diff --git "a/vtt/episode_020_small.vtt" "b/vtt/episode_020_small.vtt" new file mode 100644--- /dev/null +++ "b/vtt/episode_020_small.vtt" @@ -0,0 +1,7580 @@ +WEBVTT + +00:00.000 --> 00:03.320 + The following is a conversation with Ariol Vanialis. + +00:03.320 --> 00:05.920 + He's a senior research scientist at Google DeepMind, + +00:05.920 --> 00:09.120 + and before that, he was at Google Brain and Berkeley. + +00:09.120 --> 00:13.320 + His research has been cited over 39,000 times. + +00:13.320 --> 00:16.520 + He's truly one of the most brilliant and impactful minds + +00:16.520 --> 00:18.160 + in the field of deep learning. + +00:18.160 --> 00:20.960 + He's behind some of the biggest papers and ideas in AI, + +00:20.960 --> 00:23.080 + including sequence to sequence learning, + +00:23.080 --> 00:25.480 + audio generation, image captioning, + +00:25.480 --> 00:27.000 + neural machine translation, + +00:27.000 --> 00:29.640 + and, of course, reinforcement learning. + +00:29.640 --> 00:32.800 + He's a lead researcher of the AlphaStar project, + +00:32.800 --> 00:35.760 + creating an agent that defeated a top professional + +00:35.760 --> 00:38.040 + at the game of StarCraft. + +00:38.040 --> 00:39.800 + This conversation is part + +00:39.800 --> 00:41.800 + of the artificial intelligence podcast. + +00:41.800 --> 00:44.920 + If you enjoy it, subscribe on YouTube, iTunes, + +00:44.920 --> 00:47.000 + or simply connect with me on Twitter, + +00:47.000 --> 00:51.200 + at Lex Freedman, spelled F R I D. + +00:51.200 --> 00:55.440 + And now, here's my conversation with Ariol Vanialis. + +00:56.520 --> 00:58.480 + You spearheaded the DeepMind team + +00:58.480 --> 01:00.640 + behind AlphaStar that recently beat + +01:00.640 --> 01:02.840 + a top professional player at StarCraft. + +01:04.000 --> 01:07.680 + So you have an incredible wealth of work + +01:07.680 --> 01:09.440 + and deep learning and a bunch of fields, + +01:09.440 --> 01:11.840 + but let's talk about StarCraft first. + +01:11.840 --> 01:13.720 + Let's go back to the very beginning, + +01:13.720 --> 01:16.680 + even before AlphaStar, before DeepMind, + +01:16.680 --> 01:18.800 + before Deep Learning, first, + +01:18.800 --> 01:21.240 + what came first for you? + +01:21.240 --> 01:24.960 + A love for programming or a love for video games? + +01:24.960 --> 01:28.560 + I think for me, it definitely came first, + +01:28.560 --> 01:31.960 + the drive to play video games. + +01:31.960 --> 01:35.280 + I really liked computers. + +01:35.280 --> 01:37.800 + I didn't really code much, + +01:37.800 --> 01:40.680 + but what I would do is I would just mess with the computer, + +01:40.680 --> 01:42.080 + break it and fix it. + +01:42.080 --> 01:43.800 + That was the level of skills, I guess, + +01:43.800 --> 01:46.400 + that I gained in my very early days, + +01:46.400 --> 01:48.520 + I mean, when I was 10 or 11. + +01:48.520 --> 01:51.000 + And then I really got into video games, + +01:51.000 --> 01:53.680 + especially StarCraft, actually, the first version. + +01:53.680 --> 01:55.800 + I spent most of my time just playing, + +01:55.800 --> 01:57.080 + kind of, pseudo professionally, + +01:57.080 --> 02:01.040 + as professionally as you could play back in 98 in Europe, + +02:01.040 --> 02:03.080 + which was not a very main scene, + +02:03.080 --> 02:05.840 + like what's called nowadays esports. + +02:05.840 --> 02:07.400 + Right, of course, in the 90s. + +02:07.400 --> 02:09.920 + So how'd you get into StarCraft? + +02:09.920 --> 02:11.680 + What was your favorite race? + +02:11.680 --> 02:15.080 + How did you develop your skill? + +02:15.080 --> 02:16.880 + What was your strategy? + +02:16.880 --> 02:18.000 + All that kind of thing. + +02:18.000 --> 02:21.520 + So as a player, I tended to try to play not many games, + +02:21.520 --> 02:25.400 + not to disclose the strategies that I developed. + +02:25.400 --> 02:27.560 + And I like to play random, actually, + +02:27.560 --> 02:30.040 + not in competitions, but just to... + +02:30.040 --> 02:33.400 + I think in StarCraft, there's three main races, + +02:33.400 --> 02:36.560 + and I found it very useful to play with all of them. + +02:36.560 --> 02:38.360 + So I would choose random many times, + +02:38.360 --> 02:40.200 + even sometimes in tournaments, + +02:40.200 --> 02:42.360 + to gain skill on the three races, + +02:42.360 --> 02:45.440 + because it's not how you play against someone, + +02:45.440 --> 02:48.760 + but also if you understand the race because you play it, + +02:48.760 --> 02:51.120 + you also understand what's annoying, + +02:51.120 --> 02:52.560 + then when you're on the other side, + +02:52.560 --> 02:54.240 + what to do to annoy that person, + +02:54.240 --> 02:57.360 + to try to gain advantages here and there and so on. + +02:57.360 --> 02:59.160 + So I actually played random, + +02:59.160 --> 03:02.080 + although I must say in terms of favorite race, + +03:02.080 --> 03:03.720 + I really like Zerk. + +03:03.720 --> 03:05.560 + I was probably best at Zerk, + +03:05.560 --> 03:08.400 + and that's probably what I tend to use + +03:08.400 --> 03:11.480 + towards the end of my career before starting university. + +03:11.480 --> 03:13.360 + So let's step back a little bit. + +03:13.360 --> 03:16.080 + Could you try to describe StarCraft to people + +03:16.080 --> 03:18.960 + that may never have played video games, + +03:18.960 --> 03:22.320 + especially the massively online variety like StarCraft? + +03:22.320 --> 03:25.920 + So StarCraft is a real time strategy game, + +03:25.920 --> 03:27.800 + and the way to think about StarCraft, + +03:27.800 --> 03:30.960 + perhaps if you understand a bit chess, + +03:30.960 --> 03:32.920 + is that there's a board, + +03:32.920 --> 03:34.240 + which is called map, + +03:34.240 --> 03:39.120 + or the map where people play against each other. + +03:39.120 --> 03:41.000 + There's obviously many ways you can play, + +03:41.000 --> 03:44.640 + but the most interesting one is the one versus one setup, + +03:44.640 --> 03:47.400 + where you just play against someone else, + +03:47.400 --> 03:48.880 + or even the build in AI, right? + +03:48.880 --> 03:52.600 + Blizzard put a system that can play the game reasonably well, + +03:52.600 --> 03:54.480 + if you don't know how to play. + +03:54.480 --> 03:56.040 + And then in this board, + +03:56.040 --> 03:58.680 + you have, again, pieces like in chess, + +03:58.680 --> 04:01.400 + but these pieces are not there initially, + +04:01.400 --> 04:02.360 + like they are in chess. + +04:02.360 --> 04:05.800 + You actually need to decide to gather resources, + +04:05.800 --> 04:07.920 + to decide which pieces to build. + +04:07.920 --> 04:10.760 + So in a way, you're starting almost with no pieces. + +04:10.760 --> 04:13.400 + You start gathering resources in StarCraft. + +04:13.400 --> 04:16.200 + There's minerals and gas that you can gather, + +04:16.200 --> 04:19.440 + and then you must decide how much do you wanna focus, + +04:19.440 --> 04:21.480 + for instance, on gathering more resources, + +04:21.480 --> 04:24.360 + or starting to build units or pieces. + +04:24.360 --> 04:27.200 + And then once you have enough pieces, + +04:27.200 --> 04:32.120 + or maybe a good attack composition, + +04:32.120 --> 04:35.480 + then you go and attack the other side of the map. + +04:35.480 --> 04:37.800 + And now the other main difference with chess + +04:37.800 --> 04:39.920 + is that you don't see the other side of the map. + +04:39.920 --> 04:43.360 + So you're not seeing the moves of the enemy. + +04:43.360 --> 04:45.440 + It's what we call partially observable. + +04:45.440 --> 04:50.160 + So as a result, you must not only decide trading off economy + +04:50.160 --> 04:52.320 + versus building your own units, + +04:52.320 --> 04:54.960 + but you also must decide whether you wanna scout + +04:54.960 --> 04:56.840 + to gather information, + +04:56.840 --> 04:59.520 + but also by scouting you might be giving away some information + +04:59.520 --> 05:01.960 + that you might be hiding from the enemy. + +05:01.960 --> 05:04.960 + So there's a lot of complex decision making + +05:04.960 --> 05:06.000 + all in real time. + +05:06.000 --> 05:10.120 + There's also unlike chess, this is not a turn based game. + +05:10.120 --> 05:13.680 + You play basically all the time continuously + +05:13.680 --> 05:16.920 + and thus some skill in terms of speed and accuracy + +05:16.920 --> 05:18.960 + of clicking is also very important. + +05:18.960 --> 05:20.520 + And people that train for this, + +05:20.520 --> 05:23.600 + really play this game at an amazing skill level. + +05:23.600 --> 05:25.840 + I've seen many times these, + +05:25.840 --> 05:27.400 + and if you can witness this life, + +05:27.400 --> 05:29.520 + it's really, really impressive. + +05:29.520 --> 05:31.440 + So in a way it's kind of a chess, + +05:31.440 --> 05:33.440 + where you don't see the other side of the board, + +05:33.440 --> 05:35.240 + you're building your own pieces, + +05:35.240 --> 05:37.240 + and you also need to gather resources + +05:37.240 --> 05:40.720 + to basically get some money to build other buildings, + +05:40.720 --> 05:42.920 + pieces, technology, and so on. + +05:42.920 --> 05:45.160 + From the perspective of the human player, + +05:45.160 --> 05:47.240 + the difference between that and chess, + +05:47.240 --> 05:50.800 + or maybe that and a game like turn based strategy, + +05:50.800 --> 05:52.840 + like Heroes of the Might of Magic, + +05:52.840 --> 05:55.200 + is that there's an anxiety, + +05:55.200 --> 05:58.800 + because you have to make these decisions really quickly. + +05:58.800 --> 06:03.800 + And if you are not actually aware of what decisions work, + +06:04.400 --> 06:06.520 + it's a very stressful balance that you have to, + +06:06.520 --> 06:08.920 + everything you describe is actually quite stressful, + +06:08.920 --> 06:11.760 + difficult to balance for amateur human player. + +06:11.760 --> 06:14.200 + I don't know if it gets easier at the professional level, + +06:14.200 --> 06:16.520 + like if they're fully aware of what they have to do, + +06:16.520 --> 06:18.360 + but at the amateur level, + +06:18.360 --> 06:20.520 + there's this anxiety, oh crap, I'm being attacked, + +06:20.520 --> 06:22.840 + oh crap, I have to build up resources, + +06:22.840 --> 06:24.360 + oh, I have to probably expand, + +06:24.360 --> 06:28.600 + and all these, the real time strategy aspect + +06:28.600 --> 06:30.360 + is really stressful and computational, + +06:30.360 --> 06:32.320 + I'm sure, difficult, we'll get into it. + +06:32.320 --> 06:36.040 + But for me, Battle.net, + +06:36.040 --> 06:41.040 + so StarCraft was released in 98, 20 years ago, + +06:42.640 --> 06:44.680 + which is hard to believe, + +06:44.680 --> 06:49.680 + and Blizzard Battle.net with Diablo 96 came out, + +06:50.200 --> 06:52.600 + and to me, it might be a narrow perspective, + +06:52.600 --> 06:54.520 + but it changed online gaming, + +06:54.520 --> 06:57.280 + and perhaps society forever, + +06:57.280 --> 07:00.320 + but I may have made way too narrow a viewpoint, + +07:00.320 --> 07:02.240 + but from your perspective, + +07:03.280 --> 07:05.600 + can you talk about the history of gaming + +07:05.600 --> 07:07.000 + over the past 20 years? + +07:07.000 --> 07:09.640 + Is this, how transformational, + +07:09.640 --> 07:12.760 + how important is this line of games? + +07:12.760 --> 07:16.920 + Right, so I think I kind of was an active gamer + +07:16.920 --> 07:20.560 + whilst this was developing the internet and online gaming, + +07:20.560 --> 07:24.040 + so for me, the way it came was I played + +07:24.040 --> 07:26.400 + other games strategy related, + +07:26.400 --> 07:28.400 + I played a bit of Common and Conquer, + +07:28.400 --> 07:31.840 + and then I played Warcraft 2, which is from Blizzard, + +07:31.840 --> 07:33.040 + but at the time, I didn't know, + +07:33.040 --> 07:36.000 + I didn't understand about what Blizzard was or anything. + +07:36.000 --> 07:37.320 + Warcraft 2 was just a game, + +07:37.320 --> 07:40.240 + which was actually very similar to StarCraft in many ways. + +07:40.240 --> 07:42.480 + It's also a real time strategy game + +07:42.480 --> 07:45.400 + where there's orcs and humans, so there's only two races. + +07:45.400 --> 07:47.960 + But it was offline, and it was offline, right? + +07:47.960 --> 07:51.600 + So I remember a friend of mine came to school, + +07:51.600 --> 07:53.960 + say, oh, there's this new cool game called StarCraft, + +07:53.960 --> 07:55.400 + and I just said, oh, this sounds like + +07:55.400 --> 07:59.720 + just a copy of Warcraft 2, until I kind of installed it, + +07:59.720 --> 08:01.960 + and at the time, I am from Spain, + +08:01.960 --> 08:04.640 + so we didn't have like very good internet, right? + +08:04.640 --> 08:06.160 + So there was, for us, + +08:06.160 --> 08:09.520 + StarCraft became first kind of an offline experience + +08:09.520 --> 08:12.920 + where you kind of start to play these missions, right? + +08:12.920 --> 08:15.440 + You play against some sort of scripted things + +08:15.440 --> 08:18.920 + to develop the story of the characters in the game, + +08:18.920 --> 08:23.480 + and then later on, I start playing against the built in AI, + +08:23.480 --> 08:26.080 + and I thought it was impossible to defeat it. + +08:26.080 --> 08:27.400 + Then eventually, you defeat one, + +08:27.400 --> 08:29.680 + and you can actually play against seven built in AIs + +08:29.680 --> 08:31.040 + at the same time, + +08:31.040 --> 08:32.680 + which also felt impossible, + +08:32.680 --> 08:35.280 + but actually, it's not that hard to beat + +08:35.280 --> 08:36.960 + seven built in AIs at once. + +08:36.960 --> 08:39.160 + So once we achieved that, + +08:39.160 --> 08:42.120 + also we discovered that we could play, + +08:42.120 --> 08:43.840 + as I said, internet wasn't that great, + +08:43.840 --> 08:45.920 + but we could play with the LAN, right? + +08:45.920 --> 08:48.040 + Like basically against each other + +08:48.040 --> 08:49.920 + if we were in the same place, + +08:49.920 --> 08:53.640 + because you could just connect machines with like cables, right? + +08:53.640 --> 08:55.960 + So we started playing in LAN mode, + +08:55.960 --> 08:58.080 + and against, you know, as a group of friends, + +08:58.080 --> 09:00.520 + and it was really, really like much more entertaining + +09:00.520 --> 09:02.280 + than playing against the AIs. + +09:02.280 --> 09:05.120 + And later on, as internet was starting to develop + +09:05.120 --> 09:07.400 + and being a bit faster and more reliable, + +09:07.400 --> 09:09.720 + then it's when I started experiencing Battle.net, + +09:09.720 --> 09:11.560 + which is these amazing universe, + +09:11.560 --> 09:13.720 + not only because of the fact + +09:13.720 --> 09:16.440 + that you can play the game against anyone in the world, + +09:16.440 --> 09:20.200 + but you can also get to know more people. + +09:20.200 --> 09:23.080 + You just get exposed to now like this vast variety of, + +09:23.080 --> 09:25.320 + it's kind of a bit when the chats came about, right? + +09:25.320 --> 09:27.320 + There was a chat system, + +09:27.320 --> 09:29.040 + you could play against people, + +09:29.040 --> 09:30.760 + but you could also chat with people, + +09:30.760 --> 09:32.520 + not only about Stacker, but about anything. + +09:32.520 --> 09:36.680 + And that became a way of life for kind of two years. + +09:36.680 --> 09:38.920 + And obviously then it became like kind of, + +09:38.920 --> 09:42.280 + it exploded in me that I started to play more seriously, + +09:42.280 --> 09:44.720 + going to tournaments and so on and so forth. + +09:44.720 --> 09:49.720 + Do you have a sense on a societal sociological level + +09:49.880 --> 09:52.280 + what's this whole part of society + +09:52.280 --> 09:53.840 + that many of us are not aware of? + +09:53.840 --> 09:56.920 + And it's a huge part of society, which is gamers. + +09:56.920 --> 10:01.000 + I mean, every time I come across that in YouTube + +10:01.000 --> 10:03.000 + or streaming sites, + +10:03.000 --> 10:07.640 + I mean, this is a huge number of people play games religiously. + +10:07.640 --> 10:08.920 + Do you have a sense of those folks, + +10:08.920 --> 10:10.880 + especially now that you've returned to that realm + +10:10.880 --> 10:12.600 + a little bit on the AI side? + +10:12.600 --> 10:15.880 + Yeah, so in fact, even after Stacker, + +10:15.880 --> 10:17.640 + I actually played World of Warcraft, + +10:17.640 --> 10:22.320 + which is maybe the main sort of online world and presence + +10:22.320 --> 10:24.640 + that you get to interact with lots of people. + +10:24.640 --> 10:26.400 + So I played that for a little bit. + +10:26.400 --> 10:29.080 + To me, it was a bit less stressful than Starcraft + +10:29.080 --> 10:30.920 + because winning was kind of a given. + +10:30.920 --> 10:32.400 + You just put in this world + +10:32.400 --> 10:35.040 + and you can always complete missions. + +10:35.040 --> 10:38.120 + But I think it was actually the social aspect + +10:38.120 --> 10:40.480 + of especially Starcraft first + +10:40.480 --> 10:43.440 + and then games like World of Warcraft + +10:43.440 --> 10:47.000 + really shaped me in a very interesting ways + +10:47.000 --> 10:48.560 + because what you get to experience + +10:48.560 --> 10:51.680 + is just people you wouldn't usually interact with, right? + +10:51.680 --> 10:55.000 + So even nowadays, I still have many Facebook friends + +10:55.000 --> 10:56.960 + from the area where I played online + +10:56.960 --> 11:00.120 + and their ways of thinking is even political. + +11:00.120 --> 11:01.680 + They just don't, we don't live in it. + +11:01.680 --> 11:03.720 + Like we don't interact in the real world, + +11:03.720 --> 11:06.800 + but we were connected by basically fiber. + +11:06.800 --> 11:10.840 + And that way I actually get to understand a bit better + +11:10.840 --> 11:12.840 + that we live in a diverse world. + +11:12.840 --> 11:15.640 + And these were just connections that were made by, + +11:15.640 --> 11:18.120 + because I happened to go in a city, + +11:18.120 --> 11:20.720 + in a virtual city as a priest + +11:20.720 --> 11:23.680 + and I met this warrior and we became friends. + +11:23.680 --> 11:25.720 + And then we started like playing together, right? + +11:25.720 --> 11:28.800 + So I think it's transformative + +11:28.800 --> 11:31.320 + and more and more and more people are more aware of it. + +11:31.320 --> 11:33.520 + I mean, it's becoming quite mainstream. + +11:33.520 --> 11:35.360 + But back in the day, as you were saying, + +11:35.360 --> 11:40.360 + in 2005 even it was very, still very strange thing to do + +11:42.120 --> 11:45.920 + especially in Europe, I think there were exceptions + +11:45.920 --> 11:47.960 + like Korea for instance, it was amazing + +11:47.960 --> 11:50.600 + like that everything happened so early + +11:50.600 --> 11:52.240 + in terms of cybercafes. + +11:52.240 --> 11:55.120 + Like it's, if you go to Seoul, it's a city + +11:55.120 --> 11:58.400 + that back in the day, StarCraft was kind of, + +11:58.400 --> 12:00.640 + you could be a celebrity by playing StarCraft + +12:00.640 --> 12:03.040 + but this was like 99, 2000, right? + +12:03.040 --> 12:04.160 + It's not like recently. + +12:04.160 --> 12:08.560 + So yeah, it's quite interesting to look back + +12:08.560 --> 12:10.760 + and yeah, I think it's changing society. + +12:10.760 --> 12:13.120 + The same way of course, like technology + +12:13.120 --> 12:16.920 + and social networks and so on are also transforming things. + +12:16.920 --> 12:18.480 + And a quick tangent, let me ask, + +12:18.480 --> 12:21.000 + you're also one of the most productive people + +12:21.000 --> 12:26.000 + in your particular chosen passion and path in life. + +12:26.440 --> 12:29.480 + And yet you're also appreciate and enjoy video games. + +12:29.480 --> 12:34.480 + Do you think it's possible to enjoy video games in moderation? + +12:35.800 --> 12:39.920 + Someone told me that you could choose two out of three. + +12:39.920 --> 12:41.160 + When I was playing video games, + +12:41.160 --> 12:43.680 + you could choose having a girlfriend, + +12:43.680 --> 12:46.240 + playing video games or studying. + +12:46.240 --> 12:50.560 + And I think for the most part it was relatively true. + +12:50.560 --> 12:52.360 + These things do take time. + +12:52.360 --> 12:55.400 + Games like StarCraft, if you take the game pretty seriously + +12:55.400 --> 12:56.520 + and you wanna study it, + +12:56.520 --> 12:59.080 + then you obviously will dedicate more time to it. + +12:59.080 --> 13:01.200 + And I definitely took gaming + +13:01.200 --> 13:03.680 + and obviously studying very seriously. + +13:03.680 --> 13:08.680 + I love learning science and et cetera. + +13:08.720 --> 13:13.120 + So to me, especially when I started university undergrad, + +13:13.120 --> 13:14.920 + I kind of stepped off StarCraft. + +13:14.920 --> 13:16.800 + I actually fully stopped playing. + +13:16.800 --> 13:19.040 + And then World of Warcraft was a bit more casual. + +13:19.040 --> 13:22.920 + You could just connect online and I mean, it was fun. + +13:22.920 --> 13:26.840 + But as I said, that was not as much time investment + +13:26.840 --> 13:29.480 + as it was for me in StarCraft. + +13:29.480 --> 13:31.640 + Okay, so let's get into AlphaStar. + +13:31.640 --> 13:35.200 + What are the, you're behind the team. + +13:35.200 --> 13:37.240 + So DeepMind has been working on StarCraft + +13:37.240 --> 13:39.440 + and released a bunch of cool open source agents + +13:39.440 --> 13:41.320 + and so on in the past few years. + +13:41.320 --> 13:43.240 + But AlphaStar really is the moment + +13:43.240 --> 13:48.240 + where the first time you beat a world class player. + +13:49.160 --> 13:51.600 + So what are the parameters of the challenge + +13:51.600 --> 13:53.480 + in the way that AlphaStar took it on + +13:53.480 --> 13:57.440 + and how did you and David and the rest of the DeepMind team + +13:57.440 --> 13:58.280 + get into it? + +13:58.280 --> 14:00.960 + Consider that you can even beat the best in the world + +14:00.960 --> 14:02.480 + or top players. + +14:02.480 --> 14:07.480 + I think it all started in, back in 2015, actually I'm lying. + +14:07.480 --> 14:12.480 + I think it was 2014 when DeepMind was acquired by Google + +14:12.760 --> 14:14.320 + and I at the time was at Google Brain, + +14:14.320 --> 14:17.600 + which is it was in California, it's still in California. + +14:17.600 --> 14:20.600 + We had this summit where we got together the two groups. + +14:20.600 --> 14:23.400 + So Google Brain and Google DeepMind got together + +14:23.400 --> 14:25.200 + and we gave a series of talks. + +14:25.200 --> 14:28.520 + And given that they were doing deep reinforcement learning + +14:28.520 --> 14:32.200 + for games, I decided to bring up part of my past + +14:32.200 --> 14:35.000 + which I had developed at Berkeley like this thing + +14:35.000 --> 14:36.440 + which we call Berkeley Overmind + +14:36.440 --> 14:39.560 + which is really just a StarCraft one bot. + +14:39.560 --> 14:41.640 + So I talked about that + +14:41.640 --> 14:43.800 + and I remember them is just came to me and said, + +14:43.800 --> 14:46.640 + well, maybe not now, it's perhaps a bit too early + +14:46.640 --> 14:51.080 + but you should just come to DeepMind and do this again + +14:51.080 --> 14:53.240 + with deep reinforcement learning. + +14:53.240 --> 14:56.120 + And at the time it sounded very science fiction + +14:56.120 --> 14:58.280 + for several reasons. + +14:58.280 --> 15:01.000 + But then in 2016, when I actually moved to London + +15:01.000 --> 15:04.280 + and joined DeepMind transferring from Brain, + +15:04.280 --> 15:07.840 + it became apparent that because of the AlphaGo moment + +15:07.840 --> 15:11.280 + and kind of Blizzard reaching out to us to say, + +15:11.280 --> 15:13.000 + wait, like, do you want the next challenge + +15:13.000 --> 15:15.080 + and also me being full time at DeepMind? + +15:15.080 --> 15:17.440 + So sort of kind of all these came together. + +15:17.440 --> 15:21.000 + And then I went to Irvine in California + +15:21.000 --> 15:23.800 + to the Blizzard headquarters to just chat with them + +15:23.800 --> 15:26.320 + and try to explain how would it all work + +15:26.320 --> 15:27.800 + before you do anything. + +15:27.800 --> 15:31.240 + And the approach has always been about + +15:32.120 --> 15:33.680 + the learning perspective, right? + +15:33.680 --> 15:38.680 + So in Berkeley, we did a lot of rule based conditioning + +15:39.200 --> 15:42.560 + and if you have more than three units, then go attack + +15:42.560 --> 15:45.040 + and if the other has more units than me, I retreat + +15:45.040 --> 15:46.400 + and so on and so forth. + +15:46.400 --> 15:48.840 + And of course, the point of deep reinforcement learning, + +15:48.840 --> 15:50.520 + deep learning, machine learning in general + +15:50.520 --> 15:53.480 + is that all these should be learned behavior. + +15:53.480 --> 15:57.000 + So that kind of was the DNA of the project + +15:57.000 --> 15:59.520 + since its inception in 2016 + +15:59.520 --> 16:02.920 + where we just didn't even have an environment to work with. + +16:02.920 --> 16:05.840 + And so that's how it all started really. + +16:05.840 --> 16:08.600 + So if you go back to that conversation with Demis + +16:08.600 --> 16:12.200 + or even in your own head, how far away did you, + +16:12.200 --> 16:14.480 + because we're talking about Atari games, + +16:14.480 --> 16:16.720 + we're talking about Go, which is kind of, + +16:16.720 --> 16:19.680 + if you're honest about it, really far away from StarCraft. + +16:21.120 --> 16:22.160 + Well, now that you've beaten it, + +16:22.160 --> 16:23.280 + maybe you could say it's close, + +16:23.280 --> 16:27.160 + but it seems like StarCraft is way harder than Go, + +16:28.040 --> 16:30.840 + philosophically and mathematically speaking. + +16:30.840 --> 16:35.040 + So how far away did you think you were? + +16:35.040 --> 16:38.000 + Do you think it's 2019 and 18 you could be doing + +16:38.000 --> 16:38.840 + as well as you have? + +16:38.840 --> 16:40.880 + Yeah, when I kind of thought about, + +16:40.880 --> 16:44.880 + okay, I'm gonna dedicate a lot of my time and focus on this. + +16:44.880 --> 16:48.080 + And obviously I do a lot of different research + +16:48.080 --> 16:50.400 + in deep learning, so spending time on it. + +16:50.400 --> 16:52.240 + I mean, I really had to kind of think + +16:52.240 --> 16:55.880 + there's gonna be something good happening out of this. + +16:55.880 --> 16:59.120 + So really I thought, well, this sounds impossible + +16:59.120 --> 17:01.600 + and it probably is impossible to do the full thing, + +17:01.600 --> 17:06.600 + like the full game where you play one versus one + +17:06.720 --> 17:09.760 + and it's only a neural network playing and so on. + +17:09.760 --> 17:10.960 + So it really felt like, + +17:10.960 --> 17:14.000 + I just didn't even think it was possible. + +17:14.000 --> 17:14.840 + But on the other hand, + +17:14.840 --> 17:19.080 + I could see some stepping stones towards that goal. + +17:19.080 --> 17:21.600 + Clearly you could define sub problems in StarCraft + +17:21.600 --> 17:23.360 + and sort of dissect it a bit and say, + +17:23.360 --> 17:26.720 + okay, here is a part of the game, here is another part. + +17:26.720 --> 17:29.400 + And also obviously the fact, + +17:29.400 --> 17:31.280 + so this was really also critical to me, + +17:31.280 --> 17:34.400 + the fact that we could access human replays. + +17:34.400 --> 17:35.720 + So Blizzard was very kind + +17:35.720 --> 17:38.560 + and in fact they open source this for the whole community + +17:38.560 --> 17:39.960 + where you can just go + +17:39.960 --> 17:43.040 + and it's not every single StarCraft game ever played, + +17:43.040 --> 17:44.200 + but it's a lot of them. + +17:44.200 --> 17:45.880 + You can just go and download + +17:45.880 --> 17:47.160 + and every day they will, + +17:47.160 --> 17:48.960 + you can just query a data set and say, + +17:48.960 --> 17:51.680 + well, give me all the games that were played today. + +17:51.680 --> 17:55.800 + And given my kind of experience with language + +17:55.800 --> 17:57.920 + and sequences and supervised learning, + +17:57.920 --> 18:00.760 + I thought, well, that's definitely gonna be very helpful + +18:00.760 --> 18:02.400 + and something quite unique now + +18:02.400 --> 18:06.720 + because ever before we had such a large data set + +18:06.720 --> 18:11.000 + of replays of people playing the game at this scale + +18:11.000 --> 18:12.560 + of such a complex video game, right? + +18:12.560 --> 18:15.640 + So that to me was a precious resource. + +18:15.640 --> 18:18.000 + And as soon as I knew that Blizzard was able + +18:18.000 --> 18:20.960 + to kind of give this to the community, + +18:20.960 --> 18:22.280 + I started to feel positive + +18:22.280 --> 18:24.280 + about something non trivial happening. + +18:24.280 --> 18:27.120 + But I also thought the full thing, + +18:27.120 --> 18:30.400 + like really no rules, no single line of code + +18:30.400 --> 18:31.680 + that tries to say, well, I mean, + +18:31.680 --> 18:33.320 + if you see this unit build a detector, + +18:33.320 --> 18:36.680 + all these, not having any of these specializations + +18:36.680 --> 18:39.160 + seemed really, really, really difficult to me. + +18:39.160 --> 18:40.000 + Intuitively. + +18:40.000 --> 18:42.680 + I do also like that Blizzard was teasing + +18:42.680 --> 18:43.960 + or even trolling you, + +18:45.480 --> 18:48.560 + sort of almost pulling you in + +18:48.560 --> 18:50.280 + into this really difficult challenge. + +18:50.280 --> 18:51.840 + Do they have any awareness? + +18:51.840 --> 18:55.640 + What's the interest from the perspective of Blizzard + +18:55.640 --> 18:57.280 + except just curiosity? + +18:57.280 --> 18:59.400 + 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 +