Lex Fridman Podcast - Oriol Vinyals: DeepMind AlphaStar, StarCraft, Language, and Sequences

Episode Date: April 29, 2019

Oriol Vinyals is a senior research scientist at Google DeepMind. Before that he was at Google Brain and Berkeley. His research has been cited over 39,000 times. He is one of the most brilliant and imp...actful minds in the field of deep learning. He is behind some of the biggest papers and ideas in AI, including sequence to sequence learning, audio generation, image captioning, neural machine translation, and reinforcement learning. He is a co-lead (with David Silver) of the AlphaStar project, creating an agent that defeated a top professional at the game of StarCraft. If you would like to get more information about this podcast go to https://lexfridman.com/ai or connect with @lexfridman on Twitter, LinkedIn, Facebook, Medium, or YouTube where you can watch the video versions of these conversations.

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Starting point is 00:00:00 The following is a conversation with Ariol Vanillaalus. He's a senior research scientist at Google Deep Mind, and before that, he was a Google Brain and Berkeley. His research has been cited over 39,000 times. He's truly one of the most brilliant and impactful minds in the field of deep learning. He's behind some of the biggest papers and ideas in AI, including sequence-to-sequence learning, audio generation, image captioning, neural machine translation, and, of course, reinforcement learning.
Starting point is 00:00:29 He's a lead researcher of the Alpha Star Project, creating an agent that defeated a top professional at the game of Starcraft. This conversation is part of the Artificial Intelligence Podcast. If you enjoy it, subscribe on YouTube, iTunes, or simply connect with me on Twitter at Lex Friedman spelled F-R-I-D. And now here's my conversation with Ariel Vanilla-Lis. You spearheaded the deep mind team behind Alpha Star that recently beat a top professional player Starcraft. So you have an incredible wealth of work and deep learning and a bunch of
Starting point is 00:01:25 fields, but let's talk about Starcraft first. Let's go back to the very beginning, even before Alpha Star, before Deep Mine, before Deep Learning. First, what came first for you? A lot for programming or a lot for video games? I think for me, it definitely came first, the drive to play video games. I really liked computers. I didn't really code much, but what I would do is I would just mess with the computer, break it and fix it.
Starting point is 00:01:58 That was the level of skills, I guess, that I gained in my very early days, I mean, when I was 10 or 11. And then I really got into video games, especially Starcraft actually, the first version. I spent most of my time just playing kind of pseudo-professionally, as professionally as you could play back in 98 in Europe, which was not a very main scene like that what's called nowadays esports. Right, of course, in the 90s. So how did you get into Starcraft? What was your favorite race? How do you develop?
Starting point is 00:02:29 How did you develop your skill? What was your strategy? All that kind of thing. So as a player, I tended to try to play not many games, not to kind of disclose the strategies that I kind of developed. And I like to play random actually, not in in competitions but just to I think in Starcraft there's well there's three main races and I found it very useful to play with all of them and so I would choose random many times even sometimes in tournaments to gain skill on the three races because it's not how you play against
Starting point is 00:03:01 someone but also if you understand the race because you play it, you also understand what's annoying, what then when you're on the other side, what to do to annoy that person, to try to gain advantages here and there and so on. So I actually played random, although I must say in terms of favorite race, I really like Zirk. I was probably best at Zirk and that's probably what I tend to use towards the end of my career before starting university. So let's step back a little bit. Could you try to describe Starcraft to people that may never have played video games, especially the massively online variety?
Starting point is 00:03:37 Right. So Starcraft is a real-time strategy game. And the way to think about Starcraft, perhaps, if you understand a bit chess, is that there's a board, which is called map or, or like, yeah, like the map where people play against each other. There's obviously many ways you can play, but the most interesting one is the one versus one setup, where you just play against someone else else or even the build in AI, right? There's a laser put system that can play the game reasonably well if you don't know how to play.
Starting point is 00:04:11 And then in this board, you have again, pieces like in chess, but these pieces are not there initially, like they are in chess. You actually need to decide to gather resources, to decide which pieces to build. So in a way, you're starting almost with no pieces. You start gathering resources in stack of there's minerals and gas that you can gather.
Starting point is 00:04:32 And then you must decide how much do you want to focus, for instance, on gathering more resources or starting to build units or pieces. And then once you have enough pieces or maybe like attack, you know, a good attack composition, then you go and attack the other side of the map. And now the other main difference with chess is that you don't see the other side of the map. So you're not seeing the moves of the enemy. It's what we call partially observable. So as a result, you must not only decide trading of economy versus building your own units,
Starting point is 00:05:08 but you also must decide whether you want to scout to gather information, but also by scouting you might be giving away some information that you might be hiding from the enemy. So there's a lot of complex decision-making all in real time. There's also, unlike chess, this is not a turn-based game, you play basically all the time continuously and thus some skill in terms of speed and accuracy
Starting point is 00:05:33 of clicking is also very important and people that train for this really play this game at an amazing skill level. I've seen many times these and if you can witness this life is really really really impressive So in a way, it's kind of a chess where you don't see the other side of the board You're building your own pieces and you also need to gather resources to Basically get some money to build other buildings pieces technology and so on From the perspective of the human player the difference between that and chess or maybe that and perspective of a human player, the difference between that and chess or maybe that and a game like turn-based strategy like heroes of Might and Magic is that there's an anxiety because
Starting point is 00:06:12 you have to make these decisions really quickly. And if you are not actually aware of what decisions work, it's a very stressful balance. Everything you describe is actually quite stressful, difficult to balance for amateur human player. I don't know if it gets easier at the professional level. Like if they're fully aware what they have to do, but at the amateur level, there's this anxiety, oh crap, I'm being attacked, oh crap, I have to build up resource, oh, I have to probably expand
Starting point is 00:06:41 and all these, the time, the real-time strategy aspect is really stressful and computation I'm sure difficult. We'll get into it, but for me, BattleNet, so StarCraft was released in 98, 20 years ago, which is hard to believe, and Blizzard BattleNet with Diablo 96 came out. And to me, it might be a narrow perspective, but it changed online gaming and perhaps society for ever. Yeah, but I may have made way to a narrow viewpoint, but from your perspective, can you talk about the history of gaming over the past 20 years? Is this how transformational, how important is this line of games?
Starting point is 00:07:29 Right, so I think I kind of was an active gamer whilst this was developing the internet, I'm online gaming, so for me the way it came was I played other games, strategy related, I played a bit of common and conquer, and then I played Warcraft 2, which is from Blizzard, but at the time I didn't know, I didn't understand about what Blizzard was or anything. Warcraft 2 was just a game, which was actually very similar to Starcraft in many ways.
Starting point is 00:07:57 It's also a real-time strategy game, where there's Orcs and Humans, so there's only two races. But it was offline. And it was offline, right? So I remember a friend of mine came to school, say, oh, there's this new cool game called Starcraft, and I just said, all these sounds like just a copy of Warcraft, too. Until I kind of installed it. And at the time, I am from Spain,
Starting point is 00:08:18 so we didn't have internet, like very good internet, right? So there was, for us, the Starcraft became first, kind of an offline experience where you kind of start to play these missions, right? You play against some sort of scripted things to develop the story of the characters in the game. And then later on, I start playing against the built-in AI, and I thought it was impossible to defeat it. Then eventually, you defeat one, and you can actually play against seven built in AIs at the same time, which also felt impossible.
Starting point is 00:08:49 But actually, it's not that hard to beat seven built in AIs at once. So once we achieved that, also we discovered that we could play, as I said, internet wasn't that great, but we could play with the LAN, like basically against each other if we were in the same place because you could just connect machines with cables, right? So we started playing in LAN mode and against, you know, as a group of friends and it was really, really like much more entertaining than playing against the eyes. And later on as internet was starting to double up and being a bit faster and more reliable, then it's when I started experiencing bottleneck, which is these amazing universe, not only because
Starting point is 00:09:29 of the fact that you can play the game against anyone in the world, but you can also get to know more people. You just get exposed to now like this vast variety of it's kind of a bit when the chats came about, right? This, there was a chat system you could play against people, but you could also chat with people, not only about Stakker, but about anything. And that became a way of life for kind of two years.
Starting point is 00:09:53 And obviously that need became like kind of exploded in mean that I started to play more seriously, going to tournaments and so on, so forth. Do you have a sense and a societal, sociological level, what's this whole part of society that many of us are not aware of? And it's a huge part of society, which is gamers.
Starting point is 00:10:13 I mean, every time I come across that in YouTube or streaming sites, I mean, this is a huge number of people play games religiously. Do you have a sense of those folks, especially now that you've returned to that realm a little bit on the A.I. side? Yeah. So, in fact, even after StarCraft, I actually played World of Warcraft, which is mainly the main sort of online world on presence that you get to interact with lots of people. So I played that for a little bit. It was, to me, it was a bit less stressful than StarCraft
Starting point is 00:10:45 because winning was kind of a given. You're just putting this world and you can always complete missions. But I think it was actually the social aspect of especially StarCraft first and then games like World of Warcraft really shaped me in a very interesting way. It's because you get to experience is just people
Starting point is 00:11:06 you wouldn't usually interact with, right? So even nowadays, I still have many Facebook friends from the area where I played online, and their ways of thinking is even political. They just don't, we don't live in, like we don't interact in the real world, but we were connected by basically fiber. And that way I actually get to understand a bit better that we live in a diverse world, but we were connected by basically fiber. And that way I actually get to understand
Starting point is 00:11:25 a bit better that we live in a diverse world. And these were just connections that were made by because, you know, I happened to go in a city, in a virtual city, as a priest. And I met this, you know, this warrior and we became friends. And then we started like playing together. Right. So I think it's transformative and more and more people are more aware of it. I mean, it's becoming quite mainstream. But back in the day, as you were saying, in 2000, 2005 even, it was still a very strange thing
Starting point is 00:11:58 to do, especially in Europe. I think there were exceptions like Korea, for instance, it was amazing that everything happened so early in terms of cyber cafes. If you go to Seoul, it's a city that back in the day, StarCraft was kind of, you could be a celebrity by playing StarCraft, but this was like 99, 2000, right? It's not like recently. So yeah, it's quite interesting to look back and yeah, I think it's changing
Starting point is 00:12:26 society. The same way, of course, like technology and social networks and so on are also transforming things. And a quick tangent. Let me ask, you're also one of the most productive people in your particular chosen passion and path in life. And yet, you're also appreciate and enjoy video games. Do you think it's possible to do to enjoy video games and moderation? Someone told me that you could choose two out of three. When I was playing video games you could choose having a girlfriend playing video games or studying and I think for the most part it was relatively true These things do take time Games like start if you take the game pretty seriously and you want to study it
Starting point is 00:13:13 Then you obviously will dedicate more time to it and I definitely took gaming and obviously studying very seriously I love learning science and etc. So to me, especially when I started university undergrad, I kind of step off StarCraft. I actually fully stopped playing. And then World of Warcraft was a bit more casual. You could just connect online and I mean,
Starting point is 00:13:37 it was fun, but as I said, that was not as much time investment as it was for me in Starcraft. OK, so let's get into Alpha Star. What are the year behind the team? So DeepMind's been working on Starcraft and released a bunch of cool Up and Source agents and so on the past few years. But Alpha Star really is the moment where the first time
Starting point is 00:14:01 you beat a world class player. So what are the parameters of the challenge in the way that Alpha Star took it on and how did you and David and the rest of the DeepMind team get into it, consider that you can even beat the best in the world or top players. I think it all started back in 2015. Actually, I'm lying. I think it was 2014 when DeepMine was acquired
Starting point is 00:14:29 by Google. And at the time was at Google Brain, which is in California, it's still in California. We had this summit where we got together, the two groups. So Google Brain and Google DeepMine got together and we gave a series of talks. And given that they were doing deep reinforcement learning for games, I decided to bring up part of my past, which I had developed at Berkeley, like this thing, which we call Berkeley, Obermine, which is really just a stack of one
Starting point is 00:14:56 bot. So I talked about that. And I remember that means just came to me and said, well, maybe not now. It's perhaps a bit too early, but you should just came to me and said, well, maybe not now, it's perhaps a bit early, but you should just come to DeepMine and do this again with deep reinforcement learning, right? And at the time, it sounded very science fiction for several reasons. But then in 2016, when I actually moved to London
Starting point is 00:15:18 and joined DeepMine, transferring from brain, it became apparent that because of the alpha-go moments and kind of Blizzard reaching out to us to say, like, do you want the next challenge and also me being full-time at Deep Mind, sort of kind of all these came together. And then I went to Irvine in California, to the Blizzard headquarters to just chat with them and try to explain how would it all work before you do anything. And the approach has always been about the learning perspective, right? So in Berkeley, we did a lot of rule-based conditioning and if you have more than three units, then go attack, and if the other has more units than me, I retreat, and so on and so
Starting point is 00:16:02 forth. And of course, the point of deep reinforcement learning, deep learning, machine learning in general is that all these should be learned behavior. So that kind of was the DNA of the project since its inception in 2016, where we just didn't even have an environment to work with. And so that's how it all started, really.
Starting point is 00:16:22 So if you go back to a conversation with Demis or even in your own head How far away did you because that's we're talking about Atari games? We're talking about go which is kind of if you're honest about it really far away from Starcraft and Well, now that you've beaten it, maybe you could say it's close, but it's much it seems like Starcraft is way harder than go Philosophically speaking. So how far away did you think you were? Do you think it's 2019 and 18 you could be doing as well as you have? Yeah, when I kind of thought about, okay, I'm going to dedicate a lot of my time and focus
Starting point is 00:17:00 on this. And obviously I do a lot of different research in deep learning. So spending time on it, I mean, I really had to kind of think there's gonna be something good happening out of this. So really, I thought, well, this sounds impossible and it probably isn't possible to do the full thing like the all like the full game where you play one versus one and it's only a neural network playing and so on. So it really felt like I just didn't even think it was possible.
Starting point is 00:17:30 But on the other hand, I could see some stepping stones like towards that goal. Clearly you could define some problems in StarCraft and sort of dissect it a bit and say, okay, here is a part of the game, here is another part. And also obviously the fact, so this was really also critical to me, the fact that we could access human replays, right?
Starting point is 00:17:51 So Blizzard was very kind, and in fact they open sourced these for the whole community where you can just go, and it's not every single StarCraft game ever played, but it's a lot of them, you can just go and download, and every day they will, you can just query a data set and say, well, give me all the games that were played today.
Starting point is 00:18:08 And given my kind of experience with language and sequences and supervised learning, I thought, well, that's definitely going to be very helpful and something quite unique now, because ever before, we had such a large data set of replays of people playing the game at this scale of such a complex video game, right? So that to me was a precious resource. And as soon as I knew that Blizzard was able to kind of give this to the community, I started to feel positive about something non-trivial happening, but I also thought the full thing, like really no rules, no single line of code that tries to say, well, I mean, if you see this unit builder detector, all
Starting point is 00:18:50 these, not having any of these specializations seemed really, really, really difficult to me. I do also like that Blizzard was teasing or even trolling you, sort of almost, yeah, pulling you in into this really difficult challenge. Did they have any awareness? What's the interest from the perspective of Blizzard? Except just curiosity. Yeah, I think Blizzard has really understood and really bring forward this competitiveness of esports in games. The StarCraft really kind of sparked a lot of like something that almost was never seen, especially as I was saying, back in Korea.
Starting point is 00:19:30 So they just probably thought, well, this is such a pure one versus one setup that it would be great to see if something that can play Atari or Go and then later on chess could even tackle this kind of complex real-time strategy game, right? So for them, they wanted to see first obviously whether it was possible, if the game they created was in a way solvable, to some extent. And I think on the other hand, they also are a pretty modern company that innovates a lot. So just starting to understand AI for them
Starting point is 00:20:05 to how to bring AI into games is not AI for games, but games for AI. I mean, both ways I think can work. And we obviously have the man use games for AI to drive AI progress, but Blizzard might actually be able to do and many other companies to start to understand and do the opposite.
Starting point is 00:20:23 So I think that is also something they can get out of these. And they definitely, we have brainstorm a lot about these, right? But one of the interesting things to me about Starcraft and Diablo and these games that Blizzard has created is the task of balancing classes, for example, sort of making the game fair from the starting point, and then let's skill determine the outcome. Is there, I mean, can you first comment, there's three races, Zerg, Protoss, and Terran, I don't know if I've ever said that out loud.
Starting point is 00:20:55 Is that how you pronounce it? Terran? Terran. Yeah. Yeah, I don't think I've ever so in person interacting with anybody about Starcraftraft. That's funny. So they seem to be pretty balanced. I wonder if the AI, the work that you're doing with Alpha Star would help balance them even further. Is that something you think about? Is that something that Blizzard is thinking about?
Starting point is 00:21:19 Right, so balancing when you add a new unit or a new spell type is obviously possible given that you can always train or pre-trained at scale some agent that might start using that in unintended ways. But I think actually, if you understand how StarCraft has kind of co-evolved with players, in a way, I think it's actually very cool. The ways that many of the things and strategies that people came up with, right?
Starting point is 00:21:45 So I think it's, we've seen it over and over in Starcraft that Blizzard comes up with maybe a new unit and then some players get creative and do something kind of unintentional or something that Blizzard designers that just simply didn't test or think about. And then after that becomes kind of mainstream in the community, Blizzard patches the game and then they kind of maybe weaken that strategy or make it actually more interesting but a bit more balanced. So this kind of continual talk between players and Blizzard is kind of what has defined them actually in actually most games, in Stagra but also in Wall of Warcraft, they would do that. There are several classes and it would be not good that everyone plays absolutely the same race or so on. So I think they do care about balancing, of course, and they do a fair amount of testing, but it's also beautiful to also see
Starting point is 00:22:38 how players get creative anyways. And I mean, whether AI can be more creative at this point, I don't think so, right? I mean, it's just sometimes something so amazing happens. Like I remember back in the days, like you have these drop ships that could drop the rivers and that was actually not Thought about that you could drop this unit that has this what's called splash damage that would basically Eliminate all the enemies workers at once would basically eliminate all the enemies workers at once. No one thought that you could actually put them and really early game do that kind of damage
Starting point is 00:23:09 and then things change in the game. But I don't know, I think it's quite an amazing exploration process from both sides, players and Blizzard to like. Well, it's almost like a reinforcement learning exploration, but I mean, the scale of humans that play, that play Blizzard games is almost on the scale of a large scale, a deep mind, RL experiment. I mean, if you look at the numbers, it's, I mean, you're talking about, I don't know how many games, but hundreds of thousands of games, probably a month. Yeah, I mean, so you could, it's almost the same as running RL agents.
Starting point is 00:23:45 What aspect of the problem of StarCraft, you think is the hardest. Does it, like you said, the imperfect information? Is it the fact they have to do long-term planning? Is it the real-time aspects? We have to do stuff really quickly. Is it the fact that at large action space, you can do so many possible things? Or is it, you know, in the game, theoretic sense, there is no Nash equilibrium. At least you don't know what the optimal strategy
Starting point is 00:24:10 is because there's way too many options. Right. What's, is there something that stands out as just like the hardest, the most annoying thing? So when we sort of looked at the problem and start to define the parameters of it of it. What are the observations? What are the actions? It became very apparent that the very first barrier that one would hit in StarCraft would be because of the action space being so large and as not being able to search, like you could in Chess or go even though the search
Starting point is 00:24:42 space is vast. The main problem that we identified was that of exploration, right? So without any sort of human knowledge or human prior, if you think about Starcraft and you know how deep reinforcement learning algorithm works, work, which is essentially by issuing random actions and hoping that they will get some wins sometimes so they could learn. So if you think of the action space in Starcraft, almost anything you can do in the early game is bad, because any action involves taking workers, which are mining minerals for free, that's something that the game does automatically sends them to mine, and you would immediately just take them out of mining and send them around.
Starting point is 00:25:25 So just thinking how is it going to be possible to get to understand these concepts but even more like expanding, right? There's these buildings you can place in other locations in the map to gather more resources, but the location of the building is important. And you have to select a worker, send it, walking to that location, build a building, wait for the building to be built, and then put extra workers there. So they start mining that, just that feels like impossible. If you just randomly click to produce that state, desirable state, that then you could hope to learn from, because eventually that may yield to an extra win, right?
Starting point is 00:26:06 So for me, the exploration problem and due to the action space and the fact that there's not really turns there's so many turns because the game essentially takes at 22 times per second. If you I mean that's how they could discretize sort of time. Obviously you always have to discretize, but there's no such thing as real time. But it's really a lot of time steps of things that could go wrong. And that definitely felt a priori like the hardest. You mentioned many good ones. I think partial observability, the fact that there is no perfect strategy
Starting point is 00:26:40 because of the partial observability. Those are very interesting problems. We start seeing more and more now in terms of as we solve the previous ones. But the core problem to me was exploration and solving it has been basically kind of the focus and how we saw the first breakthroughs. So exploration in a multi-heroic way.
Starting point is 00:27:00 So like 22 times a second exploration has a very different meaning than it does in terms of should I gather resources early or should I wait or so on. So how do you solve the long term? Let's talk about the internals of AlphaStone. So first of all, how do you represent the state of the game as an input? Right. How do you then do the long-term sequence modeling? How do you build a policy? Right. Well, so what's the architecture like?
Starting point is 00:27:29 So Alpha Star has obviously several components, but everything passes through what we call the policy, which is a neural network. And that's kind of the beauty of it. There is, I could just now give you a neural network in some ways. And if you've fed the right observations and you understood the actions the same way we do, you would have basically the agent playing the game.
Starting point is 00:27:51 There's absolutely nothing else needed other than those weights that were trained. Now, the first step is observing the game. And we've experimented with a few alternatives. The one that we couldn't use mixes both special images that you would process from the game, that is the zoomed out version of the map and also assumed in version of the camera or the screen as we call it. But also, we give to the agent the least of units that it sees.
Starting point is 00:28:22 More of as a set of objects that it can operate on. That is not necessarily required to use it. And we have versions of the game that play well without this set vision that is a bit not like how humans perceive the game. But it certainly helps a lot because it's a very natural way to encode the game is by just looking at all the units that there are there They have properties like health position type of unit whether it's my unit or the enemies and that's sort of is kind of the The summary of of the state of of the of the game know that least of units or set of units that you see all the time But that's pretty close to the way humans see the game. Why do you say it's not, you're saying the exactness of it is not
Starting point is 00:29:10 similar to humans. The exactness of it is perhaps not the problem. I guess maybe the problem if you look at it from how actually humans play the game is that they play with a mouse on a keyboard and a screen. And they don't see sort of a structured object with all the units, what they see is what they see on the screen, right? So, remember that there's a sorry interrupt, there's a plot that you showed with camera based where you do exactly that right?
Starting point is 00:29:35 You move around and that seems to converge to similar performance. Yeah, I think that's what I, we're kind of experimenting with what's necessary or not, but we're kind of experimenting with what's necessary or not, but using the set. So actually, if you look at research in computer vision, where it makes a lot of sense to treat images as two-dimensional arrays, there's actually a very nice paper from Facebook. I think I forgot who the authors are, but I think it's part of K-Mix has group. And what they do is they take an image, which is a two-dimensional signal,
Starting point is 00:30:08 and they actually take pixel by pixel and scramble the image as if it was just a list of pixels. Crucially, they encode the position of the pixels with the xy coordinates. This is just a new architecture, which we incidentally also use in Stakraf called the Transformer, which is a very popular paper from last year,
Starting point is 00:30:28 which yielded very nice result in machine translation. If you actually believe in this, it's actually a set of pixels as long as you encode xy, it's okay, then you could argue that the list of units that we see is precisely that, because we have each unit as a kind of pixel, if you will, and then their XY coordinates.
Starting point is 00:30:49 So in that perspective, without knowing it, we use the same architecture that was shown to work very well on Pascal and image net and so on. So the interesting thing here is putting it in that way, it starts to move it towards the way you usually work with language. So what, and especially with your expertise and work in language, it seems like there's echoes of a lot of the way you would work with natural language in the way you've approached Alpha Star.
Starting point is 00:31:18 Right. What's, does that help with the long-term sequence modeling there somehow? Exactly. So now that we understand what an observation for a given time step is, we need to move on to say, well, there's going to be a sequence of such observations. And an agent will need to give an all that it's seen, not only the current time step, but all that it's seen. Why? Because there is partial observability.
Starting point is 00:31:42 We must remember whether we saw a worker going somewhere for instance, right? Because then there might be an expansion on the top right of the map. So given that what you must then think about is there is the problem of given all the observations, you have to predict the next action. And not only given all the observations, but given all the observations and given all the actions you've taken predict the next action. And that sounds exactly like machine translation, where, and that's exactly how kind of I saw the problem, especially when you are given supervised data or replace from humans, because the problem is exactly the same.
Starting point is 00:32:20 You're translating essentially a prefix of observations and actions onto what's going to happen next, which is exactly how you would train a model to translate or to generate language as well, right? You have a certain prefix. You must remember everything that comes in the past because otherwise you might start having non coherent text. And the same architectures, we're using LSTMs and transformers to operate on across time to kind of integrate all that's happening in the past. Those architectures that work so well in translation or language modeling are exactly the same than what the agent is using to issue actions in the game. And the way we train it moreover for imitation, which is step one of Alpha Staris, take all
Starting point is 00:33:04 the human experience and try to imitate it much like you try to imitate translators that translated many pairs of sentences from French to English say. That sort of principle applies exactly the same. It's almost the same code, except that instead of words, you have slightly more complicated objects, which are the observations and the actions are also a bit more complicated than a word. Is there a self-play component in too?
Starting point is 00:33:30 So once you run out of imitation. Right. So indeed, you can bootstrap from human replace, but then the agents you get are actually not as good as the humans you imitate. So how do we imitate? Well, we take humans from 3000 MMR and higher. 3000 MMR is just a metric of human skill. And 3000 MMR might be like 50% percentile. So it's just average human.
Starting point is 00:34:00 What's the, so maybe quick pause. MMR is a ranking scale, the matchmaking rating for players. So it's three thousand. I remember there's like a master and a grand master. What's three thousand? So three thousand is is pretty bad. I think it's kind of goals level. It just sounds really good relative to chess, I think.
Starting point is 00:34:17 Oh, yeah, yeah. No, the ratings, the best in the world are at seven thousand MMR. Seven thousand. So three thousand. It's a bit like Elo in the right. So three thousand three hundred just allows us to not filter a lot of the data. So we like to have a lot of data in deep learning as you probably know.
Starting point is 00:34:33 So we take these kind of 3,500 and above, but then we do a very interesting trick, which is we tell the neural network what level they are imitating. So we say, these replay, you're gonna try to imitate, to predict the next action for all the actions that you're going to see is a 4000mmr replay. This one is a 6000mr replay. And what's cool about this is then we take this policy that is being trained from human
Starting point is 00:35:00 and then we can ask it to play like a 3000mmr player by setting a bit saying well okay play like a 3000mmr player or play like a 6000mmr player and you actually see how the policy behaves differently it gets worse economy if you play like a gold level player it does less actions per minute which is the number of clicks or number of actions that you will issue in a whole minute. And it's very interesting to see that it kind of imitates the skill level quite well. But if we ask it to play like a 6,000 MMR player, we tested, of course, these policies to see how well they do.
Starting point is 00:35:35 They actually beat all the built-in AI's that Blizz are putting the game. But they're nowhere near 6,000 MMR players, right? They might be maybe around goal level, platinum perhaps. So there's still a lot of work to be done for the policy to truly understand what it means to win. So far, we only ask them, okay, here is the screen. And that's what's happened on the game until this point.
Starting point is 00:35:58 What would the next action be? But we ask a pro to now say, oh, you're gonna click here or here or there. And the point is experiencing wins and losses is very important to then start to refine. Otherwise, the policy can get loose, can just go off policy as we call it. That's so interesting that you can at least hope eventually to be able to control a policy, approximately to be at some MMR level. That's so interesting, especially given that you have ground truth for a lot of these cases.
Starting point is 00:36:31 Right. Can I ask you a personal question? Sure. What's your MMR? Well, I haven't played Staggraf II, so I am unranked, which is the kind of lowest league. Okay. So I used to play Staggraf I. The first one.
Starting point is 00:36:46 But you haven't seriously played. No, not StarCraft 2. So the best player we have at DeepMind is about 5,000 MMR, which is high masters. It's not at the Grandmaster level. Grandmaster level would be the top 200 players in a certain region like Europe or America or Asia. But for me, it would be hard to say, I am very bad at the game.
Starting point is 00:37:10 I actually played Alpha Star a bit too late and it beat me. I remember the whole team was, oh, you should play. And I was, oh, it looks like it's not so good yet. And then I remember I kind of got busy and waited the next week. And I played and it really beat me very badly. Was that, I mean, how did that feel? Is that, is that an amazing feel? That's amazing.
Starting point is 00:37:29 Yeah. I mean, obviously, I tried my best and I tried to also impress my, because I actually played the first game. So I'm still pretty good at micromanagement. The problem is I just don't understand Starcraft too. I understand Starcraft. And when I played Starcraft, I probably was consistently like for a couple years, top 32 in Europe.
Starting point is 00:37:51 So I was decent, but at the time we didn't have this kind of MMR system as well as established. So it would be hard to know what it was back then. So what's the difference in interface between Alpha Star and Starcraft and a human player and Starcraft? Is there any significant differences between the way they both see the game? I would say the way they see the game, there's a few things that are just very hard to simulate. The main one, perhaps, which is obviously in hindsight, is what's called cloaked units, which are invisible units.
Starting point is 00:38:27 So in StarCraft, you can make some units that you need to have a particular kind of unit to detect it. So these units are invisible. If you cannot detect them, you cannot target them. So they would just destroy your buildings or kill your workers. But despite the fact you cannot target the unit, there's a shimmer that is a human you observe.
Starting point is 00:38:51 I mean, you need to train a little bit, you need to pay attention. But you would see this kind of space-time, a space-time like distortion, and you wouldn't know, okay, there are, yeah, there's like a wave thing you could say, it's called shimmer. It's called the distortion. I like it. That's really like, the's like a wave thing. Yeah, it's called shimmer. It's called the story. I like it.
Starting point is 00:39:05 That's really like the blizzard term is shimmer. Shimmer. And so these shimmer professional players actually can see it immediately. They understand it very well. But it's still something that requires certain amount of attention. And it's kind of a bit annoying to deal with.
Starting point is 00:39:22 Whereas for Alpha Star, in terms of vision, it's very hard for bit annoying to deal with. Whereas for Alpha Star in terms of vision, it's very hard for us to simulate sort of, oh, you know, are you looking at this pixel in the screen and so on. So the only thing we can do is, there is a unit that's invisible over there. So Alpha Star would know that immediately. Obviously, still obeys the rules.
Starting point is 00:39:40 You cannot attack the unit. You must have a detector and so on. But it's kind of one of the main things that it just doesn't feel there's a very proper way. I mean, you could imagine, oh, you don't have hypers, maybe you don't know exactly where it is or sometimes you see it, sometimes you don't. But it's just really, really complicated to get it so that everyone would agree, oh, that's the best way to simulate this.
Starting point is 00:40:03 It seems like a perception problem. It is a perception problem. So the only problem is people, or you ask, oh, what's the difference between how humans perceive the game, I would say, they wouldn't be able to tell a shimmer immediately as it appears on the screen, whereas alpha star in principle sees it very sharply, right? It sees that the bit turned from 0 to 1,
Starting point is 00:40:25 meaning there's now a unit there, although you don't know the unit or you don't know, you know, you know that you cannot attack it and so on. So that from a vision standpoint, that probably is the one that is kind of the most obvious one. Then there are things humans cannot do perfectly even professionals, which is they might miss a detail or they might have not seen a unit. And obviously, as a computer, if there's a corner of the screen that turns green because a unit enters the field of view, that can go into the memory of the agent, the LSTM, and perceives there for a while. And for whatever, for however long is relevant, right? And in terms of action, it seems like the rate of action from alpha stars is comparative,
Starting point is 00:41:08 if not slower than professional players, but it's more precise is what I like. So that's a very, like that's really probably the one that is causing us more issues for a couple of reasons, right? The first one is StarCraft has been an AI environment for quite a few years. In fact, I mean, I was participating in the very first competition back in 2010.
Starting point is 00:41:32 And there's really not been a kind of a very clear set of rules, how the actions per minute, the rate of actions that you can issue is. And as a result, these agents or bots that people build in a kind of almost very cool way, they do like 20,000, 40,000 actions per minute. Now, to put this in perspective, a very good professional human might do 300 to 800
Starting point is 00:41:59 actions per minute. They might not be as precise. That's why the range is a bit tricky to identify exactly. I mean, 300 actions per minute precisely is probably realistic. 800 is probably not, but you see humans doing a lot of actions because they warm up and they kind of select things
Starting point is 00:42:16 and spam and so on just so that when they need, they have the accuracy. So we came into this by not having kind of a standard way to say, well, how do we measure whether an agent is at human level or not? On the other hand, we had a huge advantage, which is because we do imitation learning, agents turned out to act like humans in terms of rate of actions even precision and in precision of actions in the supervised policy You could see all these you could see how agents like to spam click to move here if you played especially the upload You would know what I mean. I mean you just like spam. Oh a movie a movie a move here. You're doing literally like
Starting point is 00:42:58 Maybe five actions in two seconds, but these actions are not very meaningful. One would have suffice So on the one hand, we start from this imitation policy that is at the ballpark of the actions per minute of humans, because it's actually statistically trying to imitate humans. So we see this very nicely in the curves that we showed in the blog post, like there's these actions per minute,
Starting point is 00:43:21 and the distribution looks very human-like. But then of course, as self-play kicks in, and that's the part we haven't talked too much yet, but of course, the agent must play it against itself to improve, then there's almost no guarantees that these actions will not become more precise or even the rate of actions is gonna increase over time. So what we did, and this is probably kind of the first attempt
Starting point is 00:43:46 that we thought was reasonable, is we looked at the distribution of actions for humans for certain windows of time. And just to give a perspective, because I guess I mentioned that some of these agents that are programmatic, let's call them, they do 40,000 actions per minute. Professionals, as I said, do 300 to 800. So what we looked is we look at the distribution
Starting point is 00:44:06 over professional gamers and we took reasonably high actions per minute but we kind of identify certain cutoffs after which even if the agent wanted to act these actions would be dropped. But the problem is this cutoff is probably set a bit too high and what ends up happening even though the games and when we ask the professionals and the gamers by and large they feel like it's playing human like there are some agents that developed maybe slightly too high APMs which is actions per minute combined with the precision which made people sort of start discussing a very interesting issue which is should we have limited this should we just let it lose and see what cool things it can come up with right. Interesting. So this is in its several extremely interesting
Starting point is 00:44:58 questions but the same way that modeling the shimmer would be so difficult. Modeling absolutely all the details about muscles and precision and tiredness of humans would be so difficult, modeling absolutely all the details about muscles and precision and tiredness of humans would be quite difficult, right? So we're really here in kind of innovating in this sense of, okay, what could be maybe the next iteration of putting more rules that makes the agents more human-like in terms of restrictions. So Yeah, putting constraints that more constraints. Yeah, that's really interesting. That's really innovative. So one of the constraints you put on yourself,
Starting point is 00:45:32 or at least focused in, is on the Protoss race, as far as I understand. Can you tell me about the different races, and how they, so Protoss, Terran, and Zerg, how do they compare, how do they interact, why did you choose Protoss, Terran and Zerg, how do they compare, how do they interact, what did you choose Protoss? Right.
Starting point is 00:45:47 Yeah, in the dynamics of the game, seeing from a strategic perspective. So in Stagrav, there are three races. Indeed, in the demonstration, we saw only the Protoss race, so maybe let's start with that one. Protoss is kind of the most technologically advanced race. It has units that are expensive, but powerful, right? So in general, you want to kind of conserve your units as you go attack. So you want to, and then you want to utilize these tactical advantages of very fancy spells and so on.
Starting point is 00:46:22 So forth. And at the same time, there are kind of people say, like there are a bit easier to play perhaps, right? But that I actually didn't know. I mean, I just talked to now a lot to the players that we work with TLO and Mana. And they said, oh yeah,
Starting point is 00:46:40 Protoss is actually, people think it's actually one of the easiest races. So perhaps the easier that doesn't mean that it's, you know, obviously professional players excel at the three races and there's never like a race that dominates for a very long time. Anyway, so if you look at the top, I don't know, 100 in the world, is there one race that dominates that list? It would be hard to know because it depends on the regions. I think it's pretty equal in terms of distribution and Blizzard wants it to be equal, right? They wouldn't want
Starting point is 00:47:11 one-raise like, Protoss to not be representative in the top place. So definitely they tried it to be like balance, right? So then maybe the opposite race of Protoss is Zirk. Zirk is a race where you just kind of expand and take over as many resources as you can. And they have a very high capacity to regenerate their units. So if you have an army, it's not that valuable in terms of losing the whole army is not a big deal as Zirk, because you can then rebuild it and given that you generally accumulate a huge bank of resources Zerk's typically play by applying a lot of pressure, maybe losing their whole army but then
Starting point is 00:47:52 rebuilding it quickly. So although of course every race, I mean, there's never, I mean, they're pretty diverse. I mean, there are some units in Zerk that are technologically advanced and they do some very interesting spells and there's some units in Zerg that are technologically advanced and they do some very interesting spells. And there's some units in Protoss that are less valuable and you could lose a lot of them and rebuild them and it wouldn't be a big deal. All right. So maybe I'm missing out. Maybe I'm going to say some dumb stuff. But so summary of strategy. So first there's collection of a lot of resources. Right. So that's one option. The other one is expanding, so building other bases, then the other is obviously
Starting point is 00:48:30 a building unit and attacking with those units. And then I don't know what else there is. Maybe there's the different timing of attacks, like do attack early attack early. What are the different strategies that emerged that you've learned about? I've read a bunch of people are super happy that you guys have apparently, that Alpha star apparently has discovered that it's really good to, what does it saturate?
Starting point is 00:48:53 Oh yeah, the mind, let me know the line. Yeah, the mineral line. Yeah, yeah. And that's for greedy amateur players like myself. That's always been a good strategy. You just build up a lot of money and it just feels good to just accumulate and accumulate. So thank you for discovering that. Validating all of us. But is there other strategies that you discovered interesting,
Starting point is 00:49:16 unique to this game? Yeah, so if you look at the kind of not being a Starcraft 2 player, but of course Starcraft and Starcraft 2 and real-time strategy games in general are very similar. I would classify perhaps the openings of the game, they're very important, and generally I would say there's two kinds of openings. One that's a standard opening, that's generally how players find a balance between risk and economy and building some units early on so that they could defend, but they're not too exposed, basically, but also expanding quite quickly. So this would be kind of a standard opening. And within a standard opening, then what you do choose generally is what technology are you aiming towards. So there's a bit of rock paper scissors of you could go for spaceships or you could go for invisible units or you could go for, I don't know, like massive units that attack against certain
Starting point is 00:50:15 kinds of units, but they're weaker hands others. So standard openings themselves have some choices like rock paper scissors style. Of course, if you scout and you're good at guessing what the opponent is doing, then you can play as an advantage because if you know you're going to play rock, I mean, I'm going to play paper, obviously. So you can imagine that normal standard games in StarGraf looks like a continuous rock paper scissors game where you guess what the distribution of rock paper and scissors is from the enemy and reacting accordingly to try to beat it or put the paper out before he kind of changes
Starting point is 00:50:53 his mind from rock to Caesar's and then you would be in a weak position. So sorry to pause on that. Yeah, I didn't realize this element because I know it's true with poker. I know I looked at a lot of us. You're also estimating, trying to guess the distribution, trying to better estimate the distribution, what the opponent is likely to be doing. Yeah, I mean, as a player, you definitely want to have a belief state over what's app on the other side of the map.
Starting point is 00:51:20 And when your belief state becomes inaccurate, when you start having serious doubts, whether he's gonna play something that you must know, that's when you scout, you wanna then gather information, right? Is improving the accuracy of the belief, or improving the belief state part of the loss that you're trying to optimize, or is it just an insight effect? It's implicit, but implicit.
Starting point is 00:51:40 You could explicitly model it, and it would be quite good at probably predicting what's on the other side of the map, but so far it's all implicit. There's no no additional reward for predicting the enemy. So there's these standard openings and then there's what people call cheese, which is very interesting. An alpha star sometimes really likes this kind of cheese. These cheeses, what they are, is kind of an all-in strategy. You're going to do something sneaky. You're going to hide your own buildings close to the enemy base, or you're going
Starting point is 00:52:15 to go for hiding your technological buildings so that you do invisible units, and the enemy just cannot react to detect it and thus lose the game. And there's quite a few of these cheeses and barriens of them. And there it's where actually the belief state becomes even more important. Because if I scout your base and I see no buildings at all, any human prayer knows something's up. They might know, well, you're hiding something close to my base.
Starting point is 00:52:42 Should I build suddenly a lot of units to defend? Should I actually block my ramp with workers so that you cannot come and destroy my base? So there's all these is happening and defending against Jesus is extremely important. And in the Alpha Star League, many agents actually develop some cheesy strategies and in the games we saw against TLO and Mana,
Starting point is 00:53:04 two out of the 10 agents were actually doing these kind of strategies which are cheesy strategies and then there's a barion of cheesy strategy which is called all in. So an all in strategy is not perhaps as drastic as oh I'm gonna build cannons on your base and then bring all my workers and try to just disrupt your base and game over or GG as we say in StarCraft. There's these kind of very cool things that you can align precisely at a certain time mark. So for instance, you can generate exactly 10 unit composition that is perfect.
Starting point is 00:53:37 Like five of these type, five of these all type, and align the upgrade so that at four minutes and a half, let's say, you have these 10 units and the upgrade just finished. And at that point, that army is really scary. And unless the enemy really knows what's going on, if you push, you might then have an advantage because maybe the enemy's doing something more standard, it expanded too much, it developed too much economy and it trade off badly against having defenses and the enemy will lose. But it's called Olin because if you don't win, then you're gonna lose.
Starting point is 00:54:11 So you see players that do these kind of strategies, if they don't succeed, game is not over. I mean, they still have a base and they still gathering minerals, but they will just gg out of the game because they know, well, game is over. I gambled and I failed. So if we start entering the game, theoretic aspects of the game, it's really rich and it's really, that's why it also makes it quite entertaining to watch. Even if I don't play, I still enjoy watching the game. But the agents are trying to do this mostly implicitly, but one element that we improved in self-place creating the Alpha Star League.
Starting point is 00:54:48 And the Alpha Star League is not pure self-play. It's trying to create different personalities of agents so that some of them will become cheesy agents. Some of them might become very economical, very greedy, like getting all the resources, but then being maybe early on, they're gonna be be weak, but later on, they're going to be very strong. And by creating this personality of agents, which sometimes it just happens naturally that you can see kind of an evolution of agents that given the previous generation, they train
Starting point is 00:55:17 against all of them and then they generate kind of the perfect counter to that distribution. But these agents, you must have them in the populations because if you don't have them, you're not covered against these things, right? It's kind of you want to, you want to, you know, create all sorts of the opponents that you will find in the wild. So you can be exposed to these Jesus, early aggression, later aggression, more expansions, dropping units in your base from the side, all these things. And pure self-play is getting a bit stuck at finding some subset of these, but not all of these.
Starting point is 00:55:53 So the Alpha Star League is a way to kind of do an ensemble of agents that they're all playing in a league, much like people play on battlenet, right? They play, you play again someone who does a new cool strategy, and you immediately, oh my god, I wanna try it, I wanna play again. And these to me was another critical part of the problem which was, can we create a battle net for agents? And that's kind of what the Alpha Star League really is.
Starting point is 00:56:20 That's fascinating. And where they stick to their different strategies. Yeah, wow, that's really, really interesting. But that said, you were fortunate enough or just skilled enough to win 5-0. So how hard is it to win? I mean, that's not the goal. I guess, I don't know what the goal is. The goal should be to win majority, not 5-0, but how hard is it in general to win all matchups? I don't want one V1. So that's a very interesting question because once you see Alpha Star and superficially you think, well, okay, it won, let's, if you sum all the games like 10 to 1, right, it lost the game that
Starting point is 00:57:00 it played with the camera interface, you might think, well, that's, that's done, right? There's, it's, it's superhuman at the game. And that's not really the claim we really can't make, actually. The claim is we beat a professional gamer for the first time. StarCraft has really been a thing that has been going on for a few years, but a moment like this hasn't had not occurred before yet. But are these agents impossible to beat? Absolutely not. Right. So that's a bit what's, you know, kind of the the difference is the agents play at grandmaster level. They are definitely understanding the game enough to play extremely well. But are they unbeatable? Do they play perfect? No, and actually in Starcraft, because of these sneaky strategies,
Starting point is 00:57:49 it's always possible that you might take a huge risk sometimes, but you might get wins, right? Out of this. So I think as a domain, it still has a lot of opportunities, not only because of course we wanna learn with less experience, we would like to, I mean, if I learn to play Protos, I can play Taren and learn it much quicker than Alpha Star can, right? So there are obvious interesting research challenges as well.
Starting point is 00:58:15 But even as the raw performance goes, really the claim here can be we are at pro level or at at high ground master level. But obviously, the players also did not know what to expect, right? This kind of their prior distribution was a bit off because they played this kind of new like alien brain as they like to say, right? And that's what makes it exciting for them. But also, I think if you look at the games closely, you see there were weaknesses in some points. Maybe Alpha Star did not scout, or if it had got invisible units going against at certain points, it wouldn't have known
Starting point is 00:58:54 and it would have been bad. So there's still quite a lot of work to do. But it's really a very exciting moment for us to be seeing, wow, a single neural net on a GPU is actually playing against these guys who are amazing. I mean, you have to see them play in life. They're really, really amazing players. Yeah, I'm sure there's, there must be a guy in Poland somewhere right now training his butt off to make sure that this never happens again with Alpha Star.
Starting point is 00:59:23 So that's really exciting in terms of Alpha Star having some holes to exploit, which is great. And then you build on top of each other. And it feels like Starcraft, I'll let go, even if you win, it's still not, there's so many different dimensions in which you can explore. So that's really, really interesting. Do you think there's a ceiling to Alpha Star? You've said that it hasn't reached, you know, it's this is a big, wait, what, let me actually just pause for a second. How did it feel to come here to this point, to beat a top professional player? Like, oh, that night, I mean, you know, Olympic athletes have their gold medal, right? This is your gold medal, in a sense. Sure, you're cited a lot. You've published a lot of prestigious papers
Starting point is 01:00:09 Whatever, but this is like a win. How did it feel? I mean, it was for me it was unbelievable because First the win itself Me was so exciting. I mean, so Looking back to those last days of 2018, really, that's when the games were played. I'm sure I look back at that moment and say, oh, my God, I want to be in a project like that.
Starting point is 01:00:34 It's like, I already feel the nostalgia of like, yeah, that was huge in terms of the energy and the team effort that went into it. And so in that sense, as soon as it happened, I already knew it was kind of, I was losing it a little bit. So it is almost like sad that it happened and oh my god. But on the other hand,
Starting point is 01:00:54 it also verifies the approach. But to me, also, there's so many challenges and interesting aspects of intelligence that even though we can train a neural network to play at the level of the best humans, there's still so many challenges. So for me, it's also like, well, this is really an amazing achievement, but I already was also thinking about next steps. I mean, as I said, these agents play Protos versus Protos, but they should be able to play a different race much quicker. That would be an amazing achievement. Some people call this meta reinforcement learning,
Starting point is 01:01:29 meta learning, and so on. There's so many possibilities after that moment, but the moment itself, it really felt great. We had this bet, so I'm a pessimist in general, so I send an email to the team and I said, okay, let's Against TLO first, right? Like what's gonna be the result? And I really thought we would lose like five zero, right? I we had some calibration made against the 5,000 mmR player TLO was
Starting point is 01:02:02 Much stronger than that player even if he played Protos, which is his off-race. But yeah, I was not imagining we would win. So for me, that was just kind of a test run or something. And then it really kind of, he was really surprised. And unbelievably, we went to this bar to celebrate. And Dave tells me, well, why don't we invite someone who is a thousand MMR stronger in-proteurs, like an actual protest player, like that it turned up being mana, right?
Starting point is 01:02:32 And, you know, we had some drinks and I said, sure, why not? But then I thought, well, that's really gonna be impossible to beat. I mean, even because it's so much ahead, a thousand MMR is really like 99% probability that mana would beat TLO as proto versus proto, right? So we did that and to me the second the second game was much more important even though a lot of uncertainty kind of disappeared after we we kind of beat TLO. I mean, he is a professional player so so that was kind of, oh, but that's really a very nice achievement.
Starting point is 01:03:06 But Mana really was at the top and you could see he played much better, but our agents got much better too. So it's a And then After the first game, I said if we take a single game at least we can say we beat a game I mean, even if we don't beat the series for me that was a was a huge relief. And I mean, I remember the hacking dummies. And I mean, it was it was really like this moment for me will resonate forever as a researcher. And I mean, as a person. And yeah, it's a really like great accomplishment. And it was great also to be there with the team in the room. I don't know if you saw like this. So it was really like, I mean, from my perspective, the other interesting thing is just like watching
Starting point is 01:03:45 Kasparov, watching Mana was also interesting because he has kind of a loss of words. I mean, whenever you lose, I've done a lot of sports. You sometimes say excuses. You look for reasons. And he couldn't really come up with reasons. I mean, so with the off-race for protests, you could say, well, it felt awkward, it wasn't, but here it was, it was just beaten.
Starting point is 01:04:11 And it was beautiful to look at a human being being superseded by an AI system. I mean, it's a beautiful moment for researchers. So... Yeah, for sure. It was, I mean, probably the highlight of my career so far. Because of leads uniqueness and coolness and I don't know, I mean, it's obviously, as you said, you can look at paper citations and so on, but these, these really is like a testament of the whole
Starting point is 01:04:36 machine learning approach and using games to advance technology. I mean, it's really, it really was everything came together at that moment, that's really the summary. Also, on the other side, it's a popularization of AI, too, because just like traveling to the moon and so on. I mean, this is where a very large community of people that don't really know AI, they get to really interact with it. Which is very important. I mean, we're extremely important. We must important. We must writing papers helps our peers, researchers, to understand what we're doing. But I think AI is becoming mature enough that we must sort of try to explain what it is.
Starting point is 01:05:15 And perhaps through games, it's an obvious way because these games always had built in AI. So it may be everyone experience an AI playing a video game even if they don't know, because there's always some scripted element and some people might even call that AI already, right? So what are other applications of the approaches underlying alpha star that you see happening? There's a lot of echoes of these that transformer of language modeling. So on have you already started thinking where language modeling, so on. Have you already started thinking where the breakthroughs in Alpha Star get expanded to other applications? Right, so I thought about a few things for like kind of next months, next years. The main thing I'm thinking about actually is what's next as a kind of a grand
Starting point is 01:05:59 challenge because for me like we've seen Atari and and then there's the three-dimensional walls that we've seen also pretty good performance from this capture, the flag agents, that also some people at DeepMine and elsewhere are working on. We've also seen some amazing results on, for instance, Dota 2, which is also a very complicated game. For me, the main thing I'm thinking about is what's next in terms of challenge. So as a researcher, I see sort of two tensions between research and then applications or areas or domains where you apply them. So on the one hand, we've done, thanks to the application of StarCraft, it's very hard.
Starting point is 01:06:40 We developed some technique, some new research that now we could look at elsewhere. Are there other applications where we can apply these? And the obvious ones, absolutely, you can think of feeding back to sort of the community we took from, which was mostly sequence modeling or natural language processing. So we've developed our unextended things from the transformer, and we use pointer networks.
Starting point is 01:07:04 We combine LSTM and transformers in interesting ways. So that's perhaps the kind of lowest hanging fruit of feeding back to now different fields of machine learning that's not playing video games. Let me go old school and jump to the, to Mr. Alan Turing. Yeah. So the Turing test, you know, it's a natural language test, a conversational test.
Starting point is 01:07:28 What's your thought of it as a test for intelligence? Do you think it is a grand challenge that's worthy of undertaking? Maybe if it is, would you reformulate it or phrase it somehow differently? Right, so I really love the Turing test because I also like sequences and language understanding and In fact some of the early work we did in machine translation. We tried to apply to kind of a neural chatbot Which obviously would never pass the Turing test because it was very limited But it is a very fascinating fascinating idea that You could really have an AI that would be indistinguishable from humans in terms of asking or conversing with it, right?
Starting point is 01:08:12 So I think the test itself seems very nice and it's kind of well-defined actually like the passing it or not. I think there's quite a few rules that feel like pretty simple and you could really like have, I, I think there's quite a few rules that feel like pretty simple and you could really have, I mean, I think they have these competitions every year. Yes, so the love and the price, but I don't know if you've seen the kind of bots that emerge from that competition. They're not quite as what you would. So it feels like that there's weaknesses with the way Turing formulated it. It needs to be that the definition of a genuine, rich, fulfilling human conversation needs to be something else. Like the Alexa prize, which
Starting point is 01:08:59 I'm not as well familiar with, has tried to define that more. I think by saying you have to continue keeping a conversation for 30 minutes, something like that. So basically forcing the agent not to just fool, but to have an engaging conversation kind of thing. Is that, I mean, is this, have you thought about this problem richly? Like, and if, if you have in general, how far away are we from? You worked a lot on language, understanding language
Starting point is 01:09:31 generation, but the full dialogue, the conversation, just sitting at the bar, having a couple beers for an hour, that kind of conversation. Have you thought about it? Yeah. So I think you touched here on the critical point, which is feasibility, right? So there's a great sort of essay by Hamming which describes sort of grand challenges of physics and
Starting point is 01:09:54 He argues that well, okay, for instance Teleportation or time travel are great grand challenges of physics, but there's no attacks We really don't know or cannot kind of make any progress. So that's why most physicists and so on, they don't work on these in their PhDs and as part of their careers. So I see the Turing test as in the full Turing test as a bit still too early. Like I am, I think we're especially with the current trend of deep learning I think we're, especially with the current trend of deep learning, language models, we've seen some amazing examples, I think, GPT-2 being the most recent one, which is very impressive, but to understand, to fully solve passing or fooling a human to think that there's a human
Starting point is 01:10:39 on the other side, I think we're quite far. So as a result, I don't see myself and I probably would not recommend people doing a PhD on solving the three-game test because it just feels it's kind of too early or too hard of a problem. Yeah, but that said, you said the exact same thing about Starcraft about a few years ago. So, you'll probably also be the person who passes the touring test in three years. You'll probably also be the person who passes during test in three years. I mean, I think the, yeah, so, so we have this on record. This is nice. It's true.
Starting point is 01:11:09 I mean, that the, it's true that progress sometimes is a bit unpredictable. I really wouldn't have not, I even six months ago, I would not have predicted the level that we see that these agents can deliver at grandmaster level. But I have worked on language enough. And basically my concern is not that something could happen, a breakthrough could happen that would bring us to solving or passing the Turing test, is that I just think the statistical approach to it,
Starting point is 01:11:38 like it's not gonna cut it. So we need to break through, which is great for the community. But given that, I think there's quite a more uncertainty. Whereas for StarCraft, I knew what the steps would be to kind of get us there. I think it was clear that using the imitation learning part and then using these bottleneck for agents were going to be key and it turned out that this was the case
Starting point is 01:12:04 and a little more was needed, but not much more. For touring tests, I just don't know what the plan or execution plan would look like. So that's why I'm I myself working on it as a grand challenge is hard. But there are quite a few subchanges that are related that you could say, well, I mean, what if you create a great assistant,
Starting point is 01:12:25 like Google already has like the Google assistant, so can we make it better and can we make it fully neural and so on? That I start to believe maybe we're reaching a point where we should attempt these challenges. I like this conversation so much because it echoes very much the StarCraft conversation. It's exactly how you approach StarCraft.
Starting point is 01:12:43 Let's break it down into small pieces and solve those and you end up solving the whole game. Great. But that said, you're behind some of the sort of biggest pieces of work and deep learning in the last several years. So you mentioned some limits. What do you think are the current limits of deep learning and how do we overcome those limits? So if I had to actually use a single word to define the main challenge in deep learning, is a challenge that probably has been the challenge for many years and is that of generalization. So what that means is that all that we're doing is fitting functions to data. And when the data we see is not from the same distribution, or even if there are sometimes that it is very close to the distribution, but because of the way we train it with limited samples,
Starting point is 01:13:36 we then get to this state where we just don't see generalization as much as we can generalize. And I think adversarial examples are a clear example of this. But if you study machine learning and literature, and the reason why SVMs came very popular, were because they were dealing, and they had some guarantees about generalization, which is unseen data or out of distribution,
Starting point is 01:14:02 or even within distribution, where you take an image, adding a bit of noise, these models fail. So I think really, I don't see a lot of progress on generalization in the strong generalization sense of the world. I think our neural networks, you can always find design examples that will make their outputs arbitrary, which is not good because we humans will never be fooled by these images or manipulation of the image.
Starting point is 01:14:36 And if you look at the mathematics, you kind of understand this is a bunch of matrices multiplied together. There's probably numerics and instability that you can just find corner cases. So I think that's really the underlying topic many times we see when even even at the grand stage of like during test, generalization, I mean, if you start, I mean passing the during test, should you should be in English or should it be an any language, right? I mean, as a human, if you could, you could, if you ask something in a different language, you actually will go and do some research and try to translate it and so on. Should the Turing test include that, right? And it's really a difficult problem and very
Starting point is 01:15:19 fascinating and very mysterious, actually. Yeah, absolutely, but do you think it's, if you were to try to solve it, can you not grow the size of data intelligently in such a way that the distribution of your training set does include the entirety of the testing set? I think is that one path, the other path is totally new methodology. Right. It's not statistical.
Starting point is 01:15:42 So a path that has worked well and it worked well in StarCraft and in Machine translation and in languages scaling up the data and the model and that's kind of been maybe the only single formula that still delivers today in deep learning, right? It's it's that scale data scale and model scale really do more and more of the things that we thought oh there's no way it can generalize to this oh, there's no way it can't generalize to this, or there's no way it can't generalize to that. But I don't think fundamentally, it will be solved with this. And for instance, I'm really liking some style
Starting point is 01:16:15 or approach that would not only have neural networks, but it would have programs or some discrete decision-making, because there is where I feel there's a bit more, I mean, the best example I think for understanding this is, I also work a bit on, oh, we can learn an algorithm with a neural network, right? So you give it many examples and it's going to sort the input numbers or something like that. But really, strong generalization is,
Starting point is 01:16:44 you give me some numbers or you ask me to create an algorithm that sorts numbers. And instead of creating a neural net, which will be fragile because it's going to go out of range at some point, you're going to give you numbers that are too large, too small and whatnot. You just, if you just create a piece of code that sorts the numbers, then you can prove that that will generalize to absolutely all the possible inputs you could give. So I think that's the problem comes with some exciting prospects. I mean, scale is a bit more boring, but it really works. And then maybe programs and discrete abstractions are a bit less developed, but clearly I think they're quite exciting in terms of future for the field.
Starting point is 01:17:26 Do you draw any insight wisdom from the 80s and expert systems and symbolic systems, symbolic computing? Do you ever go back to those the reasoning that kind of logic? Do you think that might make a comeback? You'll have to dust off those books. Yeah, I actually love actually adding more inductive biases. To me, the problem really is, what are you trying to solve? If what you're trying to solve is so important that try to solve it no matter what, then absolutely use rules, use domain knowledge
Starting point is 01:18:00 and then use a bit of the magic of machine learning to empower to make the system as the best system that will detect cancer or, you know, or detect weather patterns, right? Or in terms of StarCraft, it also was a very big challenge. So I was definitely happy that if we had to take a corner here and there, it could have been interesting to do. And in fact, in StarCraft, we start thinking about expert systems because it's a very, you know, you can differ. I mean, people actually build StarCraft bots by thinking about those principle,
Starting point is 01:18:33 like, you know, state machines and rule based and then you could, you could think of combining a bit of a rule based system, but that has also neural networks incorporated to make it generalize a bit better. So absolutely, we should definitely go back to those ideas and anything that makes the problem simpler. As long as your problem is important, that's okay. And that's research driving a very important problem. And on the other hand, if you want to really focus on the limits of reinforcement learning, then of course you must try not to look at imitation data or to look for some rules of the domain that would help a lot or even feature
Starting point is 01:19:12 engineering. So this is attention that depending on what you do, I think both ways are definitely fine and I would never not do one or the other if you're as long as what you're doing is important and needs to be solved, right? So there's a bunch of different ideas that you developed that I really enjoy. So but one is translating from image captioning, translating from image text. Just another beautiful, beautiful idea, I think,
Starting point is 01:19:49 that resonates throughout your work, actually. So the underlying nature of reality being language always, somehow. So what's the connection between images and text, rather the visual world and the world of language in your view? Right. world and world of language in your view. Right, so I think the piece of research that's been central to, I would say, even extending into StarCraft is this idea of sequence to sequence learning, which what we really meant by that is that you can now really input anything to a neural network as the input x and then the neural network will learn a function f that will take x as an input and produce any output y and these x and y's don't need to be like static or like
Starting point is 01:20:34 features like a fixed vectors or anything like that it could be really sequences and now beyond like data structures right so that paradigm was tested in a very interesting way when we moved from translating French to English to translating an image to its caption. But the beauty of it is that really, and that's actually how it happened. I run, I changed a line of code in this thing that was doing machine translation,
Starting point is 01:21:03 and I came the next day and I saw how it was producing captions that seemed like, oh my god, this is really, really working and the principle is the same, right? So I think I don't see text, vision, speech, waveforms as something different, e as long as you basically learn a function that will vectorize these into, and then after we vectorize it, we can then use transformers, LSTMs, whatever the flavor of the month of the model is. And then as long as we have enough supervised data, really, this formula will work and will keep working, I believe, to some extent, model of these generalization issues that I mentioned before.
Starting point is 01:21:51 So, but the test there is to vectorize sort of former representation that's meaningful thing. And your intuition now having worked with all this media is that once you are able to form that representation, you can basically take anything. Any sequence, is there going back to Starcraft? Is there limits on the length? So we didn't really touch on the long-term aspect.
Starting point is 01:22:16 How did you overcome the whole really long-term aspect of things here? Is there some tricks or... So the main trick, so Starcraft, if you look at absolutely every frame, you might think it's quite a long game. So we would have to multiply 22 times 60 seconds per minute times maybe at least 10 minutes per game on average. So there are quite a few frames, but the trick really was to only observe, in fact, which might be a synasal limitation, but it is also a computational advantage. Only observe when you act. And then what the neural network decides is what is the gap going to be until the next action. And if you look at most StarCraft games that we have in the data set that Blizzard provided,
Starting point is 01:23:08 it turns out that most games are actually only, I mean, it is still a long sequence, but it's maybe like a thousand to 1500 actions, which if you start looking at LSTMs, large LSTMs, transformers, it's not that difficult, especially if you have supervised learning. If you had to do it with reinforcement learning, the credit assignment problem, what is it in this game that made you win? That would be really difficult. But thankfully, because of imitation learning, we didn't have to deal with this directly.
Starting point is 01:23:44 Although if we had to, we tried it it and what happened is you just take all your workers and attack with them. And that sort of is kind of obvious in retrospect because you start trying random actions. One of the actions will be a worker that goes to the enemy base and because itself play, it's not going to know how to defend because it basically doesn't know almost anything. And eventually, what you double up is this take all workers and attack. Because the greatest time and issue in our rally is really, really hard. I do believe we could do better and that's maybe a research challenge for the future.
Starting point is 01:24:17 But yeah, even in Starcraft, the sequences are maybe a thousand, which I believe there is within the realm of what transformers can do. Yeah, I guess the difference between Starcraft and Go is. Uh, in Go and chess stuff starts happening right away. Right. So there's not. Yeah, it's pretty easy to self play not easy, but to self play is possible to develop reasonable strategies quickly as opposed to Starcraft. Meaning in Go there's only 400 actions, but one action is what people would call the God action that would be if you had expanded the whole search tree, that's the best action if you did mini max or whatever algorithm you would do if you had the computational capacity.
Starting point is 01:25:01 But in Starcraft, the 400 is minuscule. In 400, you couldn't even click on the pixels around a unit, right? So I think the problem there is in terms of action, space, size is way harder, so does search is impossible. There's quite a few challenges indeed that make this step up in terms of machine learning for humans. Maybe the playing StarCraft seems more intuitive because
Starting point is 01:25:31 it looks real. I mean, you know, like the graphics and everything moves smoothly. Whereas I don't know how to, I mean, go is a game that I wouldn't really need to study. It feels quite complicated. But for machines, kind of maybe he's the reverse, yes. Which shows you the gap actually between deep learning and however the heck our brains work. So you developed a lot of really interesting ideas. It's interesting to just ask, what's the, what's your process of developing new ideas? Do you like brainstorming with others? Do you like thinking alone? Do you like, like was it Ian Goodfell said he came up with Gans after a few beers. He thinks beers are essential for coming up in new ideas. We had beers to decide to play another game of StarCraft after a week.
Starting point is 01:26:18 It's really similar to that story. I explained this in a deep mind retreat and I said this is the same as the Gans story. We were on a bar and we decided, let's play again next weekend, that's what happened. I feel like we're getting the wrong message to young undergrads. Yeah, no, but in general, like, do you like brainstorming?
Starting point is 01:26:35 Do you like thinking a long working stuff out? And so I think throughout the years, also things changed, right? So initially I was very fortunate to be right? So initially I was very fortunate to be with great minds like Jeff Hinton, Jeff Dean, Elias and Skipper. I was really fortunate to join Brain at a very good time. So at that point, it ideas I was just kind of brainstorming with my colleagues and learned a lot and keep learning is actually something you should never stop doing, right. So learning implies reading papers and also discussing ideas with others. It's
Starting point is 01:27:10 very hard at some point to not communicate that being reading a paper from someone or actually discussing. Right. So definitely that communication aspect needs to be there, whether it's written or oral. Nowadays, I'm also trying to be a bit more strategic about what research to do. So I was describing a little bit this sort of tension between research for the sake of research, and then you have on the other hand, applications that can drive the research, right? And honestly, the formula that has worked best for me is just find a hard problem, and then try to see how research fits into it,
Starting point is 01:27:51 how it doesn't fit into it, and then you must innovate. So I think machine translation drove sequence to sequence, then maybe learning algorithms that had to, like combinatorial algorithms led to pointer networks, StarCraft led to really scaling up imitation learning and the Alpha Star League. So that's been a formula that I personally like.
Starting point is 01:28:15 But the other one is also valid and I see needs to succeed a lot of the times where you just wanna investigate model-based URL as a kind of a research topic. And then you must then start to think, well, how are the tests? How are you going to test these ideas? You need to kind of a minimal environment to try things.
Starting point is 01:28:34 You need to read a lot of papers and so on. And that's also very fun to do and something I've also done quite a few times, both at brain and deep mind and obviously as a PhD. So I think besides the ideas and discussions, I think it's important also because you start sort of guiding not only your own goals, but other people's goals to the next breakthrough.
Starting point is 01:29:00 So, you must really kind of understand this feas you know, feasibility also as we were discussing before, right? Whether, whether these domains is ready to be tackled or not, and you don't want to be too early, you obviously don't want to be too late. So it's, it's really interesting. And this strategic component of research, which I think as a grad student, I just had no idea to, you know, I just read papers and discussed ideas. And I think this has been maybe the major change. And I recommend people kind of feed forward to success, how it looks like and try to backtrack other than just kind of looking out. This looks cool.
Starting point is 01:29:35 This looks cool. And then you do a bit of random work, which sometimes you stumble upon some interesting things, but in general, it's also good to plan a bit. Yeah, like it, especially like your approach, I've taken a really hard problem stepping right in and then being super skeptical about being yourself from, I mean there's a balance of both, right? There's a silly optimism and a critical sort of skepticism that's good to balance, which is why it's good to have a team of people exactly that's that balance that you don't do that on your own you have both mentors that have seen
Starting point is 01:30:12 or you obviously want to chat and discuss whether it's the right time I mean Demi's came in 2014 and he said maybe in a bit we'll do StarCraft and maybe he knew and that's and I'm just following his lead Which is great because he's he's brilliant, right? So these these things are obviously quite important that you want to Be surrounded by people who you know are diverse. They have their knowledge. There's also important to I mean I've learned a lot from people who actually
Starting point is 01:30:46 have an idea that I might not think it's good, but if I give them the space to try it, I've been proven wrong many, many times as well. So that's great. I think your colleagues are more important than yourself, I think. Sure. Now, let's real quick talk about another impossible problem, AGI. Right. What do you think it takes to build a system that's human level intelligence? We talked a little about the touring test, dark apps, all these have echoes of general intelligence.
Starting point is 01:31:15 But if you think about just something that you would sit back and say, wow, this is really something that resembles human level intelligence, what do you think it takes to build that? So, I find that AGI, oftentimes, is maybe not very well-defined. So, what I'm trying to then come up with for myself is what would be a result look like, that you would start to believe that you would have agents or neural nets that no longer sort of overfeed to a single task, right? But actually, kind of learn the skill of learning, so to speak. And that actually is a field that I am fascinated by, which is the learning to learn or meta-learning,
Starting point is 01:32:01 which is about no longer learning about a single domain. So you can think about the learning algorithm itself is general, right? So the same formula we applied for alpha star or starcraft, we can now apply to kind of almost any video game or you could apply to many other problems and domains. But the algorithm is what's kind of generalizing. But the neural network, those weights are usually even to play another race, right? I train a network to play very well at
Starting point is 01:32:30 Protoss versus Protoss, I need to throw away those weights. If I want to play now Terran versus Terran, I would need to retrain a network from scratch. With the same algorithm, that's beautiful, but the network itself will not be useful. So I think when I, if I see an approach that can absorb or start solving new problems without the need to kind of restart the process,
Starting point is 01:32:56 I think that to me would be a nice way to define some form of AGI. Again, I don't know the grandiose like AGI, I mean, should you turn test be solved before AGI? I Again, I don't know the grandiose, like AGI, I mean, should you do Turing Desbis or before AGI? I mean, I don't know. I think concretely, I would like to see clearly that meta-learning happened,
Starting point is 01:33:13 meaning there is an architecture or a network that as it sees new problem or new data, it solves it. And to make it kind of a benchmark, it should solve it at the same speed that we do solve new problems. When I define your new object and you have to recognize it, when you start playing a new game, you played all the Atari games, but now you play a new Atari game. Well, you're going to be pretty quickly, pretty good at the game. So that's perhaps what's the domain and what's the exact benchmark is a bit difficult, I think, as a community, we might need to do some work to define it.
Starting point is 01:33:49 But I think this first step, I could see it happen relatively soon, but then the whole what AGI means and so on. I am a bit more confused about what I think people mean different things. There's an emotional psychological level that, like even the touring test, the past and the touring test is something that we just passed judgment on as human beings, what it means to be, you know, is a dog in an AGI system. Yeah. Like what level, what does it mean? Right. Yeah, what does it mean? But I like the generalization and maybe as a community we converge towards a group of domains. They're sufficiently far away
Starting point is 01:34:31 They'll be really damn impressive if we're able to generalize so perhaps not as close as protests and Zurg It's like we could beat it up. Yeah, it would be a good stuff And then really good stuff But then like we could from Starcraft to Wikipedia. Yeah, it would be a good stuff. And then really good stuff. But then like we could from start craft to Wikipedia. Yeah, back. Yeah, that kind of thing. And that feels also quite hard and far. But I think this as long as you put the benchmark out as we discovered, for instance,
Starting point is 01:34:56 with ImageNet, then tremendous progress can be had. So I think maybe there's a lack of benchmark, but I'm sure we'll find one. And the community will then work towards that. And then beyond what AGI might mean or would imply, I really am hopeful to see basically machine learning or AI just scaling up and helping people that might not have the resources to hire an assistant or that they might not even know
Starting point is 01:35:28 what the weather is like. But so I think there's, in terms of the impact, the positive impact of AI, I think that's maybe what we should also not lose focus, right? The research community building a GI, I mean, that's a real nice goal, but I think the way that deep mind puts it is and then use it to solve everything else, right? So I think we should parallelize. Yeah, we shouldn't forget about all the positive things that are actually coming out of
Starting point is 01:35:53 AI already and are going to be coming out. Right. But let me ask relative to the popular perception, do you have any worry about the existential threat of artificial intelligence in the near or far future that some people have? I think in the near future I'm skeptical, so I'm not wrong, but I'm not concerned, but I appreciate efforts, ongoing efforts, and even like whole research field on AI safety emerging and in conferences and so on. I think that's great.
Starting point is 01:36:29 In the long term, I really hope we just can simply have the benefits outweigh the potential dangers. I am hopeful for that. But also, we must remain vigilant to monitor and assess whether the trade-offs are there. And we have enough also lead time to prevent or to redirect our efforts if need be. But I'm quite optimistic about the technology. And definitely more fearful of other threats in terms of planetary level at this point. But obviously that's the one I kind of have more power on.
Starting point is 01:37:09 So clearly I do start thinking more and more about this. And it's kind of, it's grown in me actually to start reading more about AI safety. Just a feel that so far I have not really contributed to, but maybe there's something to be done there as well. Well, I think it's really important. You know, I talk about this as the few folks, but it's important to ask you and shove it in your head because you're at the leading edge of actually what people are excited about in AI. I mean, the work with Alpha Star, it's arguably at the very cutting edge of the kind
Starting point is 01:37:41 of thing that people are afraid of. And so you speaking to that fact, that we're actually quite far away to the kind of thing that people might be afraid of, but it's still worthwhile to think about. And it's also good that you're not as worried, and you're also open to other things. There's two aspects. I mean, me not being worried, but obviously, we should prepare for it, right? For like, for things that could go wrong, misuse of the technologies as with any technologies. Right. So I think there's always tradeoffs. And I as a society, we've kind of solved these to some extent in the past.
Starting point is 01:38:23 So I'm hoping that by having the researchers and the whole community brainstorm and come up with interesting solutions to the new things that will happen in the future that we can still also push the research to the avenue that I think is kind of the greatest avenue which is to understand intelligence, right? How are we doing what we're doing? And obviously, from a scientific standpoint, that is kind of the drive, my personal drive or all the time that I spend doing what I'm doing, really. What do you see the deep learning as a field heading?
Starting point is 01:38:59 What do you think the next big breakthrough might be? So I think deep learning, I discuss a little of this before deep learning has to be combined with some form of discredezzation programs, synthesis, I think that's kind of as a research in itself is an interesting topic to expand and start doing more research. And then as kind of what will deep learning enable to do in the future? I don't think that's going to be what's going to happen this year,
Starting point is 01:39:28 but also this idea of starting not to throw away all the weights, that this idea of learning to learn, and really having these agents not having to restart their weights, and you can have an agent that is kind of solving or classifying images on image net, but also generating speech if you ask it to generate some speech. And it should really be kind of almost the same network, but it might not be a neural network it might be a neural network with an optimization algorithm attached to it. But I think this idea of generalization to new task is something that we first must define good benchmarks. But then
Starting point is 01:40:09 I think that's going to be exciting. And I'm not sure how close we are. But I think there's the if you have a very limited domain, I think we can start doing some progress and much like how we did a lot of progress in computer vision. We should start thinking, am I really like a talk that Leon Buttughi gave at ICML a few years ago, which is this train test paradigm should be broken. We should stop thinking about a training test, sorry, a training set, and a test set, and these are closed things that are untouchable.
Starting point is 01:40:43 I think we should go beyond these. In metal metal learning, we call these the metadata set, which is really thinking about, if I know about ImageNet, why would that network not work on M-NIST, which is a much simpler problem? But right now, it really doesn't. It just feels wrong, right? So I think that's kind of the,
Starting point is 01:41:05 there's the, on the application or the benchmark sites, we probably will see quite a few more interest and progress and hopefully people are defining new and exciting challenges really. Do you have any hope or interest in knowledge graphs within this context? So it's just kind of totally constructing graphs. So go back
Starting point is 01:41:26 graphs. Yeah, well, you know, networks are graphs, but I mean, a different kind of knowledge graph, sort of like semantic graphs or there's concepts. Yeah, so I think I think the idea of graphs is is so I've been quite interested in sequences first and then more interesting or different data structures like graphs and I've studied graph neural networks in the last three years or so I found these models just very interesting from like deep learning sites standpoint. But then how how what do we want why do we want these models and and why would we use them? What's the application? What's kind of the killer application of graphs, right? And perhaps if we could extract a knowledge graph from Wikipedia automatically, that would be interesting because then these graphs have this very interesting structure that also is a bit more compatible with these ideas of programs and deep learning kind of working together,
Starting point is 01:42:29 jumping neighborhoods and so on. You could imagine defining some primitives to go around graphs, right? So I think I really like the idea of a knowledge graph. And in fact, when we started or, you know, as part of the research we did for Starcraft, I thought, wouldn't it be cool to give the graph of all these buildings that depend on each other and units that have prerequisites of being built by that? And so, this is information that the network can learn and extract,
Starting point is 01:43:03 but it would have been great to see, or to think of really start graph as a giant graph that even also as the game evolved, use kind of start-trade taking branches and so on. We need a bit of research on these, nothing to relevant, but I really like the idea. It has elements that are, which something you also work with in terms of visualizing your networks as elements of having human interpretable, being able to generate knowledge, representations that are human interpretable that maybe human experts can
Starting point is 01:43:35 then tweak or at least understand. So there's a lot of interesting aspect there. And for me personally, I'm just a huge fan of Wikipedia and it's a shame that our neural networks aren't taking advantage of all the structured knowledge that's on the web. What's next for you? What's next for DeepMind? What are you excited about? What for AlphaStar? Yeah, so I think the obvious next steps would be to apply Alpha Star to other races. I mean, that sort of shows that the algorithm works
Starting point is 01:44:08 because we wouldn't want to have created by mistake something in the architecture that happens to work for Proto's but not for other races, right? So as verification, I think that's an obvious next step that we are working on. And then I would like to see so agents and players can specialise on different skill sets that allow them to be very good. I think we've seen Alpha Star understanding very well when to take battles and when to not do that. Also very good at micromanagement
Starting point is 01:44:41 and moving the units around and so on. And also very good at producing non-stop and trading of economy with building units. But I have not perhaps seen as much as I would like this idea of the poker idea that you mentioned, right? I'm not sure Starcraft or Alpha Star rather has developed a very deep understanding of what the opponent is doing and reacting to that and sort of trying to trick the player to do something else or that, you know, so this kind of reasoning, I would like to see more. So I think purely from a research standpoint,
Starting point is 01:45:18 there's perhaps also quite a few things to be done there in the domain of Starcraft. Yeah, in the domain of games, I've seen some interesting work in sort of, in even auctions, manipulating other players, sort of forming a belief state and just messing with people. Yeah, it's called Theory of Mind, I guess. Theory of Mind. Yeah, yeah. So it's a fast and fast thing. It's exactly. Theory of Mind on StarCraft is kind of, they're really made for each other.
Starting point is 01:45:42 Yeah. So that would be very exciting to see those techniques applied to Starkerf or perhaps Starkerf driving new techniques. Right? As I said, this is always the tension between the two. Well, Oriel, thank you so much for talking today. Awesome. It was great to be here.
Starting point is 01:45:56 Thanks. Thank you.

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