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Shubham Gupta
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WEBVTT
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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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You just get exposed to now like this vast variety of,
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it's kind of a bit when the chats came about, right?
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There was a chat system,
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you could play against people,
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but you could also chat with people,
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not only about Stacker, but about anything.
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And that became a way of life for kind of two years.
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And obviously then it became like kind of,
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it exploded in me that I started to play more seriously,
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going to tournaments and so on and so forth.
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Do you have a sense on a societal sociological level
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what's this whole part of society
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that many of us are not aware of?
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And it's a huge part of society, which is gamers.
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I mean, every time I come across that in YouTube
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or streaming sites,
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I mean, this is a huge number of people play games religiously.
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Do you have a sense of those folks,
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especially now that you've returned to that realm
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a little bit on the AI side?
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Yeah, so in fact, even after Stacker,
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I actually played World of Warcraft,
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which is maybe the main sort of online world and presence
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that you get to interact with lots of people.
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So I played that for a little bit.
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To me, it was a bit less stressful than Starcraft
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because winning was kind of a given.
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You just put in this world
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and you can always complete missions.
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But I think it was actually the social aspect
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of especially Starcraft first
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and then games like World of Warcraft
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really shaped me in a very interesting ways
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because what you get to experience
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is just people you wouldn't usually interact with, right?
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So even nowadays, I still have many Facebook friends
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from the area where I played online
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and their ways of thinking is even political.
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They just don't, we don't live in it.
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Like we don't interact in the real world,
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but we were connected by basically fiber.
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And that way I actually get to understand a bit better
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that we live in a diverse world.
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And these were just connections that were made by,
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because I happened to go in a city,
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in a virtual city as a priest
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and I met this warrior and we became friends.
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And then we started like playing together, right?
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So I think it's transformative
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and more and more and more people are more aware of it.
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I mean, it's becoming quite mainstream.
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But back in the day, as you were saying,
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in 2005 even it was very, still very strange thing to do
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especially in Europe, I think there were exceptions
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like Korea for instance, it was amazing
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like that everything happened so early
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in terms of cybercafes.
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Like it's, if you go to Seoul, it's a city
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that back in the day, StarCraft was kind of,
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you could be a celebrity by playing StarCraft
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but this was like 99, 2000, right?
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It's not like recently.
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So yeah, it's quite interesting to look back
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and yeah, I think it's changing society.
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The same way of course, like technology
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and social networks and so on are also transforming things.
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And a quick tangent, let me ask,
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you're also one of the most productive people
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in your particular chosen passion and path in life.
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And yet you're also appreciate and enjoy video games.
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Do you think it's possible to enjoy video games in moderation?
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Someone told me that you could choose two out of three.
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When I was playing video games,
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you could choose having a girlfriend,
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playing video games or studying.
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And I think for the most part it was relatively true.
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These things do take time.
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Games like StarCraft, if you take the game pretty seriously
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and you wanna study it,
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then you obviously will dedicate more time to it.
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And I definitely took gaming
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and obviously studying very seriously.
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I love learning science and et cetera.
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So to me, especially when I started university undergrad,
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I kind of stepped off StarCraft.
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I actually fully stopped playing.
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And then World of Warcraft was a bit more casual.
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You could just connect online and I mean, it was fun.
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But as I said, that was not as much time investment
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as it was for me in StarCraft.
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Okay, so let's get into AlphaStar.
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What are the, you're behind the team.
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So DeepMind has been working on StarCraft
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and released a bunch of cool open source agents
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and so on in the past few years.
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But AlphaStar really is the moment
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where the first time you beat a world class player.
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So what are the parameters of the challenge
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in the way that AlphaStar took it on
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and how did you and David and the rest of the DeepMind team
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get into it?
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Consider that you can even beat the best in the world
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or top players.
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I think it all started in, back in 2015, actually I'm lying.
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I think it was 2014 when DeepMind was acquired by Google
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and I at the time was at Google Brain,
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which is it was in California, it's still in California.
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We had this summit where we got together the two groups.
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So Google Brain and Google DeepMind got together
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and we gave a series of talks.
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And given that they were doing deep reinforcement learning
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for games, I decided to bring up part of my past
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which I had developed at Berkeley like this thing
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which we call Berkeley Overmind
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which is really just a StarCraft one bot.
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So I talked about that
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and I remember them is just came to me and said,
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well, maybe not now, it's perhaps a bit too early
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but you should just come to DeepMind and do this again
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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
Yeah, I think Blizzard has really understood
18:59.400 --> 19:03.240
and really bring forward this competitiveness
19:03.240 --> 19:04.800
of eSports in games.
19:04.800 --> 19:07.840
The StarCraft really kind of sparked a lot of,
19:07.840 --> 19:10.720
like something that almost was never seen,
19:10.720 --> 19:13.960
especially as I was saying, back in Korea.
19:13.960 --> 19:16.480
So they just probably thought, well,
19:16.480 --> 19:18.880
this is such a pure one versus one setup
19:18.880 --> 19:21.160
that it would be great to see
19:21.160 --> 19:24.840
if something that can play Atari or go
19:24.840 --> 19:27.920
and then later on chess could even tackle
19:27.920 --> 19:30.600
these kind of complex real time strategy game, right?
19:30.600 --> 19:33.880
So for them, they wanted to see first, obviously,
19:33.880 --> 19:36.440
whether it was possible,
19:36.440 --> 19:39.760
if the game they created was in a way solvable,
19:39.760 --> 19:40.840
to some extent.
19:40.840 --> 19:42.200
And I think on the other hand,
19:42.200 --> 19:45.760
they also are a pretty modern company that innovates a lot.
19:45.760 --> 19:48.520
So just starting to understand AI for them
19:48.520 --> 19:50.240
to how to bring AI into games,
19:50.240 --> 19:54.320
is not AI for games, but games for AI, right?
19:54.320 --> 19:56.120
I mean, both ways, I think, can work.
19:56.120 --> 20:00.040
And we obviously had the manuse games for AI, right?
20:00.040 --> 20:01.280
To drive AI progress,
20:01.280 --> 20:03.680
but Blizzard might actually be able to do,
20:03.680 --> 20:04.760
and many other companies,
20:04.760 --> 20:06.800
to start to understand and do the opposite.
20:06.800 --> 20:09.800
So I think that is also something they can get out of this.
20:09.800 --> 20:11.320
And they definitely,
20:11.320 --> 20:13.720
we have brainstormed a lot about this, right?
20:13.720 --> 20:16.080
But one of the interesting things to me about StarCraft
20:16.080 --> 20:19.400
and Diablo and these games that Blizzard has created
20:19.400 --> 20:23.560
is the task of balancing classes, for example,
20:23.560 --> 20:27.480
sort of making the game fair from the starting point,
20:27.480 --> 20:29.920
and then let skill determine the outcome.
20:30.960 --> 20:33.600
Is there, I mean, can you first comment?
20:33.600 --> 20:36.760
There's three races, Zerg, Protoss, and Terran.
20:36.760 --> 20:38.960
I don't know if I've ever said that out loud.
20:38.960 --> 20:40.600
Is that how you pronounce it, Terran?
20:40.600 --> 20:41.600
Yeah, Terran.
20:41.600 --> 20:42.440
Yeah.
20:42.440 --> 20:45.200
Yeah, I don't think I've ever,
20:45.200 --> 20:47.680
in person, interacted with anybody about StarCraft.
20:47.680 --> 20:51.760
That's funny. So they seem to be pretty balanced.
20:51.760 --> 20:56.240
I wonder if the AI, the work that you're doing
20:56.240 --> 20:59.160
with AlphaStar would help balance them even further.
20:59.160 --> 21:00.520
Is that something you think about?
21:00.520 --> 21:03.280
Is that something that Blizzard is thinking about?
21:03.280 --> 21:06.400
Right, so balancing when you add a new unit
21:06.400 --> 21:09.120
or a new spell type is obviously possible,
21:09.120 --> 21:13.160
given that you can always train or pre train at scale,
21:13.160 --> 21:16.680
some agent that might start using that in unintended ways.
21:16.680 --> 21:19.120
But I think actually, if you understand
21:19.120 --> 21:22.200
how StarCraft has kind of co evolved with players,
21:22.200 --> 21:24.280
in a way, I think it's actually very cool,
21:24.280 --> 21:27.400
the ways that many of the things and strategies
21:27.400 --> 21:28.680
that people came up with, right?
21:28.680 --> 21:32.280
So I think it's, we've seen it over and over in StarCraft
21:32.280 --> 21:34.920
that Blizzard comes up with maybe a new unit,
21:34.920 --> 21:37.240
and then some players get creative
21:37.240 --> 21:39.080
and do something kind of unintentional
21:39.080 --> 21:40.840
or something that Blizzard designers
21:40.840 --> 21:43.560
that just simply didn't test or think about.
21:43.560 --> 21:46.960
And then after that becomes kind of mainstream in the community,
21:46.960 --> 21:48.240
Blizzard patches the game,
21:48.240 --> 21:51.880
and then they kind of maybe weaken that strategy
21:51.880 --> 21:53.880
or make it actually more interesting,
21:53.880 --> 21:55.400
but a bit more balanced.
21:55.400 --> 21:58.280
So this kind of continual talk between players and Blizzard
21:58.280 --> 22:01.680
is kind of what has defined them actually,
22:01.680 --> 22:04.040
in actually most games, like in StarCraft,
22:04.040 --> 22:05.760
but also in World of Warcraft,
22:05.760 --> 22:07.440
they would do that, there are several classes
22:07.440 --> 22:10.800
and it would be not good that everyone plays
22:10.800 --> 22:13.200
absolutely the same race and so on, right?
22:13.200 --> 22:17.280
So I think they do care about balancing, of course,
22:17.280 --> 22:19.640
and they do a fair amount of testing,
22:19.640 --> 22:22.160
but it's also beautiful to also see
22:22.160 --> 22:24.520
how players get creative anyways.
22:24.520 --> 22:27.440
And I mean, whether AI can be more creative at this point,
22:27.440 --> 22:28.680
I don't think so, right?
22:28.680 --> 22:31.600
I mean, it's just sometimes something so amazing happens,
22:31.600 --> 22:33.720
like I remember back in the days,
22:33.720 --> 22:36.920
like you have these drop ships that could drop the rivers,
22:36.920 --> 22:39.600
and that was actually not thought about,
22:39.600 --> 22:41.280
that you could drop this unit
22:41.280 --> 22:43.200
that has this what's called splash damage
22:43.200 --> 22:47.800
that would basically eliminate all the enemy's workers at once.
22:47.800 --> 22:50.080
No one thought that you could actually put them
22:50.080 --> 22:53.040
in really early game, do that kind of damage,
22:53.040 --> 22:55.400
and then things change in the game,
22:55.400 --> 22:58.000
but I don't know, I think it's quite an amazing
22:58.000 --> 23:00.280
exploration process from both sides,
23:00.280 --> 23:01.840
players and Blizzard alike.
23:01.840 --> 23:05.000
Well, it's almost like a reinforcement learning exploration,
23:05.000 --> 23:10.000
but the scale of humans that play Blizzard games
23:10.000 --> 23:13.680
is almost on the scale of a large scale,
23:13.680 --> 23:15.360
deep mind RL experiment.
23:15.360 --> 23:17.200
I mean, if you look at the numbers,
23:17.200 --> 23:18.720
that's, I mean, you're talking about,
23:18.720 --> 23:19.560
I don't know how many games,
23:19.560 --> 23:22.080
but hundreds of thousands of games, probably a month.
23:22.080 --> 23:23.880
Yeah, I mean, so you could,
23:23.880 --> 23:28.800
it's almost the same as running RL agents.
23:28.800 --> 23:31.240
What aspect of the problem of Starcraft,
23:31.240 --> 23:32.160
do you think is the hardest?
23:32.160 --> 23:35.400
Is it the, like you said, the imperfect information?
23:35.400 --> 23:38.160
Is it the fact they have to do longterm planning?
23:38.160 --> 23:40.280
Is it the real time aspect?
23:40.280 --> 23:42.240
So you have to do stuff really quickly?
23:42.240 --> 23:44.760
Is it the fact that large action space,
23:44.760 --> 23:47.640
so you can do so many possible things?
23:47.640 --> 23:51.120
Or is it, you know, in the game theoretic sense,
23:51.120 --> 23:52.440
there is no Nash equilibrium.
23:52.440 --> 23:54.240
At least you don't know what the optimal strategy is,
23:54.240 --> 23:56.520
because there's way too many options.
23:56.520 --> 23:57.360
Right.
23:57.360 --> 23:58.360
Is there something that stands out
23:58.360 --> 24:01.000
as just like the hardest, the most annoying thing?
24:01.000 --> 24:04.200
So when we sort of looked at the problem
24:04.200 --> 24:07.640
and start to define the parameters of it, right?
24:07.640 --> 24:08.800
What are the observations?
24:08.800 --> 24:10.520
What are the actions?
24:10.520 --> 24:13.920
It became very apparent that, you know,
24:13.920 --> 24:17.160
the very first barrier that one would hit in Starcraft
24:17.160 --> 24:20.720
would be because of the action space being so large
24:20.720 --> 24:24.880
and as not being able to search like you could in chess
24:24.880 --> 24:27.320
or go even though the search space is vast.
24:28.640 --> 24:30.600
The main problem that we identified
24:30.600 --> 24:32.440
was that of exploration, right?
24:32.440 --> 24:36.720
So without any sort of human knowledge or human prior,
24:36.720 --> 24:38.040
if you think about Starcraft
24:38.040 --> 24:41.440
and you know how deep reinforcement learning algorithm works,
24:41.440 --> 24:45.360
work, which is essentially by issuing random actions
24:45.360 --> 24:47.800
and hoping that they will get some wins sometimes
24:47.800 --> 24:49.200
so they could learn.
24:49.200 --> 24:52.800
So if you think of the action space in Starcraft,
24:52.800 --> 24:55.880
almost anything you can do in the early game is bad
24:55.880 --> 24:58.720
because any action involves taking workers
24:58.720 --> 25:01.360
which are mining minerals for free.
25:01.360 --> 25:03.560
That's something that the game does automatically,
25:03.560 --> 25:04.920
sends them to mine
25:04.920 --> 25:07.720
and you would immediately just take them out of mining
25:07.720 --> 25:09.080
and send them around.
25:09.080 --> 25:13.640
So just thinking how is it gonna be possible
25:13.640 --> 25:16.880
to get to understand these concepts
25:16.880 --> 25:19.280
but even more like expanding, right?
25:19.280 --> 25:21.080
There's these buildings you can place
25:21.080 --> 25:24.160
in other locations in the map to gather more resources
25:24.160 --> 25:26.840
but the location of the building is important
25:26.840 --> 25:28.920
and you have to select a worker,
25:28.920 --> 25:32.680
send it walking to that location, build the building,
25:32.680 --> 25:34.160
wait for the building to be built
25:34.160 --> 25:37.840
and then put extra workers there so they start mining.
25:37.840 --> 25:40.200
That just, that feels like impossible
25:40.200 --> 25:43.680
if you just randomly click to produce that state,
25:43.680 --> 25:47.000
desirable state that then you could hope to learn from
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
25:51.840 --> 25:53.840
and due to the action space
25:53.840 --> 25:56.160
and the fact that there's not really turns,
25:56.160 --> 25:57.000
there's so many turns
25:57.000 --> 26:01.440
because the game essentially ticks at 22 times per second.
26:01.440 --> 26:05.560
If you, I mean, that's how they discretize sort of time.
26:05.560 --> 26:07.320
Obviously, you always have to discretize time
26:07.320 --> 26:09.640
where there's no such thing as real time
26:09.640 --> 26:12.560
but it's really a lot of time steps
26:12.560 --> 26:14.280
of things that could go wrong
26:14.280 --> 26:17.960
and that definitely felt a priori like the hardest.
26:17.960 --> 26:19.360
You mentioned many good ones,
26:19.360 --> 26:21.360
I think partial observability,
26:21.360 --> 26:23.440
the fact that there is no perfect strategy
26:23.440 --> 26:25.560
because of the partial observability,
26:25.560 --> 26:26.880
those are very interesting problems.
26:26.880 --> 26:29.400
We start seeing more and more now in terms of
26:29.400 --> 26:31.080
as we saw of the previous ones
26:31.080 --> 26:34.320
but the core problem to me was exploration
26:34.320 --> 26:37.800
and solving it has been basically kind of the focus
26:37.800 --> 26:39.840
and how we saw the first breakthroughs.
26:39.840 --> 26:43.720
So exploration in a multi hierarchical way.
26:43.720 --> 26:46.640
So like 22 times a second exploration
26:46.640 --> 26:48.680
has a very different meaning than it does
26:48.680 --> 26:51.520
in terms of should I gather resources early
26:51.520 --> 26:53.200
or should I wait or so on.
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.
26:58.120 --> 27:02.520
So first of all, how do you represent the state
27:02.520 --> 27:05.160
of the game as an input?
27:05.160 --> 27:08.840
How do you then do the long term sequence modeling?
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
27:16.880 --> 27:20.920
but everything passes through what we call the policy
27:20.920 --> 27:22.320
which is a neural network
27:22.320 --> 27:24.320
and that's kind of the beauty of it.
27:24.320 --> 27:27.200
There is, I could just now give you a neural network
27:27.200 --> 27:30.480
and some weights and if you fed the right observations
27:30.480 --> 27:32.600
and you understood the actions the same way we do
27:32.600 --> 27:35.160
you would have basically the agent playing the game.
27:35.160 --> 27:37.280
There's absolutely nothing else needed
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.
27:46.680 --> 27:48.800
The one that we currently use
27:48.800 --> 27:51.440
mixes both spatial sort of images
27:51.440 --> 27:53.840
that you would process from the game
27:53.840 --> 27:56.440
that is the zoomed out version of the map
27:56.440 --> 27:58.960
and also a zoomed in version of the camera
27:58.960 --> 28:00.880
or the screen as we call it.
28:00.880 --> 28:04.840
But also we give to the agent the list of units
28:04.840 --> 28:09.000
that it sees more of as a set of objects
28:09.000 --> 28:11.040
that it can operate on.
28:11.040 --> 28:14.760
That is not necessarily required to use it
28:14.760 --> 28:16.840
and we have versions of the game that play well
28:16.840 --> 28:19.080
without this set vision that is a bit
28:19.080 --> 28:21.680
not like how humans perceive the game
28:21.680 --> 28:23.640
but it certainly helps a lot
28:23.640 --> 28:25.040
because it's a very natural way
28:25.040 --> 28:28.480
to encode the game is by just looking at all the units
28:28.480 --> 28:32.960
that they have properties like health, position,
28:32.960 --> 28:36.200
type of unit, whether it's my unit or the enemy's
28:36.200 --> 28:40.800
and that sort of is kind of the summary
28:40.800 --> 28:42.880
of the state of the game,
28:42.880 --> 28:45.520
not that list of units or set of units
28:45.520 --> 28:47.400
that you see all the time.
28:47.400 --> 28:49.600
But that's pretty close to the way humans see the game.
28:49.600 --> 28:51.440
Why do you say it's not,
28:51.440 --> 28:53.240
you're saying the exactness of it
28:53.240 --> 28:55.080
is not similar to humans?
28:55.080 --> 28:57.200
The exactness of it is perhaps not the problem.
28:57.200 --> 28:59.840
I guess maybe the problem if you look at it
28:59.840 --> 29:02.320
from how actually humans play the game
29:02.320 --> 29:05.760
is that they play with a mouse and a keyboard and a screen
29:05.760 --> 29:08.760
and they don't see sort of a structured object
29:08.760 --> 29:09.600
with all the units,
29:09.600 --> 29:12.240
what they see is what they see on the screen, right?
29:12.240 --> 29:14.400
So you remember that there's a certain interrupt,
29:14.400 --> 29:17.000
there's a plot that you showed with camera base
29:17.000 --> 29:19.680
where you do exactly that, right, you move around
29:19.680 --> 29:22.280
and that seems to converge to similar performance.
29:22.280 --> 29:24.760
Yeah, I think that's what we're kind of experimenting
29:24.760 --> 29:28.720
with what's necessary or not, but using the set.
29:28.720 --> 29:32.360
So actually if you look at research in computer vision
29:32.360 --> 29:36.000
where it makes a lot of sense to treat images
29:36.000 --> 29:38.160
as two dimensional arrays,
29:38.160 --> 29:40.360
there's actually a very nice paper from Facebook.
29:40.360 --> 29:42.720
I think, I forgot who the authors are,
29:42.720 --> 29:46.360
but I think it's part of Kmings has group.
29:46.360 --> 29:49.520
And what they do is they take an image,
29:49.520 --> 29:51.960
which is this two dimensional signal
29:51.960 --> 29:54.320
and they actually take pixel by pixel
29:54.320 --> 29:59.160
and scramble the image as if it was just a list of pixels.
29:59.160 --> 30:01.800
Crucially, they encode the position of the pixels
30:01.800 --> 30:03.720
with the XY coordinates.
30:03.720 --> 30:06.160
And this is just kind of a new architecture
30:06.160 --> 30:08.520
which we incidentally also use in stack graph
30:08.520 --> 30:09.880
called the transformer,
30:09.880 --> 30:12.000
which is a very popular paper from last year,
30:12.000 --> 30:15.600
which yielded very nice result in machine translation.
30:15.600 --> 30:18.040
And if you actually believe in this kind of,
30:18.040 --> 30:20.320
oh, it's actually a set of pixels
30:20.320 --> 30:22.520
as long as you encode XY, it's okay.
30:22.520 --> 30:25.560
Then you could argue that the list of units
30:25.560 --> 30:26.960
that we see is precisely that
30:26.960 --> 30:31.480
because we have each unit as a kind of pixel, if you will,
30:31.480 --> 30:33.240
and then their XY coordinates.
30:33.240 --> 30:36.360
So in that perspective, without knowing it,
30:36.360 --> 30:37.680
we use the same architecture
30:37.680 --> 30:39.680
that was shown to work very well
30:39.680 --> 30:41.400
on Pascal and ImageNet and so on.
30:41.400 --> 30:45.440
So the interesting thing here is putting it in that way,
30:45.440 --> 30:47.000
it starts to move it towards
30:47.000 --> 30:49.480
the way you usually work with language.
30:49.480 --> 30:52.760
So what, and especially with your expertise
30:52.760 --> 30:57.000
and work in language, it seems like there's echoes
30:57.000 --> 31:00.720
of a lot of the way you would work with natural language
31:00.720 --> 31:02.440
in the way you've approached AlphaStar.
31:02.440 --> 31:05.080
Right, does that help
31:05.080 --> 31:08.200
with the longterm sequence modeling there somehow?
31:08.200 --> 31:11.200
Exactly, so now that we understand what an observation
31:11.200 --> 31:14.680
for a given time step is, we need to move on to say,
31:14.680 --> 31:17.760
well, there's gonna be a sequence of such observations
31:17.760 --> 31:21.120
and an agent will need to, given all that it's seen,
31:21.120 --> 31:23.720
not only the current time step, but all that it's seen,
31:23.720 --> 31:25.920
why, because there is partial observability.
31:25.920 --> 31:28.400
We must remember whether we saw a worker
31:28.400 --> 31:30.120
going somewhere, for instance, right?
31:30.120 --> 31:31.720
Because then there might be an expansion
31:31.720 --> 31:33.640
on the top right of the map.
31:33.640 --> 31:37.840
So given that, what you must then think about
31:37.840 --> 31:40.400
is there is the problem of, given all the observations,
31:40.400 --> 31:42.640
you have to predict the next action.
31:42.640 --> 31:44.520
And not only given all the observations,
31:44.520 --> 31:45.920
but given all the observations
31:45.920 --> 31:47.920
and given all the actions you've taken,
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,
31:57.160 --> 31:59.960
especially when you are given supervised data
31:59.960 --> 32:01.760
or replaced from humans,
32:01.760 --> 32:03.600
because the problem is exactly the same.
32:03.600 --> 32:06.680
You're translating essentially a prefix
32:06.680 --> 32:08.240
of observations and actions
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
32:13.000 --> 32:14.760
or to generate language as well, right?
32:14.760 --> 32:16.640
You have a certain prefix.
32:16.640 --> 32:19.000
You must remember everything that comes in the past,
32:19.000 --> 32:20.080
because otherwise,
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
32:27.760 --> 32:29.760
to operate on across time
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
32:35.000 --> 32:36.880
in translation or language modeling
32:36.880 --> 32:40.640
are exactly the same than what the agent is using
32:40.640 --> 32:42.360
to issue actions in the game.
32:42.360 --> 32:43.880
And the way we train it, moreover,
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,
33:04.520 --> 33:06.680
you have a slightly more complicated objects,
33:06.680 --> 33:08.280
which are the observations
33:08.280 --> 33:10.240
and the actions are also a bit more complicated
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,
37:28.440 --> 37:32.640
I probably was consistently like for a couple of years,
37:32.640 --> 37:34.600
top 32 in Europe.
37:34.600 --> 37:36.440
So I was decent, but at the time,
37:36.440 --> 37:40.280
we didn't have this kind of MMR system as well established.
37:40.280 --> 37:43.120
So it would be hard to know what it was back then.
37:43.120 --> 37:45.760
So what's the difference in interface between Alpha Star
37:45.760 --> 37:49.600
and Starcraft and a human player in Starcraft?
37:49.600 --> 37:52.000
Is there any significant differences
37:52.000 --> 37:54.080
between the way they both see the game?
37:54.080 --> 37:55.960
I would say the way they see the game,
37:55.960 --> 37:59.720
there's a few things that are just very hard to simulate.
38:01.000 --> 38:02.640
The main one, perhaps,
38:02.640 --> 38:05.200
which is obvious in hindsight,
38:05.200 --> 38:08.440
is what's called clocked units,
38:08.440 --> 38:10.560
which are invisible units.
38:10.560 --> 38:13.240
So in Starcraft, you can make some units
38:13.240 --> 38:18.040
that you need to have a particular kind of unit to detect it.
38:18.040 --> 38:20.560
So these units are invisible.
38:20.560 --> 38:22.720
If you cannot detect them, you cannot target them.
38:22.720 --> 38:25.720
So they would just destroy your buildings
38:25.720 --> 38:27.720
or kill your workers.
38:27.720 --> 38:31.640
But despite the fact you cannot target the unit,
38:31.640 --> 38:34.600
there's a shimmer that as a human you observe.
38:34.600 --> 38:35.920
I mean, you need to train a little bit.
38:35.920 --> 38:37.400
You need to pay attention,
38:37.400 --> 38:41.840
but you would see this kind of space time distortion
38:41.840 --> 38:44.800
and you wouldn't know, okay, there are, yeah.
38:44.800 --> 38:46.040
Yeah, there's like a wave thing.
38:46.040 --> 38:47.840
Yeah, it's called shimmer.
38:47.840 --> 38:49.120
Space time distortion, I like it.
38:49.120 --> 38:52.440
That's really like the blizzard term is shimmer.
38:52.440 --> 38:56.040
And so these shimmer professional players actually
38:56.040 --> 38:57.160
can see it immediately.
38:57.160 --> 38:59.480
They understand it very well,
38:59.480 --> 39:01.400
but it's still something that requires
39:01.400 --> 39:02.720
certain amount of attention
39:02.720 --> 39:05.640
and it's kind of a bit annoying to deal with.
39:05.640 --> 39:08.640
Whereas for Alpha Star, in terms of vision,
39:08.640 --> 39:11.120
it's very hard for us to simulate sort of,
39:11.120 --> 39:14.160
oh, are you looking at this pixel in the screen and so on?
39:14.160 --> 39:17.520
So the only thing we can do is
39:17.520 --> 39:19.720
there is a unit that's invisible over there.
39:19.720 --> 39:22.520
So Alpha Star would know that immediately.
39:22.520 --> 39:24.040
Obviously still obeys the rules.
39:24.040 --> 39:25.200
You cannot attack the unit.
39:25.200 --> 39:27.400
You must have a detector and so on,
39:27.400 --> 39:29.320
but it's kind of one of the main things
39:29.320 --> 39:32.680
that it just doesn't feel there's a very proper way.
39:32.680 --> 39:35.480
I mean, you could imagine, oh, you don't have hypers.
39:35.480 --> 39:36.960
Maybe you don't know exactly what it is,
39:36.960 --> 39:39.240
or sometimes you see it, sometimes you don't.
39:39.240 --> 39:43.040
But it's just really, really complicated to get it
39:43.040 --> 39:44.280
so that everyone would agree,
39:44.280 --> 39:47.120
oh, that's the best way to simulate this, right?
39:47.120 --> 39:49.280
You know, it seems like a perception problem.
39:49.280 --> 39:50.600
It is a perception problem.
39:50.600 --> 39:54.240
So the only problem is people, you ask,
39:54.240 --> 39:56.760
oh, what's the difference between how humans perceive the game?
39:56.760 --> 39:59.960
I would say they wouldn't be able to tell a shimmer
39:59.960 --> 40:02.240
immediately as it appears on the screen,
40:02.240 --> 40:04.320
whereas Alpha Star, in principle,
40:04.320 --> 40:05.640
sees it very sharply, right?
40:05.640 --> 40:08.680
It sees that the bit turned from zero to one,
40:08.680 --> 40:10.520
meaning there's now a unit there,
40:10.520 --> 40:11.960
although you don't know the unit,
40:11.960 --> 40:15.840
or you know that you cannot attack it and so on.
40:15.840 --> 40:18.080
So from a vision standpoint,
40:18.080 --> 40:23.000
that probably is the one that is kind of the most obvious one.
40:23.000 --> 40:25.200
Then there are things humans cannot do perfectly,
40:25.200 --> 40:28.120
even professionals, which is they might miss a detail
40:28.120 --> 40:30.640
or they might have not seen a unit.
40:30.640 --> 40:32.320
And obviously, as a computer,
40:32.320 --> 40:35.040
if there's a corner of the screen that turns green
40:35.040 --> 40:37.720
because a unit enters the field of view,
40:37.720 --> 40:41.120
that can go into the memory of the agent, the LSTM,
40:41.120 --> 40:42.560
and persists there for a while,
40:42.560 --> 40:45.720
and for however long is relevant, right?
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,
40:51.640 --> 40:54.280
if not slower than professional players,
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
41:08.440 --> 41:09.960
for quite a few years.
41:09.960 --> 41:14.000
In fact, I was participating in the very first competition
41:14.000 --> 41:15.920
back in 2010.
41:15.920 --> 41:19.920
And there's really not been a kind of a very clear set
41:19.920 --> 41:22.320
of rules, how the actions per minute,
41:22.320 --> 41:24.720
the rate of actions that you can issue is.
41:24.720 --> 41:29.280
And as a result, these agents or bots that people build
41:29.280 --> 41:31.080
in a kind of almost very cool way,
41:31.080 --> 41:35.400
they do like 20,000, 40,000 actions per minute.
41:35.400 --> 41:37.200
Now, to put this in perspective,
41:37.200 --> 41:41.640
a very good professional human might do 300
41:41.640 --> 41:45.480
to 800 actions per minute, they might not be as precise.
41:45.480 --> 41:49.040
That's why the range is a bit tricky to identify exactly.
41:49.040 --> 41:51.640
I mean, 300 actions per minute precisely
41:51.640 --> 41:54.600
is probably realistic, 800 is probably not,
41:54.600 --> 41:57.000
but you see humans doing a lot of actions
41:57.000 --> 41:59.480
because they warm up and they kind of select things
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
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
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,
42:43.680 --> 42:46.360
but these actions are not very meaningful.
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
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
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.
47:07.320 --> 47:10.600
Zerg is a race where you just kind of expand
47:10.600 --> 47:13.840
and take over as many resources as you can.
47:13.840 --> 47:15.720
And they have a very high capacity
47:15.720 --> 47:17.680
to regenerate their units.
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
47:23.960 --> 47:25.960
because you can then rebuild it.
47:25.960 --> 47:28.320
And given that you generally accumulate
47:28.320 --> 47:32.000
a huge bank of resources, Zerg's typically play
47:32.000 --> 47:34.240
by applying a lot of pressure,
47:34.240 --> 47:36.160
maybe losing their whole army,
47:36.160 --> 47:37.880
but then rebuilding it quickly.
47:37.880 --> 47:40.480
So although of course every race,
47:40.480 --> 47:43.960
I mean, there's never, I mean, they're pretty diverse.
47:43.960 --> 47:45.160
I mean, there are some units in Zerg
47:45.160 --> 47:46.600
that are technologically advanced
47:46.600 --> 47:48.880
and they do some very interesting spells.
47:48.880 --> 47:51.360
And there's some units in Protoss that are less valuable
47:51.360 --> 47:53.360
and you could lose a lot of them and rebuild them
47:53.360 --> 47:55.160
and it wouldn't be a big deal.
47:55.160 --> 47:57.840
All right, so maybe I'm missing out.
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.
48:05.720 --> 48:06.560
That's one option.
48:06.560 --> 48:11.560
The other one is expanding, so building other bases.
48:11.920 --> 48:15.640
Then the other is obviously building units
48:15.640 --> 48:17.200
and attacking with those units.
48:17.200 --> 48:20.640
And then I don't know what else there is.
48:20.640 --> 48:24.080
Maybe there's the different timing of attacks.
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
48:28.000 --> 48:29.120
that you've learned about?
48:29.120 --> 48:31.360
I've read that a bunch of people are super happy
48:31.360 --> 48:33.000
that you guys have apparently,
48:33.000 --> 48:35.000
that Alpha Star apparently has discovered
48:35.000 --> 48:38.000
that it's really good to, what is it, saturate.
48:38.000 --> 48:39.600
Oh yeah, the mineral line.
48:39.600 --> 48:41.360
Yeah, the mineral line.
48:41.360 --> 48:42.200
Yeah, yeah.
48:42.200 --> 48:45.600
And that's for greedy amateur players like myself.
48:45.600 --> 48:47.480
That's always been a good strategy.
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
48:59.200 --> 49:01.880
interesting and unique to this game?
49:01.880 --> 49:05.080
Yeah, so if you look at the kind of,
49:05.080 --> 49:06.480
not being a Starcraft 2 player,
49:06.480 --> 49:08.120
but of course Starcraft and Starcraft 2
49:08.120 --> 49:11.120
and real time strategy games in general are very similar.
49:11.120 --> 49:16.120
I would classify perhaps the openings of the game.
49:17.560 --> 49:18.760
They're very important.
49:18.760 --> 49:21.760
And generally I would say there's two kinds of openings.
49:21.760 --> 49:23.400
One that's a standard opening,
49:23.400 --> 49:28.400
that's generally how players find sort of a balance
49:28.840 --> 49:31.520
between risk and economy
49:31.520 --> 49:33.400
and building some units early on
49:33.400 --> 49:34.600
so that they could defend,
49:34.600 --> 49:36.800
but they're not too exposed basically,
49:36.800 --> 49:39.480
but also expanding quite quickly.
49:39.480 --> 49:42.040
So this would be kind of a standard opening.
49:42.040 --> 49:43.680
And within a standard opening,
49:43.680 --> 49:45.480
then what you do choose generally
49:45.480 --> 49:48.400
is what technology are you aiming towards?
49:48.400 --> 49:50.280
So there's a bit of rock, paper, scissors
49:50.280 --> 49:52.920
of you could go for spaceships
49:52.920 --> 49:55.080
or you could go for invisible units
49:55.080 --> 49:56.400
or you could go for, I don't know,
49:56.400 --> 50:00.080
like massive units that attack against certain kinds of units
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
50:05.760 --> 50:07.480
like rock, paper, scissors style.
50:07.480 --> 50:09.640
Of course, if you scout and you're good at guessing
50:09.640 --> 50:11.080
what the opponent is doing,
50:11.080 --> 50:12.800
then you can play as an advantage
50:12.800 --> 50:14.480
because if you know you're gonna play rock,
50:14.480 --> 50:16.480
I mean, I'm gonna play paper obviously.
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,
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
50:29.920 --> 50:33.360
and reacting accordingly to try to beat it
50:33.360 --> 50:37.000
or put the paper out before he kind of changes
50:37.000 --> 50:38.880
his mind from rock to scissors
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,
55:58.520 --> 56:01.240
can we create a Battle.net for agents?
56:01.240 --> 56:02.080
Yeah.
56:02.080 --> 56:03.400
And that's kind of what the Alpha Star League really.
56:03.400 --> 56:04.240
That's fascinating.
56:04.240 --> 56:06.920
And where they stick to their different strategies.
56:06.920 --> 56:09.960
Yeah, wow, that's really, really interesting.
56:09.960 --> 56:13.240
But that said, you were fortunate enough
56:13.240 --> 56:16.280
or just skilled enough to win 5.0.
56:17.320 --> 56:19.280
And so how hard is it to win?
56:19.280 --> 56:20.320
I mean, that's not the goal.
56:20.320 --> 56:21.920
I guess, I don't know what the goal is.
56:21.920 --> 56:25.400
The goal should be to win majority, not 5.0,
56:25.400 --> 56:29.360
but how hard is it in general to win all matchups?
56:29.360 --> 56:31.080
I don't want V1.
56:31.080 --> 56:33.600
So that's a very interesting question
56:33.600 --> 56:37.240
because once you see Alpha Star
56:37.240 --> 56:39.520
and superficially you think, well, okay,
56:39.520 --> 56:42.960
it won, if you sum all the games like 10 to one, right?
56:42.960 --> 56:46.280
It lost the game that it played with the camera interface.
56:46.280 --> 56:48.480
You might think, well, that's done, right?
56:48.480 --> 56:50.840
It's super human at the game.
56:50.840 --> 56:54.800
And that's not really the claim we really can make, actually.
56:56.000 --> 56:58.840
The claim is we beat a professional gamer
56:58.840 --> 57:00.120
for the first time.
57:00.120 --> 57:02.480
Starcraft has really been a thing
57:02.480 --> 57:04.120
that has been going on for a few years,
57:04.120 --> 57:09.120
but a moment like this had not occurred before yet.
57:09.520 --> 57:12.400
But are these agents impossible to beat?
57:12.400 --> 57:13.440
Absolutely not, right?
57:13.440 --> 57:17.360
So that's a bit what's kind of the difference is
57:17.360 --> 57:19.560
the agents play at grandmaster level.
57:19.560 --> 57:21.520
They definitely understand the game enough
57:21.520 --> 57:24.960
to play extremely well, but are they unbeatable?
57:24.960 --> 57:26.600
Do they play perfect?
57:27.920 --> 57:30.320
No, and actually in Starcraft,
57:30.320 --> 57:33.240
because of these sneaky strategies,
57:33.240 --> 57:36.680
it's always possible that you might take a huge risk sometimes,
57:36.680 --> 57:39.200
but you might get wins, right, out of this.
57:39.200 --> 57:44.200
So I think as a domain, it still has a lot of opportunities,
57:44.200 --> 57:47.760
not only because of course we wanna learn with less experience,
57:47.760 --> 57:50.480
we would like to, I mean, if I learn to play Protoss,
57:50.480 --> 57:53.280
I can play Terran and learn it much quicker
57:53.280 --> 57:54.480
than Alpha Star can, right?
57:54.480 --> 57:58.440
So there are obvious interesting research challenges as well.
57:58.440 --> 58:03.080
But even as the raw performance goes,
58:03.080 --> 58:05.960
really the claim here can be we are at pro level
58:05.960 --> 58:09.080
or at high grandmaster level,
58:09.080 --> 58:14.080
but obviously the players also did not know what to expect,
58:14.360 --> 58:17.000
right, their prior distribution was a bit off
58:17.000 --> 58:20.400
because they played this kind of new alien brain
58:20.400 --> 58:22.080
as they like to say it, right?
58:22.080 --> 58:25.080
And that's what makes it exciting for them,
58:25.080 --> 58:28.040
but also I think if you look at the games closely,
58:28.040 --> 58:31.520
you see there were weaknesses in some points,
58:31.520 --> 58:33.320
maybe Alpha Star did not scout
58:33.320 --> 58:36.080
or if it had got invisible units going against
58:36.080 --> 58:38.200
at certain points, it wouldn't have known
58:38.200 --> 58:39.600
and it would have been bad.
58:39.600 --> 58:42.920
So there's still quite a lot of work to do,
58:42.920 --> 58:45.440
but it's really a very exciting moment for us
58:45.440 --> 58:49.120
to be seeing, wow, a single neural net on a GPU
58:49.120 --> 58:52.080
is actually playing against these guys who are amazing.
58:52.080 --> 58:53.760
I mean, you have to see them play in life.
58:53.760 --> 58:55.800
They're really, really amazing players.
58:55.800 --> 59:00.440
Yeah, I'm sure there must be a guy in Poland somewhere
59:00.440 --> 59:02.680
right now training his butt off
59:02.680 --> 59:06.600
to make sure that this never happens again with Alpha Star.
59:06.600 --> 59:09.720
So that's really exciting in terms of Alpha Star
59:09.720 --> 59:12.200
having some holes to exploit, which is great.
59:12.200 --> 59:14.320
And then you build on top of each other
59:14.320 --> 59:18.920
and it feels like Starcraft on let go, even if you win,
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
59:23.120 --> 59:24.200
in which you can explore.
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?
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.
59:35.520 --> 59:40.200
How did it feel to come here to this point,
59:40.200 --> 59:42.240
to beat a top professional player?
59:42.240 --> 59:44.600
Like that night, I mean, you know,
59:44.600 --> 59:47.160
Olympic athletes have their gold medal, right?
59:47.160 --> 59:48.840
This is your gold medal in a sense.
59:48.840 --> 59:50.400
Sure, you're cited a lot,
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.
59:55.280 --> 59:56.480
How did it feel?
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.
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,
1:00:12.040 --> 1:00:14.560
I'm sure I'll look back at that moment and say,
1:00:14.560 --> 1:00:17.280
oh my God, I wanna be in a project like that.
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
1:00:23.560 --> 1:00:25.720
and the team effort that went into it.
1:00:25.720 --> 1:00:28.520
And so in that sense, as soon as it happened,
1:00:28.520 --> 1:00:30.640
I already knew it was kind of,
1:00:30.640 --> 1:00:32.320
I was losing it a little bit.
1:00:32.320 --> 1:00:35.440
So it is almost like sad that it happened and oh my God,
1:00:35.440 --> 1:00:40.440
like, but on the other hand, it also verifies the approach.
1:00:40.600 --> 1:00:43.160
But to me also, there's so many challenges
1:00:43.160 --> 1:00:45.400
and interesting aspects of intelligence
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.
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.
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,
1:01:04.080 --> 1:01:07.240
but they should be able to play a different race
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.
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
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.
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.
1:01:53.120 --> 1:01:55.600
So for me, that was just kind of a test run or something.
1:01:55.600 --> 1:01:59.000
And then it really kind of, he was really surprised.
1:01:59.000 --> 1:02:02.360
And unbelievably, we went to this,
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?
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?
1:02:16.200 --> 1:02:19.400
And, you know, we had some drinks and I said, sure, why not?
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.
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.
1:02:55.400 --> 1:02:57.440
So it's like, ah.
1:02:57.440 --> 1:02:59.800
And then after the first game, I said,
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.
1:03:06.960 --> 1:03:09.200
And I mean, I remember the hacking them is.
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.
1:03:36.160 --> 1:03:38.400
I mean, whenever you lose, I've done a lot of sports.
1:03:38.400 --> 1:03:43.560
You sometimes say excuses, you look for reasons.
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.
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
1:04:19.280 --> 1:04:22.400
of the whole machine learning approach
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.
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,
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
1:04:55.880 --> 1:04:59.000
that we must sort of try to explain what it is.
1:04:59.000 --> 1:05:01.440
And perhaps through games is an obvious way
1:05:01.440 --> 1:05:03.640
because these games always had built in AI.
1:05:03.640 --> 1:05:07.680
So it may be everyone experienced an AI playing a video game
1:05:07.680 --> 1:05:08.520
even if they don't know.
1:05:08.520 --> 1:05:10.240
Because there's always some scripted element
1:05:10.240 --> 1:05:13.880
and some people might even call that AI already, right?
1:05:13.880 --> 1:05:16.320
So what are other applications
1:05:16.320 --> 1:05:20.280
of the approaches underlying Alpha Star that you see happening?
1:05:20.280 --> 1:05:23.120
There's a lot of echoes of, you said, transformer
1:05:23.120 --> 1:05:25.680
of language modeling and so on.
1:05:25.680 --> 1:05:29.480
Have you already started thinking where the breakthroughs
1:05:29.480 --> 1:05:32.280
in Alpha Star get expanded to other applications?
1:05:32.280 --> 1:05:34.640
Right, so I thought about a few things
1:05:34.640 --> 1:05:37.280
for like kind of next months, next years.
1:05:38.440 --> 1:05:40.520
The main thing I'm thinking about actually is
1:05:40.520 --> 1:05:43.160
what's next as a kind of a grand challenge
1:05:43.160 --> 1:05:47.120
because for me, like we've seen Atari
1:05:47.120 --> 1:05:50.280
and then there's like the sort of three dimensional walls
1:05:50.280 --> 1:05:52.520
that we've seen also like pretty good performance
1:05:52.520 --> 1:05:54.160
from this capture the flag agents
1:05:54.160 --> 1:05:57.600
that also some people at DeepMind and elsewhere are working on.
1:05:57.600 --> 1:05:59.600
We've also seen some amazing results on like,
1:05:59.600 --> 1:06:03.280
for instance, Dota 2, which is also a very complicated game.
1:06:03.280 --> 1:06:05.960
So for me, like the main thing I'm thinking about
1:06:05.960 --> 1:06:07.960
is what's next in terms of challenge.
1:06:07.960 --> 1:06:12.960
So as a researcher, I see sort of two tensions
1:06:12.960 --> 1:06:16.760
between research and then applications or areas
1:06:16.760 --> 1:06:18.480
or domains where you apply them.
1:06:18.480 --> 1:06:20.480
So on the one hand, we've done,
1:06:20.480 --> 1:06:23.320
thanks to the application of StarCraft is very hard.
1:06:23.320 --> 1:06:25.600
We developed some techniques, some new research
1:06:25.600 --> 1:06:27.480
that now we could look at elsewhere,
1:06:27.480 --> 1:06:30.520
like are there other applications where we can apply this?
1:06:30.520 --> 1:06:32.880
And the obvious ones, absolutely,
1:06:32.880 --> 1:06:37.480
you can think of feeding back to sort of the community
1:06:37.480 --> 1:06:40.240
we took from, which was mostly sequence modeling
1:06:40.240 --> 1:06:41.680
or natural language processing.
1:06:41.680 --> 1:06:46.120
So we've developed an extended things from the transformer
1:06:46.120 --> 1:06:48.120
and we use pointer networks.
1:06:48.120 --> 1:06:51.280
We combine LSTM and transformers in interesting ways.
1:06:51.280 --> 1:06:54.200
So that's perhaps the kind of lowest hanging fruit
1:06:54.200 --> 1:06:58.840
of feeding back to now a different field of machine learning
1:06:58.840 --> 1:07:00.880
that's not playing video games.
1:07:00.880 --> 1:07:05.680
Let me go old school and jump to Mr. Alan Turing.
1:07:05.680 --> 1:07:09.880
So the Turing test is a natural language test,
1:07:09.880 --> 1:07:11.560
a conversational test.
1:07:11.560 --> 1:07:15.760
What's your thought of it as a test for intelligence?
1:07:15.760 --> 1:07:17.360
Do you think it is a grand challenge
1:07:17.360 --> 1:07:18.920
that's worthy of undertaking?
1:07:18.920 --> 1:07:21.960
Maybe if it is, would you reformulate it
1:07:21.960 --> 1:07:23.720
or phrase it somehow differently?
1:07:23.720 --> 1:07:25.640
Right, so I really love the Turing test
1:07:25.640 --> 1:07:29.600
because I also like sequences and language understanding.
1:07:29.600 --> 1:07:32.160
And in fact, some of the early work
1:07:32.160 --> 1:07:33.520
we did in machine translation,
1:07:33.520 --> 1:07:37.320
we tried to apply to kind of a neural chat bot,
1:07:37.320 --> 1:07:40.200
which obviously would never pass the Turing test
1:07:40.200 --> 1:07:42.320
because it was very limited.
1:07:42.320 --> 1:07:45.200
But it is a very fascinating idea
1:07:45.200 --> 1:07:49.440
that you could really have an AI
1:07:49.440 --> 1:07:51.800
that would be indistinguishable from humans
1:07:51.800 --> 1:07:56.040
in terms of asking or conversing with it, right?
1:07:56.040 --> 1:08:00.720
So I think the test itself seems very nice
1:08:00.720 --> 1:08:02.600
and it's kind of well defined actually,
1:08:02.600 --> 1:08:05.000
like the passing it or not.
1:08:05.000 --> 1:08:06.560
I think there's quite a few rules
1:08:06.560 --> 1:08:11.560
that feel like pretty simple and you could really have,
1:08:12.520 --> 1:08:14.800
I mean, I think they have these competitions every year.
1:08:14.800 --> 1:08:15.920
Yeah, so the Leibniz Prize,
1:08:15.920 --> 1:08:20.920
but I don't know if you've seen the kind of bots
1:08:22.240 --> 1:08:24.160
that emerge from that competition.
1:08:24.160 --> 1:08:28.000
They're not quite as what you would,
1:08:28.000 --> 1:08:29.920
so it feels like that there's weaknesses
1:08:29.920 --> 1:08:31.400
with the way Turing formulated it.
1:08:31.400 --> 1:08:35.000
It needs to be that the definition
1:08:35.000 --> 1:08:40.000
of a genuine, rich, fulfilling human conversation
1:08:40.000 --> 1:08:41.640
it needs to be something else.
1:08:41.640 --> 1:08:43.000
Like the Alexa Prize,
1:08:43.000 --> 1:08:44.880
which I'm not as well familiar with,
1:08:44.880 --> 1:08:46.200
has tried to define that more.
1:08:46.200 --> 1:08:48.240
I think by saying you have to continue
1:08:48.240 --> 1:08:50.680
keeping a conversation for 30 minutes,
1:08:50.680 --> 1:08:52.240
something like that.
1:08:52.240 --> 1:08:55.520
So basically forcing the agent not to just fool,
1:08:55.520 --> 1:08:58.000
but to have an engaging conversation kind of thing,
1:08:58.000 --> 1:09:03.000
is that, I mean, have you thought
1:09:03.720 --> 1:09:06.400
about this problem richly?
1:09:06.400 --> 1:09:10.680
And if you have in general, how far away are we from,
1:09:10.680 --> 1:09:14.160
you worked a lot on language understanding,
1:09:14.160 --> 1:09:16.640
language generation, but the full dialogue,
1:09:16.640 --> 1:09:19.920
the conversation, just sitting at the bar,
1:09:19.920 --> 1:09:21.760
having a cup of beers for an hour,
1:09:21.760 --> 1:09:22.960
that kind of conversation.
1:09:22.960 --> 1:09:23.800
Have you thought about it?
1:09:23.800 --> 1:09:26.440
Yeah, so I think you touched here on the critical point,
1:09:26.440 --> 1:09:28.640
which is feasibility, right?
1:09:28.640 --> 1:09:32.880
So there's a great sort of essay by Hamming,
1:09:32.880 --> 1:09:37.400
which describes sort of grand challenges of physics.
1:09:37.400 --> 1:09:41.080
And he argues that, well, okay, for instance,
1:09:41.080 --> 1:09:44.720
teleportation or time travel are great grand challenges
1:09:44.720 --> 1:09:46.600
of physics, but there's no attacks.
1:09:46.600 --> 1:09:50.360
We really don't know or cannot kind of make any progress.
1:09:50.360 --> 1:09:53.360
So that's why most physicists and so on,
1:09:53.360 --> 1:09:55.360
they don't work on these in their PhDs
1:09:55.360 --> 1:09:57.920
and as part of their careers.
1:09:57.920 --> 1:10:01.000
So I see the Turing test as, in the full Turing test,
1:10:01.000 --> 1:10:02.760
as a bit still too early.
1:10:02.760 --> 1:10:06.760
Like I am, I think we're, especially with the current trend
1:10:06.760 --> 1:10:10.080
of deep learning language models,
1:10:10.080 --> 1:10:11.640
we've seen some amazing examples,
1:10:11.640 --> 1:10:14.160
I think GPT2 being the most recent one,
1:10:14.160 --> 1:10:15.840
which is very impressive,
1:10:15.840 --> 1:10:20.840
but to understand to fully solve passing or fooling a human
1:10:21.080 --> 1:10:23.480
to think that there's a human on the other side,
1:10:23.480 --> 1:10:24.960
I think we're quite far.
1:10:24.960 --> 1:10:27.360
So as a result, I don't see myself
1:10:27.360 --> 1:10:30.520
and I probably would not recommend people doing a PhD
1:10:30.520 --> 1:10:31.680
on solving the Turing test,
1:10:31.680 --> 1:10:34.120
because it just feels it's kind of too early
1:10:34.120 --> 1:10:35.520
or too hard of a problem.
1:10:35.520 --> 1:10:37.840
Yeah, but that said, you said the exact same thing
1:10:37.840 --> 1:10:40.480
about StarCraft about a few years ago.
1:10:40.480 --> 1:10:42.600
So to demo, so I pre...
1:10:42.600 --> 1:10:43.920
Yes.
1:10:43.920 --> 1:10:45.600
You'll probably also be the person
1:10:45.600 --> 1:10:48.240
who passes the Turing test in three years.
1:10:48.240 --> 1:10:51.040
I mean, I think the, yeah, so...
1:10:51.040 --> 1:10:52.720
So we have this on record, this is nice.
1:10:52.720 --> 1:10:53.560
It's true.
1:10:53.560 --> 1:10:56.600
I mean, it's true that progress sometimes
1:10:56.600 --> 1:10:57.840
is a bit unpredictable.
1:10:57.840 --> 1:11:00.840
I really wouldn't have not, even six months ago,
1:11:00.840 --> 1:11:02.520
I would not have predicted the level
1:11:02.520 --> 1:11:05.480
that we see that these agents can deliver.
1:11:05.480 --> 1:11:10.120
At grandmaster level, but I have worked on language enough.
1:11:10.120 --> 1:11:13.640
And basically my concern is not that something could happen,
1:11:13.640 --> 1:11:16.440
a breakthrough could happen that would bring us to solving
1:11:16.440 --> 1:11:18.440
or passing the Turing test,
1:11:18.440 --> 1:11:21.680
is that I just think the statistical approach to it,
1:11:21.680 --> 1:11:24.160
like this is not gonna cut it.
1:11:24.160 --> 1:11:25.960
So we need a breakthrough,
1:11:25.960 --> 1:11:28.320
which is great for the community.
1:11:28.320 --> 1:11:31.840
But given that, I think there's quite a more uncertainty.
1:11:31.840 --> 1:11:34.280
Whereas for StarCraft,
1:11:34.280 --> 1:11:38.160
I knew what the steps would be to kind of get us there.
1:11:38.160 --> 1:11:41.640
I think it was clear that using the imitation learning part
1:11:41.640 --> 1:11:44.360
and then using these battle network agents
1:11:44.360 --> 1:11:48.320
were gonna be key and it turned out that this was the case
1:11:48.320 --> 1:11:51.640
and a little more was needed, but not much more.
1:11:51.640 --> 1:11:54.360
For Turing test, I just don't know what the plan
1:11:54.360 --> 1:11:56.000
or execution plan would look like.
1:11:56.000 --> 1:11:59.160
So that's why I myself working on it
1:11:59.160 --> 1:12:01.520
as a grand challenge is hard,
1:12:01.520 --> 1:12:03.920
but there are quite a few sub challenges
1:12:03.920 --> 1:12:05.480
that are related that you could say,
1:12:05.480 --> 1:12:09.080
well, I mean, what if you create a great assistant,
1:12:09.080 --> 1:12:11.400
like Google already has like the Google Assistant.
1:12:11.400 --> 1:12:13.120
So can we make it better
1:12:13.120 --> 1:12:15.440
and can we make it fully neural and so on?
1:12:15.440 --> 1:12:18.200
That I start to believe maybe we're reaching a point
1:12:18.200 --> 1:12:20.760
where we should attempt these challenges.
1:12:20.760 --> 1:12:22.480
I like this conversation so much
1:12:22.480 --> 1:12:24.920
because it echoes very much the StarCraft conversation.
1:12:24.920 --> 1:12:26.920
It's exactly how you approach StarCraft.
1:12:26.920 --> 1:12:29.680
Let's break it down into small pieces and solve those
1:12:29.680 --> 1:12:31.400
and you end up solving the whole game.
1:12:31.400 --> 1:12:34.120
Great, but that said, you're behind some
1:12:34.120 --> 1:12:37.960
of the sort of biggest pieces of work and deep learning
1:12:37.960 --> 1:12:39.360
in the last several years.
1:12:40.280 --> 1:12:42.320
So you mentioned some limits.
1:12:42.320 --> 1:12:44.960
What do you think are the current limits of deep learning
1:12:44.960 --> 1:12:47.080
and how do we overcome those limits?
1:12:47.080 --> 1:12:50.160
So if I had to actually use a single word
1:12:50.160 --> 1:12:53.200
to define the main challenge in deep learning,
1:12:53.200 --> 1:12:55.720
it's a challenge that probably has been the challenge
1:12:55.720 --> 1:12:59.760
for many years and is that of generalization.
1:12:59.760 --> 1:13:04.520
So what that means is that all that we're doing
1:13:04.520 --> 1:13:06.800
is fitting functions to data.
1:13:06.800 --> 1:13:11.800
And when the data we see is not from the same distribution
1:13:12.160 --> 1:13:14.080
or even if there are some times
1:13:14.080 --> 1:13:16.800
that it is very close to distribution
1:13:16.800 --> 1:13:20.240
but because of the way we train it with limited samples,
1:13:20.240 --> 1:13:23.880
we then get to this stage where we just don't see
1:13:23.880 --> 1:13:27.760
generalization as much as we can generalize.
1:13:27.760 --> 1:13:31.240
And I think adversarial examples are a clear example of this
1:13:31.240 --> 1:13:34.640
but if you study machine learning and literature
1:13:34.640 --> 1:13:38.320
and the reason why SVMs came very popular
1:13:38.320 --> 1:13:39.720
were because they were dealing
1:13:39.720 --> 1:13:42.400
and they had some guarantees about generalization
1:13:42.400 --> 1:13:45.600
which is unseen data or out of distribution
1:13:45.600 --> 1:13:47.000
or even within distribution
1:13:47.000 --> 1:13:49.760
where you take an image adding a bit of noise,
1:13:49.760 --> 1:13:51.280
these models fail.
1:13:51.280 --> 1:13:56.280
So I think really I don't see a lot of progress
1:13:56.280 --> 1:14:00.800
on generalization in the strong generalization sense
1:14:00.800 --> 1:14:01.880
of the word.
1:14:01.880 --> 1:14:05.280
I think our neural networks,
1:14:05.280 --> 1:14:08.000
you can always find design examples
1:14:08.000 --> 1:14:11.000
that will make their outputs arbitrary
1:14:11.000 --> 1:14:16.000
which is not good because we humans would never be fooled
1:14:16.000 --> 1:14:19.920
by these kind of images or manipulation of the image.
1:14:19.920 --> 1:14:21.720
And if you look at the mathematics,
1:14:21.720 --> 1:14:23.960
you kind of understand this is a bunch of matrices
1:14:23.960 --> 1:14:27.320
multiplied together, there's probably numerics
1:14:27.320 --> 1:14:30.880
and instability that you can just find corner cases.
1:14:30.880 --> 1:14:34.560
So I think that's really the underlying topic
1:14:34.560 --> 1:14:38.760
many times we see when even at the grand stage
1:14:38.760 --> 1:14:40.840
of like during test generalization,
1:14:40.840 --> 1:14:44.560
I mean, if you start, I mean, passing the during test,
1:14:44.560 --> 1:14:47.920
should it be in English or should it be in any language?
1:14:47.920 --> 1:14:52.320
I mean, as a human, if you ask something
1:14:52.320 --> 1:14:54.120
in a different language, you actually will go
1:14:54.120 --> 1:14:56.280
and do some research and try to translate it
1:14:56.280 --> 1:15:01.080
and so on, should the during test include that, right?
1:15:01.080 --> 1:15:02.920
And it's really a difficult problem
1:15:02.920 --> 1:15:05.360
and very fascinating and very mysterious actually.
1:15:05.360 --> 1:15:06.320
Yeah, absolutely.
1:15:06.320 --> 1:15:09.120
But do you think it's, if you were to try to solve it,
1:15:10.520 --> 1:15:14.280
can you not grow the size of data intelligently
1:15:14.280 --> 1:15:17.400
in such a way that the distribution of your training set
1:15:17.400 --> 1:15:20.360
does include the entirety of the testing set?
1:15:20.360 --> 1:15:21.800
I think is that one path?
1:15:21.800 --> 1:15:23.880
The other path is totally a new methodology.
1:15:23.880 --> 1:15:25.000
That's not statistical.
1:15:25.000 --> 1:15:27.080
So a path that has worked well
1:15:27.080 --> 1:15:29.880
and it worked well in StarCraft and in machine translation
1:15:29.880 --> 1:15:32.800
and in language is scaling up the data and the model.
1:15:32.800 --> 1:15:37.400
And that's kind of been maybe the only single formula
1:15:37.400 --> 1:15:40.440
that still delivers today in deep learning, right?
1:15:40.440 --> 1:15:44.080
It's that scale, data scale and model scale
1:15:44.080 --> 1:15:47.080
really do more and more of the things that we thought,
1:15:47.080 --> 1:15:49.240
oh, there's no way it can generalize to these
1:15:49.240 --> 1:15:51.360
or there's no way it can generalize to that.
1:15:51.360 --> 1:15:54.840
But I don't think fundamentally it will be solved with this.
1:15:54.840 --> 1:15:58.960
And for instance, I'm really liking some style
1:15:58.960 --> 1:16:02.120
or approach that would not only have neural networks
1:16:02.120 --> 1:16:06.400
but it would have programs or some discrete decision making
1:16:06.400 --> 1:16:09.760
because there is where I feel there's a bit more,
1:16:09.760 --> 1:16:12.200
like, I mean, the example of the best example,
1:16:12.200 --> 1:16:14.680
I think for understanding this is,
1:16:14.680 --> 1:16:17.640
I also worked a bit on, oh, like we can learn an algorithm
1:16:17.640 --> 1:16:18.840
with a neural network, right?
1:16:18.840 --> 1:16:20.160
So you give it many examples
1:16:20.160 --> 1:16:22.880
and it's gonna sort the input numbers
1:16:22.880 --> 1:16:24.440
or something like that.
1:16:24.440 --> 1:16:29.520
But really, strong generalization is you give me some numbers
1:16:29.520 --> 1:16:32.360
or you ask me to create an algorithm that sorts numbers
1:16:32.360 --> 1:16:34.760
and instead of creating a neural net which will be fragile
1:16:34.760 --> 1:16:38.000
because it's gonna go out of range at some point,
1:16:38.000 --> 1:16:40.400
you're gonna give it numbers that are too large,
1:16:40.400 --> 1:16:42.680
too small and whatnot, you just,
1:16:42.680 --> 1:16:46.400
if you just create a piece of code that sorts the numbers,
1:16:46.400 --> 1:16:48.760
then you can prove that that will generalize
1:16:48.760 --> 1:16:52.040
to absolutely all the possible inputs you could give.
1:16:52.040 --> 1:16:53.920
So I think that's, the problem comes
1:16:53.920 --> 1:16:56.000
with some exciting prospects.
1:16:56.000 --> 1:16:59.560
I mean, scale is a bit more boring, but it really works.
1:16:59.560 --> 1:17:02.960
And then maybe programs and discrete abstractions
1:17:02.960 --> 1:17:04.920
are a bit less developed,
1:17:04.920 --> 1:17:07.520
but clearly I think they're quite exciting
1:17:07.520 --> 1:17:10.000
in terms of future for the field.
1:17:10.000 --> 1:17:13.560
Do you draw any insight wisdom from the 80s
1:17:13.560 --> 1:17:17.000
and expert systems and symbolic systems, symbolic computing?
1:17:17.000 --> 1:17:18.920
Do you ever go back to those,
1:17:18.920 --> 1:17:20.800
the reasoning, that kind of logic?
1:17:20.800 --> 1:17:23.200
Do you think that might make a comeback?
1:17:23.200 --> 1:17:25.000
You'll have to dust off those books?
1:17:25.000 --> 1:17:30.000
Yeah, I actually love actually adding more inductive biases.
1:17:31.360 --> 1:17:34.360
To me, the problem really is what are you trying to solve?
1:17:34.360 --> 1:17:36.560
If what you're trying to solve is so important
1:17:36.560 --> 1:17:39.240
that try to solve it no matter what,
1:17:39.240 --> 1:17:44.240
then absolutely use rules, use domain knowledge
1:17:44.280 --> 1:17:46.960
and then use a bit of the magic of machine learning
1:17:46.960 --> 1:17:50.160
to empower or to make the system as the best system
1:17:50.160 --> 1:17:55.160
that will detect cancer or detect weather patterns, right?
1:17:56.080 --> 1:17:59.160
Or in terms of StarCraft, it also was a very big challenge.
1:17:59.160 --> 1:18:01.320
So I was definitely happy
1:18:01.320 --> 1:18:04.560
that if we had to cut a corner here and there,
1:18:04.560 --> 1:18:06.920
it could have been interesting to do.
1:18:06.920 --> 1:18:08.400
And in fact, in StarCraft,
1:18:08.400 --> 1:18:10.600
we start thinking about expert systems
1:18:10.600 --> 1:18:12.840
because it's a very, you can define,
1:18:12.840 --> 1:18:15.120
I mean, people actually build StarCraft bots
1:18:15.120 --> 1:18:18.720
by thinking about those principles like state machines
1:18:18.720 --> 1:18:21.600
and rule based and then you could think
1:18:21.600 --> 1:18:24.520
of combining a bit of a rule based system,
1:18:24.520 --> 1:18:27.480
but that has also neural networks incorporated
1:18:27.480 --> 1:18:29.080
to make it generalize a bit better.
1:18:29.080 --> 1:18:31.840
So absolutely, I mean, we should definitely go back
1:18:31.840 --> 1:18:35.440
to those ideas and anything that makes the problem simpler.
1:18:35.440 --> 1:18:38.040
As long as your problem is important, that's okay.
1:18:38.040 --> 1:18:41.080
And that's research driving a very important problem.
1:18:41.080 --> 1:18:42.160
And on the other hand,
1:18:42.160 --> 1:18:45.240
if you wanna really focus on the limits
1:18:45.240 --> 1:18:47.240
of reinforcement learning, then of course,
1:18:47.240 --> 1:18:50.800
you must try not to look at imitation data
1:18:50.800 --> 1:18:54.200
or to look for some rules of the domain
1:18:54.200 --> 1:18:57.040
that would help a lot or even feature engineering, right?
1:18:57.040 --> 1:19:00.760
So this is a tension that depending on what you do,
1:19:00.760 --> 1:19:03.360
I think both ways are definitely fine.
1:19:03.360 --> 1:19:06.080
And I would never not do one or the other
1:19:06.080 --> 1:19:08.040
if you're, as long as what you're doing
1:19:08.040 --> 1:19:10.080
is important and needs to be solved, right?
1:19:10.080 --> 1:19:13.520
All right, so there's a bunch of different ideas
1:19:13.520 --> 1:19:16.920
that you've developed that I really enjoy.
1:19:16.920 --> 1:19:21.920
But one is translating from image captioning,
1:19:22.240 --> 1:19:23.960
translating from image to text.
1:19:23.960 --> 1:19:28.720
Just another beautiful idea, I think,
1:19:28.720 --> 1:19:33.240
that resonates throughout your work, actually.
1:19:33.240 --> 1:19:36.760
So the underlying nature of reality being language always.
1:19:36.760 --> 1:19:37.680
Yeah, somehow.
1:19:37.680 --> 1:19:42.520
So what's the connection between images and text?
1:19:42.520 --> 1:19:45.880
Or rather the visual world and the world of language
1:19:45.880 --> 1:19:46.720
in your view?
1:19:46.720 --> 1:19:51.480
Right, so I think a piece of research that's been central
1:19:51.480 --> 1:19:54.400
to, I would say, even extending into StarCraft
1:19:54.400 --> 1:19:57.680
is this idea of sequence to sequence learning,
1:19:57.680 --> 1:19:59.840
which what we really meant by that
1:19:59.840 --> 1:20:03.520
is that you can now really input anything
1:20:03.520 --> 1:20:06.160
to a neural network as the input X
1:20:06.160 --> 1:20:09.600
and then the neural network will learn a function F
1:20:09.600 --> 1:20:12.840
that will take X as an input and produce any output Y.
1:20:12.840 --> 1:20:16.240
And these X and Ys don't need to be like static
1:20:16.240 --> 1:20:21.240
or like a feature, like a fixed vectors
1:20:21.240 --> 1:20:22.240
or anything like that.
1:20:22.240 --> 1:20:23.800
It could be really sequences
1:20:23.800 --> 1:20:26.600
and now beyond like data structures, right?
1:20:26.600 --> 1:20:31.600
So that paradigm was tested in a very interesting way
1:20:31.600 --> 1:20:35.760
when we moved from translating French to English
1:20:35.760 --> 1:20:37.960
to translating an image to its caption.
1:20:37.960 --> 1:20:40.760
But the beauty of it is that really,
1:20:40.760 --> 1:20:42.160
and that's actually how it happened.
1:20:42.160 --> 1:20:45.240
I ran, I changed a line of code in this thing
1:20:45.240 --> 1:20:47.520
that was doing machine translation
1:20:47.520 --> 1:20:51.800
and I came the next day and I saw how it was producing
1:20:51.800 --> 1:20:54.200
captions that seemed like, oh my God,
1:20:54.200 --> 1:20:56.040
this is really, really working.
1:20:56.040 --> 1:20:57.560
And the principle is the same, right?
1:20:57.560 --> 1:21:02.560
So I think I don't see text, vision, speech, way forms
1:21:02.560 --> 1:21:07.560
as something different, as long as you basically learn
1:21:08.120 --> 1:21:13.120
a function that will vectorize these into,
1:21:13.480 --> 1:21:17.480
and then after we vectorize it, we can then use transformers,
1:21:17.480 --> 1:21:21.160
LSTMs, whatever the flavor of the month of the model is.
1:21:21.160 --> 1:21:24.280
And then as long as we have enough supervised data,
1:21:24.280 --> 1:21:28.280
really this formula will work and will keep working,
1:21:28.280 --> 1:21:30.280
I believe to some extent.
1:21:30.280 --> 1:21:33.360
Model of these generalization issues that I mentioned before.
1:21:33.360 --> 1:21:35.400
So, but the task there is to vectorize
1:21:35.400 --> 1:21:37.880
sort of form a representation that's meaningful,
1:21:37.880 --> 1:21:41.400
and your intuition now, having worked with all this media,
1:21:41.400 --> 1:21:45.240
is that once you are able to form that representation,
1:21:45.240 --> 1:21:47.960
you could basically take anything, any sequence.
1:21:48.960 --> 1:21:51.240
Is there, going back to StarCraft,
1:21:51.240 --> 1:21:52.800
is there limits on the length?
1:21:54.080 --> 1:21:57.960
So we didn't really touch on the long term aspect.
1:21:57.960 --> 1:22:01.640
How did you overcome the whole really long term aspect
1:22:01.640 --> 1:22:02.480
of things here?
1:22:02.480 --> 1:22:03.920
Is there some tricks or is it?
1:22:03.920 --> 1:22:07.000
So the main trick, so StarCraft,
1:22:07.000 --> 1:22:09.360
if you look at absolutely every frame,
1:22:09.360 --> 1:22:11.120
you might think it's quite a long game.
1:22:11.120 --> 1:22:14.440
So we would have to multiply 22 times,
1:22:15.600 --> 1:22:18.200
60 seconds per minute times maybe
1:22:18.200 --> 1:22:20.360
at least 10 minutes per game on average.
1:22:20.360 --> 1:22:24.160
So there are quite a few frames,
1:22:24.160 --> 1:22:26.600
but the trick really was to,
1:22:26.600 --> 1:22:30.760
only observe, in fact, which might be seen as a limitation,
1:22:30.760 --> 1:22:33.600
but it is also a computational advantage.
1:22:33.600 --> 1:22:36.040
Only observe when you act.
1:22:36.040 --> 1:22:38.440
And then what the neural network decides
1:22:38.440 --> 1:22:42.200
is what is the gap gonna be until the next action?
1:22:43.200 --> 1:22:46.520
And if you look at most StarCraft games
1:22:46.520 --> 1:22:50.200
that we have in the data set that Blizzard provided,
1:22:50.200 --> 1:22:54.720
it turns out that most games are actually only,
1:22:54.720 --> 1:22:56.720
I mean, it is still a long sequence,
1:22:56.720 --> 1:23:00.720
but it's maybe like 1,000 to 1,500 actions,
1:23:00.720 --> 1:23:04.720
which if you start looking at LSTMs,
1:23:04.720 --> 1:23:07.720
large LSTMs, transformers,
1:23:07.720 --> 1:23:10.720
it's not that difficult,
1:23:10.720 --> 1:23:13.720
especially if you have supervised learning.
1:23:13.720 --> 1:23:15.720
If you had to do it with reinforcement learning,
1:23:15.720 --> 1:23:16.720
the credit assignment problem,
1:23:16.720 --> 1:23:18.720
what is it that in this game that made you win?
1:23:18.720 --> 1:23:20.720
That would be really difficult.
1:23:20.720 --> 1:23:23.720
But thankfully, because of imitation learning,
1:23:23.720 --> 1:23:26.720
we didn't kind of have to deal with this directly.
1:23:26.720 --> 1:23:28.720
Although if we had to, we tried it,
1:23:28.720 --> 1:23:30.720
and what happened is you just take all your workers
1:23:30.720 --> 1:23:32.720
and attack with them.
1:23:32.720 --> 1:23:35.720
And that sort of is kind of obvious in retrospect,
1:23:35.720 --> 1:23:37.720
because you start trying random actions.
1:23:37.720 --> 1:23:39.720
One of the actions will be a worker
1:23:39.720 --> 1:23:40.720
that goes to the enemy base,
1:23:40.720 --> 1:23:42.720
and because it's self play,
1:23:42.720 --> 1:23:44.720
it's not gonna know how to defend,
1:23:44.720 --> 1:23:46.720
because it basically doesn't know almost anything.
1:23:46.720 --> 1:23:48.720
And eventually what you develop is this,
1:23:48.720 --> 1:23:51.720
take all workers and attack,
1:23:51.720 --> 1:23:54.720
because the credit assignment issue in our rally
1:23:54.720 --> 1:23:55.720
is really, really hard.
1:23:55.720 --> 1:23:57.720
I do believe we could do better,
1:23:57.720 --> 1:24:00.720
and that's maybe a research challenge for the future.
1:24:00.720 --> 1:24:03.720
But yeah, even in StarCraft,
1:24:03.720 --> 1:24:05.720
the sequences are maybe 1,000,
1:24:05.720 --> 1:24:08.720
which I believe is within the realm
1:24:08.720 --> 1:24:10.720
of what transformers can do.
1:24:10.720 --> 1:24:13.720
Yeah, I guess the difference between StarCraft and Go
1:24:13.720 --> 1:24:15.720
is in Go and chess,
1:24:15.720 --> 1:24:17.720
stuff starts happening right away.
1:24:17.720 --> 1:24:18.720
Right.
1:24:18.720 --> 1:24:21.720
Yeah, it's pretty easy to self play,
1:24:21.720 --> 1:24:23.720
not easy, but to self play is possible
1:24:23.720 --> 1:24:25.720
to develop reasonable strategies quickly
1:24:25.720 --> 1:24:27.720
as opposed to StarCraft.
1:24:27.720 --> 1:24:29.720
In Go, there's only 400 actions,
1:24:29.720 --> 1:24:32.720
but one action is what people would call
1:24:32.720 --> 1:24:34.720
the God action that would be,
1:24:34.720 --> 1:24:37.720
if you had expanded the whole search tree,
1:24:37.720 --> 1:24:39.720
that's the best action if you did minimax
1:24:39.720 --> 1:24:41.720
or whatever algorithm you would do
1:24:41.720 --> 1:24:43.720
if you had the computational capacity.
1:24:43.720 --> 1:24:45.720
But in StarCraft,
1:24:45.720 --> 1:24:48.720
400 is minuscule.
1:24:48.720 --> 1:24:51.720
In 400, you couldn't even click
1:24:51.720 --> 1:24:53.720
on the pixels around a unit, right?
1:24:53.720 --> 1:24:55.720
So I think the problem there
1:24:55.720 --> 1:24:58.720
is in terms of action space size
1:24:58.720 --> 1:25:00.720
is way harder,
1:25:00.720 --> 1:25:03.720
and that search is impossible.
1:25:03.720 --> 1:25:05.720
So there's quite a few challenges indeed
1:25:05.720 --> 1:25:08.720
that make this kind of a step up
1:25:08.720 --> 1:25:10.720
in terms of machine learning.
1:25:10.720 --> 1:25:12.720
For humans, maybe playing StarCraft
1:25:12.720 --> 1:25:14.720
seems more intuitive
1:25:14.720 --> 1:25:16.720
because it looks real,
1:25:16.720 --> 1:25:18.720
the graphics and everything moves smoothly,
1:25:18.720 --> 1:25:20.720
whereas I don't know how to...
1:25:20.720 --> 1:25:22.720
Go is a game that I wouldn't really need to study.
1:25:22.720 --> 1:25:24.720
It feels quite complicated,
1:25:24.720 --> 1:25:26.720
but for machines, maybe it's the reverse, yes.
1:25:26.720 --> 1:25:28.720
Which shows you the gap, actually,
1:25:28.720 --> 1:25:30.720
between deep learning and however the heck
1:25:30.720 --> 1:25:32.720
our brains work.
1:25:32.720 --> 1:25:35.720
So you developed a lot of really interesting ideas.
1:25:35.720 --> 1:25:37.720
It's interesting to just ask,
1:25:37.720 --> 1:25:40.720
what's your process of developing new ideas?
1:25:40.720 --> 1:25:42.720
Do you like brainstorming with others?
1:25:42.720 --> 1:25:44.720
Do you like thinking alone?
1:25:44.720 --> 1:25:46.720
Do you like...
1:25:46.720 --> 1:25:48.720
Like what was it?
1:25:48.720 --> 1:25:50.720
Ian Goodfellow said he came up with Gans
1:25:50.720 --> 1:25:52.720
after a few beers.
1:25:52.720 --> 1:25:54.720
He thinks beers are essential
1:25:54.720 --> 1:25:56.720
for coming up with new ideas.
1:25:56.720 --> 1:25:58.720
We had beers to decide to play another game
1:25:58.720 --> 1:26:00.720
of StarCraft after a week,
1:26:00.720 --> 1:26:02.720
so it's really similar to that story.
1:26:02.720 --> 1:26:04.720
Actually, I explained this
1:26:04.720 --> 1:26:06.720
in a deep mind retreat,
1:26:06.720 --> 1:26:08.720
and I said this is the same as the Gans story.
1:26:08.720 --> 1:26:10.720
I mean, we were on a bar and we decided,
1:26:10.720 --> 1:26:12.720
we were on a week and that's what happened.
1:26:12.720 --> 1:26:14.720
I feel like we're giving the wrong message
1:26:14.720 --> 1:26:16.720
to young undergrads.
1:26:16.720 --> 1:26:18.720
But in general, do you like brainstorming?
1:26:18.720 --> 1:26:20.720
Do you like thinking alone, working stuff out?
1:26:20.720 --> 1:26:22.720
So I think throughout the years
1:26:22.720 --> 1:26:24.720
also things changed, right?
1:26:24.720 --> 1:26:26.720
So initially, I was
1:26:26.720 --> 1:26:28.720
very fortunate to be
1:26:28.720 --> 1:26:30.720
with great minds like
1:26:30.720 --> 1:26:32.720
Jeff Hinton,
1:26:32.720 --> 1:26:34.720
Jeff Dean, Ilya Tsutskiber.
1:26:34.720 --> 1:26:36.720
I was really fortunate to join Brain
1:26:36.720 --> 1:26:38.720
at a very good time.
1:26:38.720 --> 1:26:40.720
At that point, ideas,
1:26:40.720 --> 1:26:42.720
I was just kind of brainstorming with my colleagues
1:26:42.720 --> 1:26:44.720
and learned a lot,
1:26:44.720 --> 1:26:46.720
and keep learning is actually
1:26:46.720 --> 1:26:48.720
something you should never stop doing, right?
1:26:48.720 --> 1:26:50.720
So learning implies
1:26:50.720 --> 1:26:52.720
reading papers and also discussing ideas
1:26:52.720 --> 1:26:54.720
with others. It's very hard
1:26:54.720 --> 1:26:56.720
at some point to not communicate
1:26:56.720 --> 1:26:58.720
that being reading a paper from someone
1:26:58.720 --> 1:27:00.720
or actually discussing, right?
1:27:00.720 --> 1:27:02.720
So definitely
1:27:02.720 --> 1:27:04.720
that communication aspect
1:27:04.720 --> 1:27:06.720
needs to be there, whether it's written
1:27:06.720 --> 1:27:08.720
or oral.
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
1:27:12.720 --> 1:27:14.720
about what research to do.
1:27:14.720 --> 1:27:16.720
So I was describing
1:27:16.720 --> 1:27:18.720
a little bit this sort of tension between
1:27:18.720 --> 1:27:20.720
research for the sake of research,
1:27:20.720 --> 1:27:22.720
and then you have, on the other hand,
1:27:22.720 --> 1:27:24.720
applications that can drive the research, right?
1:27:24.720 --> 1:27:26.720
And honestly,
1:27:26.720 --> 1:27:28.720
the formula that has worked best for me is
1:27:28.720 --> 1:27:30.720
just find a hard problem
1:27:30.720 --> 1:27:32.720
and then try to
1:27:32.720 --> 1:27:34.720
see how research fits into it,
1:27:34.720 --> 1:27:36.720
how it doesn't fit into it,
1:27:36.720 --> 1:27:38.720
and then you must innovate.
1:27:38.720 --> 1:27:40.720
So I think machine translation
1:27:40.720 --> 1:27:42.720
drove sequence to sequence.
1:27:42.720 --> 1:27:44.720
Then maybe
1:27:44.720 --> 1:27:46.720
learning algorithms
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
1:27:52.720 --> 1:27:54.720
imitation learning and the Alpha Star League.
1:27:54.720 --> 1:27:56.720
So that's been a formula
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,
1:28:00.720 --> 1:28:02.720
and I see it succeed a lot of the times
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
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
1:28:16.720 --> 1:28:18.720
environment to try things.
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,
1:28:24.720 --> 1:28:26.720
both at Brain, at DeepMind,
1:28:26.720 --> 1:28:28.720
and obviously as a PhD.
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
1:28:36.720 --> 1:28:38.720
guiding not only
1:28:38.720 --> 1:28:40.720
your own goals, but
1:28:40.720 --> 1:28:42.720
other people's goals
1:28:42.720 --> 1:28:44.720
to the next breakthrough, so
1:28:44.720 --> 1:28:46.720
you must really kind of understand
1:28:46.720 --> 1:28:48.720
this feasibility also
1:28:48.720 --> 1:28:50.720
as we were discussing before, right?
1:28:50.720 --> 1:28:52.720
Whether this domain is ready
1:28:52.720 --> 1:28:54.720
to be tackled or not, and you don't want
1:28:54.720 --> 1:28:56.720
to be too early, you obviously don't want
1:28:56.720 --> 1:28:58.720
to be too late, so it's really interesting
1:28:58.720 --> 1:29:00.720
this strategic component of research,
1:29:00.720 --> 1:29:02.720
which I think as a grad student
1:29:02.720 --> 1:29:04.720
I just had no idea,
1:29:04.720 --> 1:29:06.720
I just read papers and discussed
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
1:29:12.720 --> 1:29:14.720
fit forward to success, how it looks like
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
1:29:30.720 --> 1:29:32.720
on really hard problems, stepping right in
1:29:32.720 --> 1:29:34.720
and then being super skeptical about
1:29:34.720 --> 1:29:36.720
being able to solve the problem.
1:29:36.720 --> 1:29:38.720
I mean, there's a
1:29:38.720 --> 1:29:40.720
balance of both, right? There's a silly
1:29:40.720 --> 1:29:42.720
optimism
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
1:29:48.720 --> 1:29:50.720
is why it's good to have a team of people
1:29:50.720 --> 1:29:52.720
that balance that.
1:29:52.720 --> 1:29:54.720
You don't do that on your own, you have both
1:29:54.720 --> 1:29:56.720
mentors that have seen
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.
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
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
1:30:08.720 --> 1:30:10.720
and I'm just following his lead, which
1:30:10.720 --> 1:30:12.720
is great because he's brilliant, right?
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
1:30:18.720 --> 1:30:20.720
be surrounded by people
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
1:30:28.720 --> 1:30:30.720
who actually
1:30:30.720 --> 1:30:32.720
have an idea that I might not think it's good
1:30:32.720 --> 1:30:34.720
but if I give them the space to try it
1:30:34.720 --> 1:30:36.720
I've been proven wrong many, many times
1:30:36.720 --> 1:30:38.720
as well. So, that's great.
1:30:38.720 --> 1:30:40.720
I think it's...
1:30:40.720 --> 1:30:42.720
Your colleagues are more important than yourself
1:30:42.720 --> 1:30:44.720
I think so.
1:30:44.720 --> 1:30:46.720
Now, let's real quick
1:30:46.720 --> 1:30:48.720
talk about another impossible problem.
1:30:48.720 --> 1:30:50.720
AGI.
1:30:50.720 --> 1:30:52.720
What do you think it takes to build a system
1:30:52.720 --> 1:30:54.720
that's human level intelligence?
1:30:54.720 --> 1:30:56.720
We talked a little bit about the touring test, StarCraft
1:30:56.720 --> 1:30:58.720
all these have echoes of general intelligence
1:30:58.720 --> 1:31:00.720
but if you think about
1:31:00.720 --> 1:31:02.720
just something that you would sit back
1:31:02.720 --> 1:31:04.720
and say, wow, this is
1:31:04.720 --> 1:31:06.720
really something that resembles
1:31:06.720 --> 1:31:08.720
human level intelligence, what do you think it takes
1:31:08.720 --> 1:31:10.720
to build that?
1:31:10.720 --> 1:31:12.720
So, I find that
1:31:12.720 --> 1:31:14.720
AGI oftentimes is maybe not
1:31:14.720 --> 1:31:16.720
very well defined
1:31:16.720 --> 1:31:18.720
so what I'm trying to
1:31:18.720 --> 1:31:20.720
then come up with for myself is
1:31:20.720 --> 1:31:22.720
what would be a result
1:31:22.720 --> 1:31:24.720
look like that
1:31:24.720 --> 1:31:26.720
you would start to believe that
1:31:26.720 --> 1:31:28.720
you would have agents or neural nets
1:31:28.720 --> 1:31:30.720
that no longer sort of overfit
1:31:30.720 --> 1:31:32.720
to a single task, right?
1:31:32.720 --> 1:31:34.720
But actually
1:31:34.720 --> 1:31:36.720
kind of learn
1:31:36.720 --> 1:31:38.720
the skill of learning, so to speak
1:31:38.720 --> 1:31:40.720
and that actually is a field that I
1:31:40.720 --> 1:31:42.720
am fascinated by which is
1:31:42.720 --> 1:31:44.720
the learning to learn or meta learning
1:31:44.720 --> 1:31:46.720
which is about no longer
1:31:46.720 --> 1:31:48.720
learning about a single domain
1:31:48.720 --> 1:31:50.720
so you can think about the learning algorithm
1:31:50.720 --> 1:31:52.720
itself is general, right?
1:31:52.720 --> 1:31:54.720
So the same formula we applied for
1:31:54.720 --> 1:31:56.720
Alpha Star or StarCraft
1:31:56.720 --> 1:31:58.720
we can now apply to kind of almost any
1:31:58.720 --> 1:32:00.720
video game or you could apply to
1:32:00.720 --> 1:32:02.720
many other problems and domains
1:32:02.720 --> 1:32:04.720
but the algorithm
1:32:04.720 --> 1:32:06.720
is what's kind of generalizing
1:32:06.720 --> 1:32:08.720
but the neural network, the weights
1:32:08.720 --> 1:32:10.720
those weights are useless even
1:32:10.720 --> 1:32:12.720
to play another race, right? I train
1:32:12.720 --> 1:32:14.720
a network to play very well at PROTOS vs PROTOS
1:32:14.720 --> 1:32:16.720
I need to throw away those weights
1:32:16.720 --> 1:32:18.720
if I want to play
1:32:18.720 --> 1:32:20.720
now Terran vs Terran
1:32:20.720 --> 1:32:22.720
I would need to retrain
1:32:22.720 --> 1:32:24.720
a network from scratch with the same algorithm
1:32:24.720 --> 1:32:26.720
that's beautiful but the network
1:32:26.720 --> 1:32:28.720
itself will not be useful
1:32:28.720 --> 1:32:30.720
so I think when I, if I see
1:32:30.720 --> 1:32:32.720
an approach that
1:32:32.720 --> 1:32:34.720
can absorb or start
1:32:34.720 --> 1:32:36.720
solving new problems
1:32:36.720 --> 1:32:38.720
without the need to kind of restart
1:32:38.720 --> 1:32:40.720
the process I think that
1:32:40.720 --> 1:32:42.720
to me would be a nice way to define
1:32:42.720 --> 1:32:44.720
some form of AGI
1:32:44.720 --> 1:32:46.720
again, I don't know
1:32:46.720 --> 1:32:48.720
the grandiose like age, I mean
1:32:48.720 --> 1:32:50.720
during tests we solve before AGI
1:32:50.720 --> 1:32:52.720
I mean, I don't know, I think concretely
1:32:52.720 --> 1:32:54.720
I would like to see clearly
1:32:54.720 --> 1:32:56.720
that meta learning happen
1:32:56.720 --> 1:32:58.720
meaning there is
1:32:58.720 --> 1:33:00.720
an architecture or a network
1:33:00.720 --> 1:33:02.720
that as it sees new problem
1:33:02.720 --> 1:33:04.720
or new data it solves it
1:33:04.720 --> 1:33:06.720
and to make it
1:33:06.720 --> 1:33:08.720
kind of a benchmark it should
1:33:08.720 --> 1:33:10.720
solve it at the same speed that we do solve
1:33:10.720 --> 1:33:12.720
new problems when I define
1:33:12.720 --> 1:33:14.720
a new object and you have to recognize it
1:33:14.720 --> 1:33:16.720
when you start playing a new game
1:33:16.720 --> 1:33:18.720
you played all the Atari games but now you play a new Atari game
1:33:18.720 --> 1:33:20.720
well, you're going to be
1:33:20.720 --> 1:33:22.720
pretty quickly pretty good at the game
1:33:22.720 --> 1:33:24.720
so that's perhaps
1:33:24.720 --> 1:33:26.720
what's the domain and what's the exact benchmark
1:33:26.720 --> 1:33:28.720
it's a bit difficult, I think as a community
1:33:28.720 --> 1:33:30.720
we might need to do some work to define it
1:33:32.720 --> 1:33:34.720
but I think this first step
1:33:34.720 --> 1:33:36.720
I could see it happen relatively soon
1:33:36.720 --> 1:33:38.720
but then the whole
1:33:38.720 --> 1:33:40.720
what AGI means and so on
1:33:40.720 --> 1:33:42.720
I am a bit more confused about
1:33:42.720 --> 1:33:44.720
what I think people mean different things
1:33:44.720 --> 1:33:46.720
there's an emotional psychological level
1:33:48.720 --> 1:33:50.720
that
1:33:50.720 --> 1:33:52.720
like even the Turing test, passing the Turing test
1:33:52.720 --> 1:33:54.720
is something that we just pass judgment
1:33:54.720 --> 1:33:56.720
on as human beings what it means to be
1:33:56.720 --> 1:33:58.720
you know, as a
1:33:58.720 --> 1:34:00.720
as a dog
1:34:00.720 --> 1:34:02.720
an AGI system
1:34:02.720 --> 1:34:04.720
like what level, what does it mean
1:34:04.720 --> 1:34:06.720
what does it mean
1:34:06.720 --> 1:34:08.720
but I like the generalization
1:34:08.720 --> 1:34:10.720
and maybe as a community we converge towards
1:34:10.720 --> 1:34:12.720
a group of domains
1:34:12.720 --> 1:34:14.720
that are sufficiently far away
1:34:14.720 --> 1:34:16.720
that would be really damn impressive
1:34:16.720 --> 1:34:18.720
if we're able to generalize
1:34:18.720 --> 1:34:20.720
so perhaps not as close as Protoss and Zerg
1:34:20.720 --> 1:34:22.720
but like Wikipedia
1:34:22.720 --> 1:34:24.720
that would be a good step
1:34:24.720 --> 1:34:26.720
and then a really good step
1:34:26.720 --> 1:34:28.720
but then from Starcraft to Wikipedia
1:34:28.720 --> 1:34:30.720
and back
1:34:30.720 --> 1:34:32.720
that kind of thing
1:34:32.720 --> 1:34:34.720
and that feels also quite hard and far
1:34:34.720 --> 1:34:36.720
I think this
1:34:36.720 --> 1:34:38.720
as long as you put the benchmark out
1:34:38.720 --> 1:34:40.720
as we discovered for instance with ImageNet
1:34:40.720 --> 1:34:42.720
then tremendous progress can be had
1:34:42.720 --> 1:34:44.720
so I think maybe there's a lack of
1:34:44.720 --> 1:34:46.720
benchmark
1:34:46.720 --> 1:34:48.720
but I'm sure we'll find one and the community
1:34:48.720 --> 1:34:50.720
will then work towards that
1:34:52.720 --> 1:34:54.720
and then beyond what AGI might mean
1:34:54.720 --> 1:34:56.720
or would imply
1:34:56.720 --> 1:34:58.720
I really am hopeful to see
1:34:58.720 --> 1:35:00.720
basically machine learning
1:35:00.720 --> 1:35:02.720
or AI just scaling up
1:35:02.720 --> 1:35:04.720
and helping
1:35:04.720 --> 1:35:06.720
people that might not have the resources
1:35:06.720 --> 1:35:08.720
to hire an assistant
1:35:08.720 --> 1:35:10.720
or that
1:35:10.720 --> 1:35:12.720
they might not even know what the weather is like
1:35:12.720 --> 1:35:14.720
but so I think there's
1:35:14.720 --> 1:35:16.720
in terms of the impact
1:35:16.720 --> 1:35:18.720
the positive impact of AI
1:35:18.720 --> 1:35:20.720
I think that's maybe what we should also
1:35:20.720 --> 1:35:22.720
not lose focus
1:35:22.720 --> 1:35:24.720
the research community building AGI
1:35:24.720 --> 1:35:26.720
that's a real nice goal
1:35:26.720 --> 1:35:28.720
and I think the way that DeepMind puts it
1:35:28.720 --> 1:35:30.720
is and then use it to solve everything else
1:35:30.720 --> 1:35:32.720
so I think we should paralyze
1:35:32.720 --> 1:35:34.720
yeah we shouldn't forget
1:35:34.720 --> 1:35:36.720
of all the positive things that are actually
1:35:36.720 --> 1:35:38.720
coming out of AI already and are going
1:35:38.720 --> 1:35:40.720
to be coming out
1:35:40.720 --> 1:35:42.720
right
1:35:42.720 --> 1:35:44.720
and then let me ask
1:35:44.720 --> 1:35:46.720
relative to popular perception
1:35:46.720 --> 1:35:48.720
do you have any worry about the existential
1:35:48.720 --> 1:35:50.720
threat of artificial intelligence
1:35:50.720 --> 1:35:52.720
in the near or far future
1:35:52.720 --> 1:35:54.720
that some people have
1:35:54.720 --> 1:35:56.720
I think in the near future
1:35:56.720 --> 1:35:58.720
I'm skeptical so I hope
1:35:58.720 --> 1:36:00.720
I'm not wrong but
1:36:00.720 --> 1:36:02.720
I'm not concerned
1:36:02.720 --> 1:36:04.720
but I appreciate efforts
1:36:04.720 --> 1:36:06.720
ongoing efforts
1:36:06.720 --> 1:36:08.720
and even like a whole research field on
1:36:08.720 --> 1:36:10.720
AI safety emerging and in conferences
1:36:10.720 --> 1:36:12.720
and so on I think that's great
1:36:12.720 --> 1:36:14.720
in the long term
1:36:14.720 --> 1:36:16.720
I really hope we
1:36:16.720 --> 1:36:18.720
just can simply
1:36:18.720 --> 1:36:20.720
have the benefits outweigh the potential dangers
1:36:20.720 --> 1:36:22.720
I am hopeful for that
1:36:22.720 --> 1:36:24.720
but also we must
1:36:24.720 --> 1:36:26.720
remain vigilant to kind of monitor
1:36:26.720 --> 1:36:28.720
and assess whether the tradeoffs
1:36:28.720 --> 1:36:30.720
are there and we have
1:36:30.720 --> 1:36:32.720
enough
1:36:32.720 --> 1:36:34.720
also lead time to prevent
1:36:34.720 --> 1:36:36.720
or to redirect our efforts
1:36:36.720 --> 1:36:38.720
if need be
1:36:38.720 --> 1:36:40.720
but I'm quite optimistic
1:36:40.720 --> 1:36:42.720
about the technology
1:36:42.720 --> 1:36:44.720
and definitely more fearful
1:36:44.720 --> 1:36:46.720
of other threats in terms of
1:36:46.720 --> 1:36:48.720
planetary level
1:36:48.720 --> 1:36:50.720
at this point but obviously
1:36:50.720 --> 1:36:52.720
that's the one I kind of have more
1:36:52.720 --> 1:36:54.720
power on so clearly
1:36:54.720 --> 1:36:56.720
start thinking more and more about this
1:36:56.720 --> 1:36:58.720
and it's kind of
1:36:58.720 --> 1:37:00.720
it's grown in me actually to
1:37:00.720 --> 1:37:02.720
start reading more about AI safety
1:37:02.720 --> 1:37:04.720
which is a field that so far I have not
1:37:04.720 --> 1:37:06.720
really contributed to but maybe
1:37:06.720 --> 1:37:08.720
there's something to be done there as well
1:37:08.720 --> 1:37:10.720
I think it's really important
1:37:10.720 --> 1:37:12.720
I talk about this with a few folks
1:37:12.720 --> 1:37:14.720
but it's important to ask you
1:37:14.720 --> 1:37:16.720
and shove it in your head because you're at the
1:37:16.720 --> 1:37:18.720
leading edge of actually
1:37:18.720 --> 1:37:20.720
what people are excited about in AI
1:37:20.720 --> 1:37:22.720
I mean the work with AlphaStar
1:37:22.720 --> 1:37:24.720
at the very cutting edge of the kind
1:37:24.720 --> 1:37:26.720
of thing that people are afraid of
1:37:26.720 --> 1:37:28.720
and so you speaking
1:37:28.720 --> 1:37:30.720
to that fact and
1:37:30.720 --> 1:37:32.720
that we're actually quite far away
1:37:32.720 --> 1:37:34.720
to the kind of thing that people might be
1:37:34.720 --> 1:37:36.720
afraid of but it's still
1:37:36.720 --> 1:37:38.720
worthwhile to think about
1:37:38.720 --> 1:37:40.720
and it's also good that you're
1:37:40.720 --> 1:37:42.720
that you're not as worried
1:37:42.720 --> 1:37:44.720
and you're also open to
1:37:44.720 --> 1:37:46.720
I mean there's two aspects
1:37:46.720 --> 1:37:48.720
I mean me not being worried but obviously
1:37:48.720 --> 1:37:50.720
we should prepare
1:37:50.720 --> 1:37:52.720
for it
1:37:52.720 --> 1:37:54.720
for things that could
1:37:54.720 --> 1:37:56.720
go wrong, misuse of the technologies
1:37:56.720 --> 1:37:58.720
as with any technologies
1:37:58.720 --> 1:38:00.720
so I think
1:38:00.720 --> 1:38:02.720
there's always tradeoffs
1:38:02.720 --> 1:38:04.720
and as a society we've kind of
1:38:04.720 --> 1:38:06.720
solved this to some extent
1:38:06.720 --> 1:38:08.720
in the past so I'm hoping that
1:38:08.720 --> 1:38:10.720
by having the researchers
1:38:10.720 --> 1:38:12.720
and the whole community
1:38:12.720 --> 1:38:14.720
brainstorm and come up with
1:38:14.720 --> 1:38:16.720
interesting solutions to the new things
1:38:16.720 --> 1:38:18.720
that will happen in the future
1:38:18.720 --> 1:38:20.720
that we can still also push the research
1:38:20.720 --> 1:38:22.720
to the avenue that
1:38:22.720 --> 1:38:24.720
I think is kind of the greatest avenue
1:38:24.720 --> 1:38:26.720
which is to
1:38:26.720 --> 1:38:28.720
understand intelligence, right? How are we doing
1:38:28.720 --> 1:38:30.720
what we're doing and
1:38:30.720 --> 1:38:32.720
obviously from a scientific standpoint
1:38:32.720 --> 1:38:34.720
that is kind of the drive
1:38:34.720 --> 1:38:36.720
my personal drive of
1:38:36.720 --> 1:38:38.720
all the time that I spend doing
1:38:38.720 --> 1:38:40.720
what I'm doing really.
1:38:40.720 --> 1:38:42.720
Where do you see the deep learning as a field heading
1:38:42.720 --> 1:38:44.720
where do you think the next big
1:38:44.720 --> 1:38:46.720
breakthrough might be?
1:38:46.720 --> 1:38:48.720
So I think deep learning
1:38:48.720 --> 1:38:50.720
I discussed a little of this before
1:38:50.720 --> 1:38:52.720
deep learning has to be
1:38:52.720 --> 1:38:54.720
combined with some form of discretization
1:38:54.720 --> 1:38:56.720
program synthesis
1:38:56.720 --> 1:38:58.720
I think that's kind of as a research
1:38:58.720 --> 1:39:00.720
in itself is an interesting topic
1:39:00.720 --> 1:39:02.720
to expand and start doing more research
1:39:02.720 --> 1:39:04.720
and then
1:39:04.720 --> 1:39:06.720
as kind of what will deep learning
1:39:06.720 --> 1:39:08.720
enable to do in the future
1:39:08.720 --> 1:39:10.720
I don't think that's going to be what's going to happen
1:39:10.720 --> 1:39:12.720
this year but also this
1:39:12.720 --> 1:39:14.720
idea of
1:39:14.720 --> 1:39:16.720
not to throw away all the weights
1:39:16.720 --> 1:39:18.720
this idea of learning to learn
1:39:18.720 --> 1:39:20.720
and really having
1:39:20.720 --> 1:39:22.720
these agents
1:39:22.720 --> 1:39:24.720
not having to restart their weights
1:39:24.720 --> 1:39:26.720
and you can have an agent
1:39:26.720 --> 1:39:28.720
that is kind of solving
1:39:28.720 --> 1:39:30.720
or classifying images on ImageNet
1:39:30.720 --> 1:39:32.720
but also generating speech
1:39:32.720 --> 1:39:34.720
if you ask it to generate some speech
1:39:34.720 --> 1:39:36.720
and it should really be kind of
1:39:36.720 --> 1:39:38.720
almost the same
1:39:38.720 --> 1:39:40.720
network but
1:39:40.720 --> 1:39:42.720
might not be a neural network it might be a neural network
1:39:42.720 --> 1:39:44.720
with an optimization algorithm
1:39:44.720 --> 1:39:46.720
attached to it but I think this idea
1:39:46.720 --> 1:39:48.720
of generalization to new task
1:39:48.720 --> 1:39:50.720
is something that we first
1:39:50.720 --> 1:39:52.720
must define good benchmarks but then
1:39:52.720 --> 1:39:54.720
I think that's going to be exciting
1:39:54.720 --> 1:39:56.720
and I'm not sure how close we are
1:39:56.720 --> 1:39:58.720
but I think there's
1:39:58.720 --> 1:40:00.720
if you have a very limited domain
1:40:00.720 --> 1:40:02.720
I think we can start doing some progress
1:40:02.720 --> 1:40:04.720
and
1:40:04.720 --> 1:40:06.720
much like how we did a lot of programs
1:40:06.720 --> 1:40:08.720
in computer vision we should start thinking
1:40:08.720 --> 1:40:10.720
I really like a talk that
1:40:10.720 --> 1:40:12.720
Leon Boutou gave at ICML
1:40:12.720 --> 1:40:14.720
a few years ago which is
1:40:14.720 --> 1:40:16.720
this train test paradigm should be broken
1:40:16.720 --> 1:40:18.720
we should stop
1:40:18.720 --> 1:40:20.720
thinking about a training test
1:40:20.720 --> 1:40:22.720
sorry a training set and a test set
1:40:22.720 --> 1:40:24.720
and these are closed
1:40:24.720 --> 1:40:26.720
things that are untouchable
1:40:26.720 --> 1:40:28.720
I think we should go beyond these and
1:40:28.720 --> 1:40:30.720
in meta learning we call these the meta training set
1:40:30.720 --> 1:40:32.720
and the meta test set which is
1:40:32.720 --> 1:40:34.720
really thinking about
1:40:34.720 --> 1:40:36.720
if I know about ImageNet
1:40:36.720 --> 1:40:38.720
why would that network
1:40:38.720 --> 1:40:40.720
not work on MNIST which is a much
1:40:40.720 --> 1:40:42.720
simpler problem but right now it really doesn't
1:40:42.720 --> 1:40:44.720
it you know
1:40:44.720 --> 1:40:46.720
but it just feels wrong right so I think
1:40:46.720 --> 1:40:48.720
that's kind of the
1:40:48.720 --> 1:40:50.720
there's the on the application
1:40:50.720 --> 1:40:52.720
or the benchmark sites we probably
1:40:52.720 --> 1:40:54.720
will see quite a few
1:40:54.720 --> 1:40:56.720
more interest and progress and hopefully
1:40:56.720 --> 1:40:58.720
people defining new
1:40:58.720 --> 1:41:00.720
and exciting challenges really
1:41:00.720 --> 1:41:02.720
do you have any hope or
1:41:02.720 --> 1:41:04.720
interest in knowledge graphs
1:41:04.720 --> 1:41:06.720
within this context so it's kind of
1:41:06.720 --> 1:41:08.720
constructing graphs
1:41:08.720 --> 1:41:10.720
going back to graphs
1:41:10.720 --> 1:41:12.720
well neural networks are graphs but I mean
1:41:12.720 --> 1:41:14.720
a different kind of knowledge graph
1:41:14.720 --> 1:41:16.720
sort of like semantic graphs
1:41:16.720 --> 1:41:18.720
where there's concepts
1:41:18.720 --> 1:41:20.720
so I think
1:41:20.720 --> 1:41:22.720
the idea of graphs
1:41:22.720 --> 1:41:24.720
is so I've been quite interested
1:41:24.720 --> 1:41:26.720
in sequences first and then more
1:41:26.720 --> 1:41:28.720
interesting or different data structures
1:41:28.720 --> 1:41:30.720
like graphs and
1:41:30.720 --> 1:41:32.720
I've studied graph neural networks
1:41:32.720 --> 1:41:34.720
in the last three years or so
1:41:34.720 --> 1:41:36.720
I
1:41:36.720 --> 1:41:38.720
found these models just very interesting from
1:41:38.720 --> 1:41:40.720
like deep learning
1:41:40.720 --> 1:41:42.720
standpoint but then
1:41:42.720 --> 1:41:44.720
how what do we want
1:41:44.720 --> 1:41:46.720
why do we want these models and why would we
1:41:46.720 --> 1:41:48.720
use them what's the application
1:41:48.720 --> 1:41:50.720
what's kind of the killer application of graphs
1:41:50.720 --> 1:41:52.720
right and
1:41:52.720 --> 1:41:54.720
perhaps
1:41:54.720 --> 1:41:56.720
if we
1:41:56.720 --> 1:41:58.720
could extract a knowledge graph
1:41:58.720 --> 1:42:00.720
from Wikipedia automatically
1:42:00.720 --> 1:42:02.720
that would be interesting because
1:42:02.720 --> 1:42:04.720
then these graphs have
1:42:04.720 --> 1:42:06.720
this very interesting structure
1:42:06.720 --> 1:42:08.720
that also is a bit more compatible with
1:42:08.720 --> 1:42:10.720
this idea of programs and
1:42:10.720 --> 1:42:12.720
deep learning kind of working together
1:42:12.720 --> 1:42:14.720
jumping neighborhoods and so on
1:42:14.720 --> 1:42:16.720
you could imagine defining some primitives
1:42:16.720 --> 1:42:18.720
to go around graphs right so
1:42:18.720 --> 1:42:20.720
I think
1:42:20.720 --> 1:42:22.720
I really like the idea of a knowledge
1:42:22.720 --> 1:42:24.720
graph and in fact
1:42:24.720 --> 1:42:26.720
when we
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
1:42:30.720 --> 1:42:32.720
I thought wouldn't it be cool to give
1:42:32.720 --> 1:42:34.720
the graph of
1:42:34.720 --> 1:42:36.720
you know all the
1:42:36.720 --> 1:42:38.720
all these buildings that depend on each other
1:42:38.720 --> 1:42:40.720
and units that have
1:42:40.720 --> 1:42:42.720
prerequisites of being built by that and so
1:42:42.720 --> 1:42:44.720
this is information
1:42:44.720 --> 1:42:46.720
that the network can learn and extract
1:42:46.720 --> 1:42:48.720
but it would have been great to see
1:42:48.720 --> 1:42:50.720
or to think of
1:42:50.720 --> 1:42:52.720
really StarCraft as a giant graph
1:42:52.720 --> 1:42:54.720
that even also as the game evolves
1:42:54.720 --> 1:42:56.720
you kind of start taking branches
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
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
1:43:04.720 --> 1:43:06.720
and it has elements that are
1:43:06.720 --> 1:43:08.720
which something you also worked with in terms of visualizing
1:43:08.720 --> 1:43:10.720
your networks as elements of
1:43:10.720 --> 1:43:12.720
having human interpretable
1:43:12.720 --> 1:43:14.720
being able to generate knowledge
1:43:14.720 --> 1:43:16.720
representations that are human interpretable
1:43:16.720 --> 1:43:18.720
that maybe human experts can then tweak
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
1:43:22.720 --> 1:43:24.720
aspect there and for me personally I'm just a huge fan of
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
1:43:28.720 --> 1:43:30.720
aren't taking advantage of all the structured
1:43:30.720 --> 1:43:32.720
knowledge that's on the web.
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?
1:43:36.720 --> 1:43:38.720
What are you excited about?
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
1:43:46.720 --> 1:43:48.720
apply AlphaStar to
1:43:48.720 --> 1:43:50.720
other races I mean that sort of
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
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
1:44:24.720 --> 1:44:26.720
and moving the units around and so on
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
1:44:36.720 --> 1:44:38.720
this idea of the poker idea
1:44:38.720 --> 1:44:40.720
that you mentioned right.
1:44:40.720 --> 1:44:42.720
I'm not sure StarCraft or AlphaStar
1:44:42.720 --> 1:44:44.720
rather has developed a very
1:44:44.720 --> 1:44:46.720
deep understanding of
1:44:46.720 --> 1:44:48.720
what the opponent is doing
1:44:48.720 --> 1:44:50.720
and reacting to that and sort of
1:44:50.720 --> 1:44:52.720
trying to
1:44:52.720 --> 1:44:54.720
trick the player to do something else or that
1:44:54.720 --> 1:44:56.720
you know so this kind of reasoning
1:44:56.720 --> 1:44:58.720
I would like to see more so I think
1:44:58.720 --> 1:45:00.720
purely from a research standpoint
1:45:00.720 --> 1:45:02.720
there's perhaps also quite a few
1:45:02.720 --> 1:45:04.720
things to be done there
1:45:04.720 --> 1:45:06.720
in the domain of StarCraft. Yeah in the
1:45:06.720 --> 1:45:08.720
domain of games I've seen some
1:45:08.720 --> 1:45:10.720
interesting work in sort of
1:45:10.720 --> 1:45:12.720
in even auctions manipulating
1:45:12.720 --> 1:45:14.720
other players sort of forming a belief
1:45:14.720 --> 1:45:16.720
state and just messing with
1:45:16.720 --> 1:45:18.720
people. Yeah it's called theory of mind
1:45:18.720 --> 1:45:20.720
so it's a fast
1:45:20.720 --> 1:45:22.720
theory of mind on StarCraft
1:45:22.720 --> 1:45:24.720
is kind of they're really
1:45:24.720 --> 1:45:26.720
made for each other so
1:45:26.720 --> 1:45:28.720
that would be very exciting to see
1:45:28.720 --> 1:45:30.720
those techniques applied to StarCraft
1:45:30.720 --> 1:45:32.720
or perhaps StarCraft driving
1:45:32.720 --> 1:45:34.720
new techniques as I said
1:45:34.720 --> 1:45:36.720
this is always the tension between the two.
1:45:36.720 --> 1:45:38.720
Wow Oriel thank you so much for talking
1:45:38.720 --> 1:45:48.720
awesome it was great to be here thanks