720 --> 1:26:22.720 |
|
So I think throughout the years |
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1:26:22.720 --> 1:26:24.720 |
|
also things changed, right? |
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1:26:24.720 --> 1:26:26.720 |
|
So initially, I was |
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1:26:26.720 --> 1:26:28.720 |
|
very fortunate to be |
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1:26:28.720 --> 1:26:30.720 |
|
with great minds like |
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1:26:30.720 --> 1:26:32.720 |
|
Jeff Hinton, |
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|
1:26:32.720 --> 1:26:34.720 |
|
Jeff Dean, Ilya Tsutskiber. |
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1:26:34.720 --> 1:26:36.720 |
|
I was really fortunate to join Brain |
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|
1:26:36.720 --> 1:26:38.720 |
|
at a very good time. |
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1:26:38.720 --> 1:26:40.720 |
|
At that point, ideas, |
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1:26:40.720 --> 1:26:42.720 |
|
I was just kind of brainstorming with my colleagues |
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1:26:42.720 --> 1:26:44.720 |
|
and learned a lot, |
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1:26:44.720 --> 1:26:46.720 |
|
and keep learning is actually |
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1:26:46.720 --> 1:26:48.720 |
|
something you should never stop doing, right? |
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|
1:26:48.720 --> 1:26:50.720 |
|
So learning implies |
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|
1:26:50.720 --> 1:26:52.720 |
|
reading papers and also discussing ideas |
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1:26:52.720 --> 1:26:54.720 |
|
with others. It's very hard |
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1:26:54.720 --> 1:26:56.720 |
|
at some point to not communicate |
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1:26:56.720 --> 1:26:58.720 |
|
that being reading a paper from someone |
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|
1:26:58.720 --> 1:27:00.720 |
|
or actually discussing, right? |
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1:27:00.720 --> 1:27:02.720 |
|
So definitely |
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|
1:27:02.720 --> 1:27:04.720 |
|
that communication aspect |
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|
1:27:04.720 --> 1:27:06.720 |
|
needs to be there, whether it's written |
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|
1:27:06.720 --> 1:27:08.720 |
|
or oral. |
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|
1:27:08.720 --> 1:27:10.720 |
|
Nowadays, |
|
|
|
1:27:10.720 --> 1:27:12.720 |
|
I'm also trying to be a bit more strategic |
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|
1:27:12.720 --> 1:27:14.720 |
|
about what research to do. |
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|
1:27:14.720 --> 1:27:16.720 |
|
So I was describing |
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|
1:27:16.720 --> 1:27:18.720 |
|
a little bit this sort of tension between |
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|
1:27:18.720 --> 1:27:20.720 |
|
research for the sake of research, |
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|
1:27:20.720 --> 1:27:22.720 |
|
and then you have, on the other hand, |
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|
1:27:22.720 --> 1:27:24.720 |
|
applications that can drive the research, right? |
|
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|
1:27:24.720 --> 1:27:26.720 |
|
And honestly, |
|
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|
1:27:26.720 --> 1:27:28.720 |
|
the formula that has worked best for me is |
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|
1:27:28.720 --> 1:27:30.720 |
|
just find a hard problem |
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|
1:27:30.720 --> 1:27:32.720 |
|
and then try to |
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|
1:27:32.720 --> 1:27:34.720 |
|
see how research fits into it, |
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|
1:27:34.720 --> 1:27:36.720 |
|
how it doesn't fit into it, |
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|
1:27:36.720 --> 1:27:38.720 |
|
and then you must innovate. |
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|
1:27:38.720 --> 1:27:40.720 |
|
So I think machine translation |
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|
1:27:40.720 --> 1:27:42.720 |
|
drove sequence to sequence. |
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|
1:27:42.720 --> 1:27:44.720 |
|
Then maybe |
|
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|
1:27:44.720 --> 1:27:46.720 |
|
learning algorithms |
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|
1:27:46.720 --> 1:27:48.720 |
|
that had to, like combinatorial algorithms |
|
|
|
1:27:48.720 --> 1:27:50.720 |
|
led to pointer networks. |
|
|
|
1:27:50.720 --> 1:27:52.720 |
|
Starcraft led to really scaling up |
|
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|
1:27:52.720 --> 1:27:54.720 |
|
imitation learning and the Alpha Star League. |
|
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|
1:27:54.720 --> 1:27:56.720 |
|
So that's been a formula |
|
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|
1:27:56.720 --> 1:27:58.720 |
|
that I personally like, |
|
|
|
1:27:58.720 --> 1:28:00.720 |
|
but the other one is also valid, |
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|
1:28:00.720 --> 1:28:02.720 |
|
and I see it succeed a lot of the times |
|
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|
1:28:02.720 --> 1:28:04.720 |
|
where you just want to investigate |
|
|
|
1:28:04.720 --> 1:28:06.720 |
|
model based RL |
|
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|
1:28:06.720 --> 1:28:08.720 |
|
as a kind of a research topic, |
|
|
|
1:28:08.720 --> 1:28:10.720 |
|
and then you must then start to think, |
|
|
|
1:28:10.720 --> 1:28:12.720 |
|
well, how are the tests? |
|
|
|
1:28:12.720 --> 1:28:14.720 |
|
How are you going to test these ideas? |
|
|
|
1:28:14.720 --> 1:28:16.720 |
|
You need kind of a minimal |
|
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|
1:28:16.720 --> 1:28:18.720 |
|
environment to try things. |
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|
1:28:18.720 --> 1:28:20.720 |
|
You need to read a lot of papers and so on, |
|
|
|
1:28:20.720 --> 1:28:22.720 |
|
and that's also very fun to do, |
|
|
|
1:28:22.720 --> 1:28:24.720 |
|
and something I've also done quite a few times, |
|
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|
1:28:24.720 --> 1:28:26.720 |
|
both at Brain, at DeepMind, |
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|
1:28:26.720 --> 1:28:28.720 |
|
and obviously as a PhD. |
|
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|
1:28:28.720 --> 1:28:30.720 |
|
So I think |
|
|
|
1:28:30.720 --> 1:28:32.720 |
|
the ideas and discussions, |
|
|
|
1:28:32.720 --> 1:28:34.720 |
|
I think it's important also |
|
|
|
1:28:34.720 --> 1:28:36.720 |
|
because you start sort of |
|
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|
1:28:36.720 --> 1:28:38.720 |
|
guiding not only |
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|
1:28:38.720 --> 1:28:40.720 |
|
your own goals, but |
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|
1:28:40.720 --> 1:28:42.720 |
|
other people's goals |
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|
1:28:42.720 --> 1:28:44.720 |
|
to the next breakthrough, so |
|
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|
1:28:44.720 --> 1:28:46.720 |
|
you must really kind of understand |
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|
1:28:46.720 --> 1:28:48.720 |
|
this feasibility also |
|
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|
1:28:48.720 --> 1:28:50.720 |
|
as we were discussing before, right? |
|
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|
1:28:50.720 --> 1:28:52.720 |
|
Whether this domain is ready |
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|
1:28:52.720 --> 1:28:54.720 |
|
to be tackled or not, and you don't want |
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|
1:28:54.720 --> 1:28:56.720 |
|
to be too early, you obviously don't want |
|
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|
1:28:56.720 --> 1:28:58.720 |
|
to be too late, so it's really interesting |
|
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|
1:28:58.720 --> 1:29:00.720 |
|
this strategic component of research, |
|
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|
1:29:00.720 --> 1:29:02.720 |
|
which I think as a grad student |
|
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|
1:29:02.720 --> 1:29:04.720 |
|
I just had no idea, |
|
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|
1:29:04.720 --> 1:29:06.720 |
|
I just read papers and discussed |
|
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|
1:29:06.720 --> 1:29:08.720 |
|
ideas, and I think this has been maybe |
|
|
|
1:29:08.720 --> 1:29:10.720 |
|
the major change, and I recommend |
|
|
|
1:29:10.720 --> 1:29:12.720 |
|
people kind of |
|
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|
1:29:12.720 --> 1:29:14.720 |
|
fit forward to success, how it looks like |
|
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|
1:29:14.720 --> 1:29:16.720 |
|
and try to backtrack, other than just |
|
|
|
1:29:16.720 --> 1:29:18.720 |
|
kind of looking out, this looks cool, |
|
|
|
1:29:18.720 --> 1:29:20.720 |
|
this looks cool, and then you do a bit of |
|
|
|
1:29:20.720 --> 1:29:22.720 |
|
random work, which sometimes you stumble upon |
|
|
|
1:29:22.720 --> 1:29:24.720 |
|
some interesting things, but |
|
|
|
1:29:24.720 --> 1:29:26.720 |
|
in general it's also good to plan a bit. |
|
|
|
1:29:26.720 --> 1:29:28.720 |
|
Yeah, I like it. |
|
|
|
1:29:28.720 --> 1:29:30.720 |
|
Especially like your approach of taking |
|
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|
1:29:30.720 --> 1:29:32.720 |
|
on really hard problems, stepping right in |
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|
1:29:32.720 --> 1:29:34.720 |
|
and then being super skeptical about |
|
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|
1:29:34.720 --> 1:29:36.720 |
|
being able to solve the problem. |
|
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|
1:29:36.720 --> 1:29:38.720 |
|
I mean, there's a |
|
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|
1:29:38.720 --> 1:29:40.720 |
|
balance of both, right? There's a silly |
|
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|
1:29:40.720 --> 1:29:42.720 |
|
optimism |
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|
1:29:42.720 --> 1:29:44.720 |
|
and a critical |
|
|
|
1:29:44.720 --> 1:29:46.720 |
|
sort of skepticism |
|
|
|
1:29:46.720 --> 1:29:48.720 |
|
that's good to balance, which |
|
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|
1:29:48.720 --> 1:29:50.720 |
|
is why it's good to have a team of people |
|
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|
1:29:50.720 --> 1:29:52.720 |
|
that balance that. |
|
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|
1:29:52.720 --> 1:29:54.720 |
|
You don't do that on your own, you have both |
|
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|
1:29:54.720 --> 1:29:56.720 |
|
mentors that have seen |
|
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|
1:29:56.720 --> 1:29:58.720 |
|
or you obviously want to chat and |
|
|
|
1:29:58.720 --> 1:30:00.720 |
|
discuss whether it's the right time. |
|
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|
1:30:00.720 --> 1:30:02.720 |
|
I mean, Damis |
|
|
|
1:30:02.720 --> 1:30:04.720 |
|
came in 2014 and he said |
|
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|
1:30:04.720 --> 1:30:06.720 |
|
maybe in a bit we'll do StarCraft and |
|
|
|
1:30:06.720 --> 1:30:08.720 |
|
maybe he knew |
|
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|
1:30:08.720 --> 1:30:10.720 |
|
and I'm just following his lead, which |
|
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|
1:30:10.720 --> 1:30:12.720 |
|
is great because he's brilliant, right? |
|
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|
1:30:12.720 --> 1:30:14.720 |
|
So, these things are |
|
|
|
1:30:14.720 --> 1:30:16.720 |
|
obviously quite |
|
|
|
1:30:16.720 --> 1:30:18.720 |
|
important that you want to |
|
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|
1:30:18.720 --> 1:30:20.720 |
|
be surrounded by people |
|
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|
1:30:20.720 --> 1:30:22.720 |
|
who are diverse, they |
|
|
|
1:30:22.720 --> 1:30:24.720 |
|
have their knowledge. There's also |
|
|
|
1:30:24.720 --> 1:30:26.720 |
|
important to... |
|
|
|
1:30:26.720 --> 1:30:28.720 |
|
I've learned a lot from people |
|
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|
1:30:28.720 --> 1:30:30.720 |
|
who actually |
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|
1:30:30.720 --> 1:30:32.720 |
|
have an idea that I might not think it's good |
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1:30:32.720 --> 1:30:34.720 |
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but if I give them the space to try it |
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1:30:34.720 --> 1:30:36.720 |
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I've been proven wrong many, many times |
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1:30:36.720 --> 1:30:38.720 |
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as well. So, that's great. |
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1:30:38.720 --> 1:30:40.720 |
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I think it's... |
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1:30:40.720 --> 1:30:42.720 |
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Your colleagues are more important than yourself |
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1:30:42.720 --> 1:30:44.720 |
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I think so. |
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1:30:44.720 --> 1:30:46.720 |
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Now, let's real quick |
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1:30:46.720 --> 1:30:48.720 |
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talk about another impossible problem. |
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1:30:48.720 --> 1:30:50.720 |
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AGI. |
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1:30:50.720 --> 1:30:52.720 |
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What do you think it takes to build a system |
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1:30:52.720 --> 1:30:54.720 |
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that's human level intelligence? |
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1:30:54.720 --> 1:30:56.720 |
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We talked a little bit about the touring test, StarCraft |
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1:30:56.720 --> 1:30:58.720 |
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all these have echoes of general intelligence |
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1:30:58.720 --> 1:31:00.720 |
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but if you think about |
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1:31:00.720 --> 1:31:02.720 |
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just something that you would sit back |
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1:31:02.720 --> 1:31:04.720 |
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and say, wow, this is |
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1:31:04.720 --> 1:31:06.720 |
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really something that resembles |
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1:31:06.720 --> 1:31:08.720 |
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human level intelligence, what do you think it takes |
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1:31:08.720 --> 1:31:10.720 |
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to build that? |
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1:31:10.720 --> 1:31:12.720 |
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So, I find that |
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1:31:12.720 --> 1:31:14.720 |
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AGI oftentimes is maybe not |
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1:31:14.720 --> 1:31:16.720 |
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very well defined |
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1:31:16.720 --> 1:31:18.720 |
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so what I'm trying to |
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1:31:18.720 --> 1:31:20.720 |
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then come up with for myself is |
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1:31:20.720 --> 1:31:22.720 |
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what would be a result |
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1:31:22.720 --> 1:31:24.720 |
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look like that |
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1:31:24.720 --> 1:31:26.720 |
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you would start to believe that |
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1:31:26.720 --> 1:31:28.720 |
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you would have agents or neural nets |
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1:31:28.720 --> 1:31:30.720 |
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that no longer sort of overfit |
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1:31:30.720 --> 1:31:32.720 |
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to a single task, right? |
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1:31:32.720 --> 1:31:34.720 |
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But actually |
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1:31:34.720 --> 1:31:36.720 |
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kind of learn |
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1:31:36.720 --> 1:31:38.720 |
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the skill of learning, so to speak |
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1:31:38.720 --> 1:31:40.720 |
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and that actually is a field that I |
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1:31:40.720 --> 1:31:42.720 |
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am fascinated by which is |
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1:31:42.720 --> 1:31:44.720 |
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the learning to learn or meta learning |
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1:31:44.720 --> 1:31:46.720 |
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which is about no longer |
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1:31:46.720 --> 1:31:48.720 |
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learning about a single domain |
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1:31:48.720 --> 1:31:50.720 |
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so you can think about the learning algorithm |
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1:31:50.720 --> 1:31:52.720 |
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itself is general, right? |
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1:31:52.720 --> 1:31:54.720 |
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So the same formula we applied for |
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1:31:54.720 --> 1:31:56.720 |
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Alpha Star or StarCraft |
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1:31:56.720 --> 1:31:58.720 |
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we can now apply to kind of almost any |
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1:31:58.720 --> 1:32:00.720 |
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video game or you could apply to |
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1:32:00.720 --> 1:32:02.720 |
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many other problems and domains |
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1:32:02.720 --> 1:32:04.720 |
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but the algorithm |
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1:32:04.720 --> 1:32:06.720 |
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is what's kind of generalizing |
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1:32:06.720 --> 1:32:08.720 |
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but the neural network, the weights |
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1:32:08.720 --> 1:32:10.720 |
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those weights are useless even |
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1:32:10.720 --> 1:32:12.720 |
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to play another race, right? I train |
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1:32:12.720 --> 1:32:14.720 |
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a network to play very well at PROTOS vs PROTOS |
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1:32:14.720 --> 1:32:16.720 |
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I need to throw away those weights |
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1:32:16.720 --> 1:32:18.720 |
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if I want to play |
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1:32:18.720 --> 1:32:20.720 |
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now Terran vs Terran |
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1:32:20.720 --> 1:32:22.720 |
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I would need to retrain |
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1:32:22.720 --> 1:32:24.720 |
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a network from scratch with the same algorithm |
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1:32:24.720 --> 1:32:26.720 |
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that's beautiful but the network |
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1:32:26.720 --> 1:32:28.720 |
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itself will not be useful |
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1:32:28.720 --> 1:32:30.720 |
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so I think when I, if I see |
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1:32:30.720 --> 1:32:32.720 |
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an approach that |
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1:32:32.720 --> 1:32:34.720 |
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can absorb or start |
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1:32:34.720 --> 1:32:36.720 |
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solving new problems |
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1:32:36.720 --> 1:32:38.720 |
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without the need to kind of restart |
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1:32:38.720 --> 1:32:40.720 |
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the process I think that |
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1:32:40.720 --> 1:32:42.720 |
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to me would be a nice way to define |
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1:32:42.720 --> 1:32:44.720 |
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some form of AGI |
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1:32:44.720 --> 1:32:46.720 |
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again, I don't know |
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1:32:46.720 --> 1:32:48.720 |
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the grandiose like age, I mean |
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1:32:48.720 --> 1:32:50.720 |
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during tests we solve before AGI |
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1:32:50.720 --> 1:32:52.720 |
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I mean, I don't know, I think concretely |
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1:32:52.720 --> 1:32:54.720 |
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I would like to see clearly |
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1:32:54.720 --> 1:32:56.720 |
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that meta learning happen |
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1:32:56.720 --> 1:32:58.720 |
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meaning there is |
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1:32:58.720 --> 1:33:00.720 |
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an architecture or a network |
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1:33:00.720 --> 1:33:02.720 |
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that as it sees new problem |
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1:33:02.720 --> 1:33:04.720 |
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or new data it solves it |
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1:33:04.720 --> 1:33:06.720 |
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and to make it |
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1:33:06.720 --> 1:33:08.720 |
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kind of a benchmark it should |
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1:33:08.720 --> 1:33:10.720 |
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solve it at the same speed that we do solve |
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1:33:10.720 --> 1:33:12.720 |
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new problems when I define |
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1:33:12.720 --> 1:33:14.720 |
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a new object and you have to recognize it |
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1:33:14.720 --> 1:33:16.720 |
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when you start playing a new game |
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1:33:16.720 --> 1:33:18.720 |
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you played all the Atari games but now you play a new Atari game |
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1:33:18.720 --> 1:33:20.720 |
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well, you're going to be |
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1:33:20.720 --> 1:33:22.720 |
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pretty quickly pretty good at the game |
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1:33:22.720 --> 1:33:24.720 |
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so that's perhaps |
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1:33:24.720 --> 1:33:26.720 |
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what's the domain and what's the exact benchmark |
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1:33:26.720 --> 1:33:28.720 |
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it's a bit difficult, I think as a community |
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1:33:28.720 --> 1:33:30.720 |
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we might need to do some work to define it |
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1:33:32.720 --> 1:33:34.720 |
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but I think this first step |
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1:33:34.720 --> 1:33:36.720 |
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I could see it happen relatively soon |
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1:33:36.720 --> 1:33:38.720 |
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but then the whole |
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1:33:38.720 --> 1:33:40.720 |
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what AGI means and so on |
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1:33:40.720 --> 1:33:42.720 |
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I am a bit more confused about |
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1:33:42.720 --> 1:33:44.720 |
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what I think people mean different things |
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1:33:44.720 --> 1:33:46.720 |
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there's an emotional psychological level |
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1:33:48.720 --> 1:33:50.720 |
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that |
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1:33:50.720 --> 1:33:52.720 |
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like even the Turing test, passing the Turing test |
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1:33:52.720 --> 1:33:54.720 |
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is something that we just pass judgment |
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1:33:54.720 --> 1:33:56.720 |
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on as human beings what it means to be |
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1:33:56.720 --> 1:33:58.720 |
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you know, as a |
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1:33:58.720 --> 1:34:00.720 |
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as a dog |
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1:34:00.720 --> 1:34:02.720 |
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an AGI system |
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1:34:02.720 --> 1:34:04.720 |
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like what level, what does it mean |
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1:34:04.720 --> 1:34:06.720 |
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what does it mean |
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1:34:06.720 --> 1:34:08.720 |
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but I like the generalization |
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1:34:08.720 --> 1:34:10.720 |
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and maybe as a community we converge towards |
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1:34:10.720 --> 1:34:12.720 |
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a group of domains |
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1:34:12.720 --> 1:34:14.720 |
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that are sufficiently far away |
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1:34:14.720 --> 1:34:16.720 |
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that would be really damn impressive |
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1:34:16.720 --> 1:34:18.720 |
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if we're able to generalize |
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1:34:18.720 --> 1:34:20.720 |
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so perhaps not as close as Protoss and Zerg |
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1:34:20.720 --> 1:34:22.720 |
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but like Wikipedia |
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1:34:22.720 --> 1:34:24.720 |
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that would be a good step |
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1:34:24.720 --> 1:34:26.720 |
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and then a really good step |
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1:34:26.720 --> 1:34:28.720 |
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but then from Starcraft to Wikipedia |
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1:34:28.720 --> 1:34:30.720 |
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and back |
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1:34:30.720 --> 1:34:32.720 |
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that kind of thing |
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1:34:32.720 --> 1:34:34.720 |
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and that feels also quite hard and far |
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1:34:34.720 --> 1:34:36.720 |
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I think this |
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1:34:36.720 --> 1:34:38.720 |
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as long as you put the benchmark out |
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1:34:38.720 --> 1:34:40.720 |
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as we discovered for instance with ImageNet |
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1:34:40.720 --> 1:34:42.720 |
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then tremendous progress can be had |
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1:34:42.720 --> 1:34:44.720 |
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so I think maybe there's a lack of |
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1:34:44.720 --> 1:34:46.720 |
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benchmark |
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1:34:46.720 --> 1:34:48.720 |
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but I'm sure we'll find one and the community |
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1:34:48.720 --> 1:34:50.720 |
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will then work towards that |
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1:34:52.720 --> 1:34:54.720 |
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and then beyond what AGI might mean |
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1:34:54.720 --> 1:34:56.720 |
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or would imply |
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1:34:56.720 --> 1:34:58.720 |
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I really am hopeful to see |
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1:34:58.720 --> 1:35:00.720 |
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basically machine learning |
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1:35:00.720 --> 1:35:02.720 |
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or AI just scaling up |
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1:35:02.720 --> 1:35:04.720 |
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and helping |
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1:35:04.720 --> 1:35:06.720 |
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people that might not have the resources |
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1:35:06.720 --> 1:35:08.720 |
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to hire an assistant |
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1:35:08.720 --> 1:35:10.720 |
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or that |
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1:35:10.720 --> 1:35:12.720 |
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they might not even know what the weather is like |
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1:35:12.720 --> 1:35:14.720 |
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but so I think there's |
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1:35:14.720 --> 1:35:16.720 |
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in terms of the impact |
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1:35:16.720 --> 1:35:18.720 |
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the positive impact of AI |
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1:35:18.720 --> 1:35:20.720 |
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I think that's maybe what we should also |
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1:35:20.720 --> 1:35:22.720 |
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not lose focus |
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1:35:22.720 --> 1:35:24.720 |
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the research community building AGI |
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1:35:24.720 --> 1:35:26.720 |
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that's a real nice goal |
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1:35:26.720 --> 1:35:28.720 |
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and I think the way that DeepMind puts it |
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1:35:28.720 --> 1:35:30.720 |
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is and then use it to solve everything else |
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1:35:30.720 --> 1:35:32.720 |
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so I think we should paralyze |
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1:35:32.720 --> 1:35:34.720 |
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yeah we shouldn't forget |
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1:35:34.720 --> 1:35:36.720 |
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of all the positive things that are actually |
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1:35:36.720 --> 1:35:38.720 |
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coming out of AI already and are going |
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1:35:38.720 --> 1:35:40.720 |
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to be coming out |
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1:35:40.720 --> 1:35:42.720 |
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right |
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1:35:42.720 --> 1:35:44.720 |
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and then let me ask |
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1:35:44.720 --> 1:35:46.720 |
|
relative to popular perception |
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1:35:46.720 --> 1:35:48.720 |
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do you have any worry about the existential |
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1:35:48.720 --> 1:35:50.720 |
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threat of artificial intelligence |
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1:35:50.720 --> 1:35:52.720 |
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in the near or far future |
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1:35:52.720 --> 1:35:54.720 |
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that some people have |
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1:35:54.720 --> 1:35:56.720 |
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I think in the near future |
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1:35:56.720 --> 1:35:58.720 |
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I'm skeptical so I hope |
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1:35:58.720 --> 1:36:00.720 |
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I'm not wrong but |
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1:36:00.720 --> 1:36:02.720 |
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I'm not concerned |
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1:36:02.720 --> 1:36:04.720 |
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but I appreciate efforts |
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1:36:04.720 --> 1:36:06.720 |
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ongoing efforts |
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1:36:06.720 --> 1:36:08.720 |
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and even like a whole research field on |
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1:36:08.720 --> 1:36:10.720 |
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AI safety emerging and in conferences |
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1:36:10.720 --> 1:36:12.720 |
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and so on I think that's great |
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1:36:12.720 --> 1:36:14.720 |
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in the long term |
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1:36:14.720 --> 1:36:16.720 |
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I really hope we |
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1:36:16.720 --> 1:36:18.720 |
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just can simply |
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1:36:18.720 --> 1:36:20.720 |
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have the benefits outweigh the potential dangers |
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1:36:20.720 --> 1:36:22.720 |
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I am hopeful for that |
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1:36:22.720 --> 1:36:24.720 |
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but also we must |
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1:36:24.720 --> 1:36:26.720 |
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remain vigilant to kind of monitor |
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1:36:26.720 --> 1:36:28.720 |
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and assess whether the tradeoffs |
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1:36:28.720 --> 1:36:30.720 |
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are there and we have |
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1:36:30.720 --> 1:36:32.720 |
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enough |
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1:36:32.720 --> 1:36:34.720 |
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also lead time to prevent |
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1:36:34.720 --> 1:36:36.720 |
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or to redirect our efforts |
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1:36:36.720 --> 1:36:38.720 |
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if need be |
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1:36:38.720 --> 1:36:40.720 |
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but I'm quite optimistic |
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1:36:40.720 --> 1:36:42.720 |
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about the technology |
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1:36:42.720 --> 1:36:44.720 |
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and definitely more fearful |
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1:36:44.720 --> 1:36:46.720 |
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of other threats in terms of |
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1:36:46.720 --> 1:36:48.720 |
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planetary level |
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1:36:48.720 --> 1:36:50.720 |
|
at this point but obviously |
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1:36:50.720 --> 1:36:52.720 |
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that's the one I kind of have more |
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1:36:52.720 --> 1:36:54.720 |
|
power on so clearly |
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1:36:54.720 --> 1:36:56.720 |
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start thinking more and more about this |
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1:36:56.720 --> 1:36:58.720 |
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and it's kind of |
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1:36:58.720 --> 1:37:00.720 |
|
it's grown in me actually to |
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1:37:00.720 --> 1:37:02.720 |
|
start reading more about AI safety |
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1:37:02.720 --> 1:37:04.720 |
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which is a field that so far I have not |
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1:37:04.720 --> 1:37:06.720 |
|
really contributed to but maybe |
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1:37:06.720 --> 1:37:08.720 |
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there's something to be done there as well |
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1:37:08.720 --> 1:37:10.720 |
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I think it's really important |
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1:37:10.720 --> 1:37:12.720 |
|
I talk about this with a few folks |
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1:37:12.720 --> 1:37:14.720 |
|
but it's important to ask you |
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1:37:14.720 --> 1:37:16.720 |
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and shove it in your head because you're at the |
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1:37:16.720 --> 1:37:18.720 |
|
leading edge of actually |
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|
1:37:18.720 --> 1:37:20.720 |
|
what people are excited about in AI |
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|
1:37:20.720 --> 1:37:22.720 |
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I mean the work with AlphaStar |
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1:37:22.720 --> 1:37:24.720 |
|
at the very cutting edge of the kind |
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1:37:24.720 --> 1:37:26.720 |
|
of thing that people are afraid of |
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1:37:26.720 --> 1:37:28.720 |
|
and so you speaking |
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1:37:28.720 --> 1:37:30.720 |
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to that fact and |
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1:37:30.720 --> 1:37:32.720 |
|
that we're actually quite far away |
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1:37:32.720 --> 1:37:34.720 |
|
to the kind of thing that people might be |
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1:37:34.720 --> 1:37:36.720 |
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afraid of but it's still |
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1:37:36.720 --> 1:37:38.720 |
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worthwhile to think about |
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1:37:38.720 --> 1:37:40.720 |
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and it's also good that you're |
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1:37:40.720 --> 1:37:42.720 |
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that you're not as worried |
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1:37:42.720 --> 1:37:44.720 |
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and you're also open to |
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1:37:44.720 --> 1:37:46.720 |
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I mean there's two aspects |
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1:37:46.720 --> 1:37:48.720 |
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I mean me not being worried but obviously |
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1:37:48.720 --> 1:37:50.720 |
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we should prepare |
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1:37:50.720 --> 1:37:52.720 |
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for it |
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1:37:52.720 --> 1:37:54.720 |
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for things that could |
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1:37:54.720 --> 1:37:56.720 |
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go wrong, misuse of the technologies |
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1:37:56.720 --> 1:37:58.720 |
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as with any technologies |
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1:37:58.720 --> 1:38:00.720 |
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so I think |
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1:38:00.720 --> 1:38:02.720 |
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there's always tradeoffs |
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1:38:02.720 --> 1:38:04.720 |
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and as a society we've kind of |
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1:38:04.720 --> 1:38:06.720 |
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solved this to some extent |
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1:38:06.720 --> 1:38:08.720 |
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in the past so I'm hoping that |
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1:38:08.720 --> 1:38:10.720 |
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by having the researchers |
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1:38:10.720 --> 1:38:12.720 |
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and the whole community |
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1:38:12.720 --> 1:38:14.720 |
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brainstorm and come up with |
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1:38:14.720 --> 1:38:16.720 |
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interesting solutions to the new things |
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1:38:16.720 --> 1:38:18.720 |
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that will happen in the future |
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1:38:18.720 --> 1:38:20.720 |
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that we can still also push the research |
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1:38:20.720 --> 1:38:22.720 |
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to the avenue that |
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1:38:22.720 --> 1:38:24.720 |
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I think is kind of the greatest avenue |
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1:38:24.720 --> 1:38:26.720 |
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which is to |
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1:38:26.720 --> 1:38:28.720 |
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understand intelligence, right? How are we doing |
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1:38:28.720 --> 1:38:30.720 |
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what we're doing and |
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1:38:30.720 --> 1:38:32.720 |
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obviously from a scientific standpoint |
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1:38:32.720 --> 1:38:34.720 |
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that is kind of the drive |
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1:38:34.720 --> 1:38:36.720 |
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my personal drive of |
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1:38:36.720 --> 1:38:38.720 |
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all the time that I spend doing |
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1:38:38.720 --> 1:38:40.720 |
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what I'm doing really. |
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1:38:40.720 --> 1:38:42.720 |
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Where do you see the deep learning as a field heading |
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1:38:42.720 --> 1:38:44.720 |
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where do you think the next big |
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1:38:44.720 --> 1:38:46.720 |
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breakthrough might be? |
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1:38:46.720 --> 1:38:48.720 |
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So I think deep learning |
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1:38:48.720 --> 1:38:50.720 |
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I discussed a little of this before |
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1:38:50.720 --> 1:38:52.720 |
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deep learning has to be |
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1:38:52.720 --> 1:38:54.720 |
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combined with some form of discretization |
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1:38:54.720 --> 1:38:56.720 |
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program synthesis |
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1:38:56.720 --> 1:38:58.720 |
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I think that's kind of as a research |
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1:38:58.720 --> 1:39:00.720 |
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in itself is an interesting topic |
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1:39:00.720 --> 1:39:02.720 |
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to expand and start doing more research |
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1:39:02.720 --> 1:39:04.720 |
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and then |
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1:39:04.720 --> 1:39:06.720 |
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as kind of what will deep learning |
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1:39:06.720 --> 1:39:08.720 |
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enable to do in the future |
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1:39:08.720 --> 1:39:10.720 |
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I don't think that's going to be what's going to happen |
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1:39:10.720 --> 1:39:12.720 |
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this year but also this |
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1:39:12.720 --> 1:39:14.720 |
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idea of |
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1:39:14.720 --> 1:39:16.720 |
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not to throw away all the weights |
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1:39:16.720 --> 1:39:18.720 |
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this idea of learning to learn |
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1:39:18.720 --> 1:39:20.720 |
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and really having |
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1:39:20.720 --> 1:39:22.720 |
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these agents |
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1:39:22.720 --> 1:39:24.720 |
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not having to restart their weights |
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1:39:24.720 --> 1:39:26.720 |
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and you can have an agent |
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1:39:26.720 --> 1:39:28.720 |
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that is kind of solving |
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1:39:28.720 --> 1:39:30.720 |
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or classifying images on ImageNet |
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1:39:30.720 --> 1:39:32.720 |
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but also generating speech |
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1:39:32.720 --> 1:39:34.720 |
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if you ask it to generate some speech |
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1:39:34.720 --> 1:39:36.720 |
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and it should really be kind of |
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1:39:36.720 --> 1:39:38.720 |
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almost the same |
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1:39:38.720 --> 1:39:40.720 |
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network but |
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1:39:40.720 --> 1:39:42.720 |
|
might not be a neural network it might be a neural network |
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1:39:42.720 --> 1:39:44.720 |
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with an optimization algorithm |
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1:39:44.720 --> 1:39:46.720 |
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attached to it but I think this idea |
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1:39:46.720 --> 1:39:48.720 |
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of generalization to new task |
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1:39:48.720 --> 1:39:50.720 |
|
is something that we first |
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1:39:50.720 --> 1:39:52.720 |
|
must define good benchmarks but then |
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1:39:52.720 --> 1:39:54.720 |
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I think that's going to be exciting |
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1:39:54.720 --> 1:39:56.720 |
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and I'm not sure how close we are |
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1:39:56.720 --> 1:39:58.720 |
|
but I think there's |
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1:39:58.720 --> 1:40:00.720 |
|
if you have a very limited domain |
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1:40:00.720 --> 1:40:02.720 |
|
I think we can start doing some progress |
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1:40:02.720 --> 1:40:04.720 |
|
and |
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1:40:04.720 --> 1:40:06.720 |
|
much like how we did a lot of programs |
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1:40:06.720 --> 1:40:08.720 |
|
in computer vision we should start thinking |
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1:40:08.720 --> 1:40:10.720 |
|
I really like a talk that |
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1:40:10.720 --> 1:40:12.720 |
|
Leon Boutou gave at ICML |
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1:40:12.720 --> 1:40:14.720 |
|
a few years ago which is |
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1:40:14.720 --> 1:40:16.720 |
|
this train test paradigm should be broken |
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1:40:16.720 --> 1:40:18.720 |
|
we should stop |
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1:40:18.720 --> 1:40:20.720 |
|
thinking about a training test |
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1:40:20.720 --> 1:40:22.720 |
|
sorry a training set and a test set |
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1:40:22.720 --> 1:40:24.720 |
|
and these are closed |
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1:40:24.720 --> 1:40:26.720 |
|
things that are untouchable |
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1:40:26.720 --> 1:40:28.720 |
|
I think we should go beyond these and |
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1:40:28.720 --> 1:40:30.720 |
|
in meta learning we call these the meta training set |
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1:40:30.720 --> 1:40:32.720 |
|
and the meta test set which is |
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1:40:32.720 --> 1:40:34.720 |
|
really thinking about |
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1:40:34.720 --> 1:40:36.720 |
|
if I know about ImageNet |
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1:40:36.720 --> 1:40:38.720 |
|
why would that network |
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1:40:38.720 --> 1:40:40.720 |
|
not work on MNIST which is a much |
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1:40:40.720 --> 1:40:42.720 |
|
simpler problem but right now it really doesn't |
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1:40:42.720 --> 1:40:44.720 |
|
it you know |
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1:40:44.720 --> 1:40:46.720 |
|
but it just feels wrong right so I think |
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1:40:46.720 --> 1:40:48.720 |
|
that's kind of the |
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1:40:48.720 --> 1:40:50.720 |
|
there's the on the application |
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1:40:50.720 --> 1:40:52.720 |
|
or the benchmark sites we probably |
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1:40:52.720 --> 1:40:54.720 |
|
will see quite a few |
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1:40:54.720 --> 1:40:56.720 |
|
more interest and progress and hopefully |
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1:40:56.720 --> 1:40:58.720 |
|
people defining new |
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1:40:58.720 --> 1:41:00.720 |
|
and exciting challenges really |
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1:41:00.720 --> 1:41:02.720 |
|
do you have any hope or |
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1:41:02.720 --> 1:41:04.720 |
|
interest in knowledge graphs |
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1:41:04.720 --> 1:41:06.720 |
|
within this context so it's kind of |
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1:41:06.720 --> 1:41:08.720 |
|
constructing graphs |
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1:41:08.720 --> 1:41:10.720 |
|
going back to graphs |
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|
1:41:10.720 --> 1:41:12.720 |
|
well neural networks are graphs but I mean |
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1:41:12.720 --> 1:41:14.720 |
|
a different kind of knowledge graph |
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1:41:14.720 --> 1:41:16.720 |
|
sort of like semantic graphs |
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1:41:16.720 --> 1:41:18.720 |
|
where there's concepts |
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1:41:18.720 --> 1:41:20.720 |
|
so I think |
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1:41:20.720 --> 1:41:22.720 |
|
the idea of graphs |
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|
1:41:22.720 --> 1:41:24.720 |
|
is so I've been quite interested |
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1:41:24.720 --> 1:41:26.720 |
|
in sequences first and then more |
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1:41:26.720 --> 1:41:28.720 |
|
interesting or different data structures |
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|
1:41:28.720 --> 1:41:30.720 |
|
like graphs and |
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|
1:41:30.720 --> 1:41:32.720 |
|
I've studied graph neural networks |
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|
1:41:32.720 --> 1:41:34.720 |
|
in the last three years or so |
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|
1:41:34.720 --> 1:41:36.720 |
|
I |
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|
1:41:36.720 --> 1:41:38.720 |
|
found these models just very interesting from |
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|
1:41:38.720 --> 1:41:40.720 |
|
like deep learning |
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|
1:41:40.720 --> 1:41:42.720 |
|
standpoint but then |
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|
1:41:42.720 --> 1:41:44.720 |
|
how what do we want |
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1:41:44.720 --> 1:41:46.720 |
|
why do we want these models and why would we |
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|
1:41:46.720 --> 1:41:48.720 |
|
use them what's the application |
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|
1:41:48.720 --> 1:41:50.720 |
|
what's kind of the killer application of graphs |
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1:41:50.720 --> 1:41:52.720 |
|
right and |
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1:41:52.720 --> 1:41:54.720 |
|
perhaps |
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1:41:54.720 --> 1:41:56.720 |
|
if we |
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|
1:41:56.720 --> 1:41:58.720 |
|
could extract a knowledge graph |
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|
1:41:58.720 --> 1:42:00.720 |
|
from Wikipedia automatically |
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|
1:42:00.720 --> 1:42:02.720 |
|
that would be interesting because |
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|
1:42:02.720 --> 1:42:04.720 |
|
then these graphs have |
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|
1:42:04.720 --> 1:42:06.720 |
|
this very interesting structure |
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|
1:42:06.720 --> 1:42:08.720 |
|
that also is a bit more compatible with |
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|
1:42:08.720 --> 1:42:10.720 |
|
this idea of programs and |
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|
1:42:10.720 --> 1:42:12.720 |
|
deep learning kind of working together |
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|
1:42:12.720 --> 1:42:14.720 |
|
jumping neighborhoods and so on |
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|
1:42:14.720 --> 1:42:16.720 |
|
you could imagine defining some primitives |
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|
1:42:16.720 --> 1:42:18.720 |
|
to go around graphs right so |
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|
1:42:18.720 --> 1:42:20.720 |
|
I think |
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|
1:42:20.720 --> 1:42:22.720 |
|
I really like the idea of a knowledge |
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|
1:42:22.720 --> 1:42:24.720 |
|
graph and in fact |
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|
1:42:24.720 --> 1:42:26.720 |
|
when we |
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|
1:42:26.720 --> 1:42:28.720 |
|
we started or you know |
|
|
|
1:42:28.720 --> 1:42:30.720 |
|
as part of the research we did for StarCraft |
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|
1:42:30.720 --> 1:42:32.720 |
|
I thought wouldn't it be cool to give |
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|
1:42:32.720 --> 1:42:34.720 |
|
the graph of |
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|
1:42:34.720 --> 1:42:36.720 |
|
you know all the |
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|
1:42:36.720 --> 1:42:38.720 |
|
all these buildings that depend on each other |
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|
1:42:38.720 --> 1:42:40.720 |
|
and units that have |
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|
1:42:40.720 --> 1:42:42.720 |
|
prerequisites of being built by that and so |
|
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|
1:42:42.720 --> 1:42:44.720 |
|
this is information |
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|
1:42:44.720 --> 1:42:46.720 |
|
that the network can learn and extract |
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|
1:42:46.720 --> 1:42:48.720 |
|
but it would have been great to see |
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|
1:42:48.720 --> 1:42:50.720 |
|
or to think of |
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|
1:42:50.720 --> 1:42:52.720 |
|
really StarCraft as a giant graph |
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|
1:42:52.720 --> 1:42:54.720 |
|
that even also as the game evolves |
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|
1:42:54.720 --> 1:42:56.720 |
|
you kind of start taking branches |
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|
1:42:56.720 --> 1:42:58.720 |
|
and so on and we tried |
|
|
|
1:42:58.720 --> 1:43:00.720 |
|
to do a little bit of research on this |
|
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|
1:43:00.720 --> 1:43:02.720 |
|
nothing too relevant |
|
|
|
1:43:02.720 --> 1:43:04.720 |
|
but I really like the idea |
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|
1:43:04.720 --> 1:43:06.720 |
|
and it has elements that are |
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|
1:43:06.720 --> 1:43:08.720 |
|
which something you also worked with in terms of visualizing |
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|
1:43:08.720 --> 1:43:10.720 |
|
your networks as elements of |
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|
1:43:10.720 --> 1:43:12.720 |
|
having human interpretable |
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|
1:43:12.720 --> 1:43:14.720 |
|
being able to generate knowledge |
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|
1:43:14.720 --> 1:43:16.720 |
|
representations that are human interpretable |
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|
1:43:16.720 --> 1:43:18.720 |
|
that maybe human experts can then tweak |
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|
1:43:18.720 --> 1:43:20.720 |
|
or at least understand |
|
|
|
1:43:20.720 --> 1:43:22.720 |
|
so there's a lot of interesting |
|
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|
1:43:22.720 --> 1:43:24.720 |
|
aspect there and for me personally I'm just a huge fan of |
|
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|
1:43:24.720 --> 1:43:26.720 |
|
Wikipedia and it's a shame |
|
|
|
1:43:26.720 --> 1:43:28.720 |
|
that our neural networks |
|
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|
1:43:28.720 --> 1:43:30.720 |
|
aren't taking advantage of all the structured |
|
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|
1:43:30.720 --> 1:43:32.720 |
|
knowledge that's on the web. |
|
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|
1:43:32.720 --> 1:43:34.720 |
|
What's next for you? |
|
|
|
1:43:34.720 --> 1:43:36.720 |
|
What's next for DeepMind? |
|
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|
1:43:36.720 --> 1:43:38.720 |
|
What are you excited about? |
|
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|
1:43:38.720 --> 1:43:40.720 |
|
For AlphaStar? |
|
|
|
1:43:40.720 --> 1:43:42.720 |
|
Yeah so I think |
|
|
|
1:43:42.720 --> 1:43:44.720 |
|
the obvious next steps |
|
|
|
1:43:44.720 --> 1:43:46.720 |
|
would be to |
|
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|
1:43:46.720 --> 1:43:48.720 |
|
apply AlphaStar to |
|
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|
1:43:48.720 --> 1:43:50.720 |
|
other races I mean that sort of |
|
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|
1:43:50.720 --> 1:43:52.720 |
|
shows that the algorithm |
|
|
|
1:43:52.720 --> 1:43:54.720 |
|
works because |
|
|
|
1:43:54.720 --> 1:43:56.720 |
|
by mistake something in the architecture |
|
|
|
1:43:56.720 --> 1:43:58.720 |
|
that happens to work for proto's |
|
|
|
1:43:58.720 --> 1:44:00.720 |
|
but not for other races right so |
|
|
|
1:44:00.720 --> 1:44:02.720 |
|
as verification I think |
|
|
|
1:44:02.720 --> 1:44:04.720 |
|
that's an obvious next step that we are working on |
|
|
|
1:44:04.720 --> 1:44:06.720 |
|
and |
|
|
|
1:44:06.720 --> 1:44:08.720 |
|
then I would like to see |
|
|
|
1:44:08.720 --> 1:44:10.720 |
|
so agents and players |
|
|
|
1:44:10.720 --> 1:44:12.720 |
|
can specialize on |
|
|
|
1:44:12.720 --> 1:44:14.720 |
|
different skill sets that allow them to be |
|
|
|
1:44:14.720 --> 1:44:16.720 |
|
very good. I think we've seen |
|
|
|
1:44:16.720 --> 1:44:18.720 |
|
AlphaStar understanding |
|
|
|
1:44:18.720 --> 1:44:20.720 |
|
very well when to take battles and when |
|
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|
1:44:20.720 --> 1:44:22.720 |
|
to not do that |
|
|
|
1:44:22.720 --> 1:44:24.720 |
|
also very good at micromanagement |
|
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|
1:44:24.720 --> 1:44:26.720 |
|
and moving the units around and so on |
|
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|
1:44:26.720 --> 1:44:28.720 |
|
and also very good at producing |
|
|
|
1:44:28.720 --> 1:44:30.720 |
|
nonstop and trading of economy |
|
|
|
1:44:30.720 --> 1:44:32.720 |
|
with building units |
|
|
|
1:44:32.720 --> 1:44:34.720 |
|
but I have not |
|
|
|
1:44:34.720 --> 1:44:36.720 |
|
perhaps seen as much as I would like |
|
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this idea of the poker idea |
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that you mentioned right. |
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I'm not sure StarCraft or AlphaStar |
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rather has developed a very |
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deep understanding of |
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what the opponent is doing |
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and reacting to that and sort of |
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trying to |
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trick the player to do something else or that |
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you know so this kind of reasoning |
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I would like to see more so I think |
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purely from a research standpoint |
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there's perhaps also quite a few |
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things to be done there |
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in the domain of StarCraft. Yeah in the |
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domain of games I've seen some |
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interesting work in sort of |
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in even auctions manipulating |
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other players sort of forming a belief |
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state and just messing with |
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people. Yeah it's called theory of mind |
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so it's a fast |
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theory of mind on StarCraft |
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is kind of they're really |
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made for each other so |
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that would be very exciting to see |
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those techniques applied to StarCraft |
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or perhaps StarCraft driving |
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new techniques as I said |
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this is always the tension between the two. |
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Wow Oriel thank you so much for talking |
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awesome it was great to be here thanks |
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