Demis Hassabis: DeepMind - AI, Superintelligence & the Future of Humanity | Lex Fridman Podcast #299
Gfr50f6ZBvo • 2022-07-01
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Kind: captions Language: en the following is a conversation with demus hasabis ceo and co-founder of deepmind a company that has published and builds some of the most incredible artificial intelligence systems in the history of computing including alfred zero that learned all by itself to play the game of gold better than any human in the world and alpha fold two that solved protein folding both tasks considered nearly impossible for a very long time demus is widely considered to be one of the most brilliant and impactful humans in the history of artificial intelligence and science and engineering in general this was truly an honor and a pleasure for me to finally sit down with him for this conversation and i'm sure we will talk many times again in the future this is the lex friedman podcast to support it please check out our sponsors in the description and now dear friends here's demis hassabis let's start with a bit of a personal question am i an ai program you wrote to interview people until i get good enough to interview you well i'll be impressed if if you were i'd be impressed by myself if you were i don't think we're quite up to that yet but uh maybe you're from the future lex if you did would you tell me is that is that a good thing to tell a language model that's tasked with interviewing that it is in fact um ai maybe we're in a kind of meta turing test uh probably probably it would be a good idea not to tell you so it doesn't change your behavior right this is a kind of heisenberg uncertainty principle situation if i told you you behave differently yeah maybe that's what's happening with us of course this is a benchmark from the future where they replay 2022 as a year before ais were good enough yet and now we want to see is it going to pass exactly if i was such a program would you be able to tell do you think so to the touring test question you've talked about the benchmark for solving intelligence what would be the impressive thing you've talked about winning a nobel prize in a system winning a nobel prize but i still return to the touring test as a compelling test the spirit of the touring test is a compelling test yeah the turing test of course it's been unbelievably influential and turing's one of my all-time heroes but i think if you look back at the 1950 papers original paper and read the original you'll see i don't think he meant it to be a rigorous formal test i think it was more like a thought experiment almost a bit of philosophy he was writing if you look at the style of the paper and you can see he didn't specify it very rigorously so for example he didn't specify the knowledge that the expert or judge would have um not you know how much time would they have to investigate this so these important parameters if you were gonna make it uh a true sort of formal test um and you know some by some measures people claimed the turing test passed several you know a decade ago i remember someone claiming that with a with a kind of very bog standard normal uh logic model um because they pretended it was a it was a kid so the the judges thought that the machine you know was was a was a child so um that would be very different from an expert ai person uh interrogating a machine and knowing how it was built and so on so i think um you know we should probably move away from that as a formal test and move more towards a general test where we test the ai capabilities on a range of tasks and see if it reaches human level or above performance on maybe thousands perhaps even millions of tasks eventually and cover the entire sort of cognitive space so i think for its time it was an amazing thought experiment and also 1950s obviously it was barely the dawn of the computer age so of course he only thought about text and now um we have a lot more different inputs so yeah maybe the better thing to test is the generalizability so across multiple tasks but i think it's also possible as as systems like god show that eventually that might map right back to language so you might be able to demonstrate your ability to generalize across tasks by then communicating your ability to generalize across tasks which is kind of what we do through conversation anyway when we jump around ultimately what's in there in that conversation is not just you moving around knowledge it's you moving around like these entirely different modalities of understanding that ultimately map to your ability to to uh operate successfully in all these domains which you can think of as tasks yeah i think certainly we as humans use language as our main generalization communication tool so i think we end up thinking in language and expressing our solutions in language um so it's going to be very powerful uh uh mode in which to uh explain you know the system to explain what it's doing um but i don't think it's the only uh uh modality that matters so i think there's gonna be a lot of you know there's there's a lot of different ways to express uh capabilities uh other than just language yeah visual robotics body language um yeah action is the interactive aspect of all that that's all part of it but what's interesting with gato is that it's a it's it's it's sort of pushing prediction to the maximum in terms of like you know mapping arbitrary sequences to other sequences and sort of just predicting what's going to happen next so prediction seems to be fundamental to intelligence and what you're predicting doesn't so much matter yeah it seems like you can generalize that quite well so obviously language models predict the next word um gato predicts potentially any uh action or any token uh and it's just the beginning really it's our most general agent one could call it so far but um you know that itself can be scaled up massively more than we've done so far obviously we're in the in the middle of doing that but the big part of solving agi is creating benchmarks that help us get closer and closer sort of creating benchmarks that test the journalizability and it's just still interesting that this fella alan turing was one of the first and probably still one of the only people that was trying maybe philosophically but was trying to formulate a benchmark that could be followed it is even though it's it's fuzzy it's still sufficiently rigorous to where you can run that test and i still think something like the touring test will at the end of the day be the thing that truly impresses other humans so that you can have a close friend who's an ai system for that friend to be a good friend they're going to have to be able to uh play starcraft and they're going to have to do all of these tasks um get you a beer so the robotics tasks uh play games with you use language humor all those kinds of things but that ultimately can boil down to language it feels like not in terms of the ai community but in terms of the actual impact of general intelligence on the world it feels like language will be the place where it truly shines i think so because it's such an important kind of input output for us i think you're right i think the turing test that what the the kind of the the philosophy behind it which is the idea of can can a machine mimic the behaviors of a human and men and i would say wider than just language and text then you know in terms of actions and everything else creativity all these things then um if it can sort of match or exceed human cognitive capabilities then i think we have a you know true intelligence so i thought from that perspective you're right i think he did formulate the right uh kind of uh setup i just i think there'll be a kind of humor in the ai systems of the future looking back to this conversation and thinking about the touring test and uh also thinking about by that time they would know which year they were finally able to sort of cross the threshold of human level intelligence and think how funny it is that we humans were still confused about this whole problem that has been long ago been solved well hello to the ai agents of the future anyway so going back to your to your journey when did you fall in love with programming first well it's pretty uh pretty young age actually so um you know i started off uh actually games was my first love so starting to play chess when i was around four years old and then um it was actually with winnings from a chess competition that i managed to buy my first chess computer when i was about eight years old it was a zx spectrum which was hugely popular in the uk at the time and uh it's amazing machine because i think it trained a whole generation of programmers in the uk because it was so accessible you know you literally switched it on and there was the basic prompt and you could just get going and um my parents didn't really know anything about computers so but because it was my money from a chess competition i could i could say i i wanted to buy it uh and then you know i just went to bookstores got books on programming and um started typing in you know the programming code and and then of course um once you start doing that you start adjusting it and then making your own games and that's when i fell in love with computers and realized that they were a very magical device um in a way i kind of i would have been able to explain this at the time but i felt that they were sort of almost a magical extension of your mind i always had this feeling and i've always loved this about computers that you can set them off doing something some task for you you can go to sleep come back the next day and it's solved um you know that feels magical to me so i mean all machines do that to some extent they all enhance our natural capabilities obviously cars make us allow us to move faster than we can run but this was a machine to extend the mind and and then of course ai is the ultimate expression of what a machine may be able to do or learn so very naturally for me that thought extended into into ai quite quickly remember the the programming language that was first started special to the machine no it was just the base it was just i think it was just basic uh on the zx spectrum i don't know what specific form it was and then later on i got a commodore amiga which uh was a fantastic machine no you're just showing off so yeah well lots of my friends had atari st's and i i managed to get amigas it was a bit more powerful and uh and that was incredible and used to do um programming in assembler and and uh also amos basic this this specific form of basic it was incredible actually as well all my coding skills and when did you fall in love with ai so when did you first start to gain an understanding that you can not just write programs that do some mathematical operations for you while you sleep but something that's a keen to bringing an entity to life sort of a thing that can figure out something more complicated than uh than a simple mathematical operation yeah so there was a few stages for me all while i was very young so first of all as i was trying to improve at playing chess i was captaining various england junior chess teams and at the time when i was about you know maybe 10 11 years old i was gonna become a professional chess player that was my first thought um that dream was there sure she tried to get to the highest level yeah so i was um you know i got to when i was about 12 years old i got to master stand and i was second highest rated player in the world to judith polgar who obviously ended up being an amazing chess player and uh world women's champion and when i was trying to improve at chess where you know what you do is you obviously first of all you're trying to improve your own thinking processes so that leads you to thinking about thinking how is your brain coming up with these ideas why is it making mistakes how can you how can you improve that thought process but the second thing is that you it was just the beginning this was like in the in the early 80s mid 80s of chess computers if you remember they were physical boards like the one we have in front of us and you pressed down the you know the squares and i think kasparov had a branded version of it that i i i got and um you were you know used to they're not as strong as they are today but they were they were pretty strong and you used to practice against them um to try and improve your openings and other things and so i remember i think i probably got my first one i was around 11 or 12. and i remember thinking um this is amazing you know how how has someone programmed uh uh this this chess board to play chess uh and uh it was very formative book i bought which was called the chess computer handbook by david levy which came out in 1984 or something so i must have got it when i was about 11 12 and it explained fully how these chess programs were made i remember my first ai program being uh programming my amiga it couldn't it wasn't powerful enough to play chess i couldn't write a whole chess program but i wrote a program for it to play othello reversey it's sometimes called i think in the u.s and so a slightly simpler game than chess but i used all of the principles that chess programs had alpha beta search all of that and that was my first ai program i remember that very well was around 12 years old so that that that brought me into ai and then the second part was later on uh when i was around 1617 and i was writing games professionally designing games uh writing a game called theme park which um had ai as a core gameplay component as part of the simulation um and it sold you know millions of copies around the world and people loved the way that the ai even though it was relatively simple by today's ai standards um was was reacting to the way you as the player played it so it was called a sandbox game so it's one of the first types of games like that along with simcity and it meant that every game you played was unique is there something you could say just on a small tangent about really impressive ai from a game design human enjoyment perspective really impressive ai that you've seen in games and maybe what does it take to create ai system and how hard of a problem is that so a million questions just as a brief tangent well look i think um games uh games have been significant in my life for three reasons so first of all to to i was playing them and training myself on games when i was a kid then i went through a phase of designing games and writing ai4 games so all the games i i professionally wrote uh had ai as a core component and that was mostly in the in the 90s and the reason i was doing that in games industry was at the time the games industry i think was the cutting edge of technology so whether it was graphics with people like john carmack and quake and those kind of things or ai i think actually all the action was going on in games and and we've seen we're still reaping the benefits of that even with things like gpus which you know i find ironic was obviously invented for graphics computer graphics but then turns out to be amazingly useful for ai it just turns out everything's a matrix multiplication it appears you know in the whole world so um so i think games at the time had the most cutting edge ai and a lot of the the games uh uh we you know i was involved in writing so there was a game called black and white which was one game i was involved with in the early stages of which i still think is the most um impressive uh example of reinforcement learning in a computer game so in that game you know you trained a little pet animal uh and yeah and it sort of learned from how you were treating it so if you treated it badly then it became mean yeah and then it would be mean to to your villagers and your and your population the sort of uh the little tribe that you were running uh but if you were kind to it then it would be kind and people were fascinated by how that was and so was i to be honest with the way it kind of developed and um especially the mapping to good and evil yeah it made you made you realize made me realize that you can sort of in the way in the choices you make can define uh the where you end up and that means all of us are capable of the good uh evil it all matters in uh the different choices along the trajectory to those places that you make it's fascinating i mean games can do that philosophically to you and it's rare it seems rare yeah well games are i think a unique medium because um you as the player you're not just passively consuming the the entertainment right you're actually actively involved as an as a as an agent so i think that's what makes it in some ways can be more visceral than other other mediums like you know films and books so the second so that was you know designing ai and games and then the third use uh uh i've we've used of ai is in deep mind from the beginning which is using games as a testing ground for proving out ai algorithms and developing ai algorithms and that was a that was a sort of um a core component of our vision at the start of deepmind was that we would use games very heavily uh as our main testing ground certainly to begin with um because it's super efficient to use games and also you know it's very easy to have metrics to see how well your systems are improving and what direction your ideas are going in and whether you're making incremental improvements and because those games are often rooted in something that humans did for a long time beforehand there's already a strong set of rules like it's already a damn good benchmark yes it's really good for so many reasons because you've got you've got you've got clear measures of how good humans can be at these things and in some cases like go we've been playing it for thousands of years um and and uh often they have scores or at least win conditions so it's very easy for reward learning systems to get a reward it's very easy to specify what that reward is um and uh also at the end it's easy to you know to test uh externally you know how strong is your system by of course playing against you know the world's strongest players at those games so it's it's so good for so many reasons and it's also very efficient to run potentially millions of simulations in parallel on the cloud so um i think there's a huge reason why we were so successful back in you know starting out 2010 how come we were able to progress so quickly because we'd utilize games and um you know at the beginning of deep mind we also hired some amazing game engineers uh who i knew from my previous uh lives in the games industry and uh and that helped to bootstrap us very quickly and plus it's somehow super compelling almost at a philosophical level of man versus machine over over a chessboard or a go board and especially given that the entire history of ai is defined by people saying it's going to be impossible to make a machine that beats a human being in chess and then once that happened people were certain when i was coming up in ai that go is not a game that could be solved because of the combinatorial complexity it's just too it's it's it's you know no matter how much moore's law you have compute is just never going to be able to crack the game of go yeah and so that then there's something compelling about facing sort of taking on the impossibility of that task from the ai researcher perspective engineer perspective and then as a human being just observing this whole thing your beliefs about what you thought was impossible being broken apart it's it's uh humbling to realize we're not as smart as we thought it's humbling to realize that the things we think are impossible now perhaps will be done in the future there's something really powerful about a game ai system being a human being in a game that drives that message uh home for like millions billions of people especially in the case of go sure well look i think it's a i mean it has been a fascinating journey and and especially as i i think about it from i can understand it from both sides both as the ai you know creators of the ai um but also as a games player originally so you know it was a it was a really interesting it was i mean it was a fantastic um but also somewhat bittersweet moment the alphago match for me um uh seeing that and and and being obviously heavily heavily involved in that um but you know as you say chess has been uh the i mean kasparov i think rightly called it the drosophila of of intelligence right so it's sort of i i love that phrase and and i think he's right because chess has been um hand in hand with ai from the beginning of the the whole field right so i think every ai practitioner starting with turing and claude shannon and all those uh the sort of forefathers of of of of the field um tried their hand at writing a chess program uh i've got original audition of claude shannon's first chess program i think it was 1949 uh the the original sort of uh paper and um they all did that and turing famously wrote a chess program that but all the computers around there were obviously too slow to run it so he had to run he had to be the computer right so he literally i think spent two or three days running his own program by hand with pencil and paper and playing playing a friend of his uh with his chess program so of course deep blue was a huge moment uh beating off um but actually when that happened i remember that very very vividly of course because it was you know chess and computers and ai all the things i loved and i was at college at the time but i remember coming away from that being more impressed by kasparov's mind than i was by deep blue because here was kasparov with his human mind not only could he play chess more or less to the same level as this brute of a calculation machine um but of course kasparov can do everything else humans can do ride a bike talk many languages do politics all the rest of the amazing things that kasparov does and so with the same brain yeah and and yet deep blue uh brilliant as it was at chess it had been hand coded for chess and um actually had distilled the knowledge of chess grand masters uh into into a cool program but it couldn't do anything else like it couldn't even play a strictly simpler game like tic-tac-toe so um something to me was missing from um intelligence from that system that we would regard as intelligence and i think it was this idea of generality and and also learning yeah um so and that's what we tried to do out with alphago yeah we alphago and alpha zero mu zero and then got on all the things that uh we'll get into some parts of there's just a fascinating trajectory here but let's just stick on chess briefly uh on the human side of chess you've proposed that from a game design perspective the thing that makes chess compelling as a game uh is that there's a creative tension between a bishop and the knight can you explain this first of all it's really interesting to think about what makes the game compelling makes it stick across centuries yeah i was sort of thinking about this and actually a lot of even amazing chess players don't think about it necessarily from a games designer point of view so it's with my game design hat on that i was thinking about this why is chess so compelling and i think a critical uh reason is the the dynamicness of of of the different kind of chess positions you can have whether they're closed or open and other things comes from the bishop and the night so if you think about how different the the the capabilities of the bishop and knight are in terms of the way they move and then somehow chess has evolved to balance those two capabilities more or less equally so they're both roughly worth three points each so you think that dynamics was always there and then the rest of the rules are kind of trying to stabilize the game well maybe i mean it's sort of i don't know his chicken and egg situation probably both came together but the fact that it's got to this beautiful equilibrium where you can have the bishop and knight they're so different in power um but so equal in value across the set of the universe of all positions right somehow they've been balanced by humanity over hundreds of years um i think gives gives the game the creative tension uh that you can swap the bishop and knights uh for a bishop for a knight and you you they're more or less worth the same but now you aim for a different type of position if you have the knight you want a closed position if you have the bishop you want an open position so i think that creates a lot of the creative tension in chess so some kind of controlled creative tension from an ai perspective do you think ai systems convention design games that are optimally compelling to humans well that's an interesting question you know sometimes i get asked about ai and creativity and and this and the way i answered that is relevant to that question which is that i think they're different levels of creativity one could say so i think um if we define creativity as coming up with something original right that's that's useful for a purpose then you know i think the kind of lowest level of creativity is like an interpolation so an averaging of all the examples you see so maybe a very basic ai system could say you could have that so you show it millions of pictures of cats and then you say give me an average looking cat right generate me an average looking cat i would call that interpolation then there's extrapolation which something like alphago showed so alphago played you know millions of games of go against itself and then it came up with brilliant new ideas like move 37 in game two bringing a motif strategies and go that that no humans had ever thought of even though we've played it for thousands of years and professionally for hundreds of years so that that i call that extrapolation but then that's still there's still a level above that which is you know you could call out the box thinking or true innovation which is could you invent go right could you invent chess and not just come up with a brilliant chess move or brilliant go move but can you can you actually invent chess or something as good as chess or go and i think one day uh ai could but what's missing is how would you even specify that task to a a program right now and the way i would do it if i was best telling a human to do it or a games designer a human games designer to do it is i would say something like go i would say um come up with a game that only takes five minutes to learn which go does because it's got simple rules but many lifetimes to master right or impossible to master in one lifetime because so deep and so complex um and then it's aesthetically beautiful uh and also uh it can be completed in three or four hours of gameplay time which is you know useful for our us you know in in a human day and so um you might specify these side of high level concepts like that and then you know with that and maybe a few other things uh one could imagine that go satisfies uh those those constraints um but the problem is is that we we're not able to specify abstract notions like that high-level abstract notions like that yet to our ai systems um and i think there's still something missing there in terms of um high-level concepts or abstractions that they truly understand and that you know combinable and compositional um so for the moment i think ai is capable of doing interpolation extrapolation but not true invention so coming up with rule sets uh and optimizing with complicated objectives around those rule sets we can't currently do but you could take a specific rule set and then run a kind of self-play experiment to see how long just observe how an ai system from scratch learns how long is that journey of learning and maybe if it satisfies some of those other things you mentioned in terms of quickness to learn and so on and you could see a long journey to master for even an ai system then you could say that this is a promising game um but it would be nice to do almost like alpha codes or programming rules so generating rules that kind of uh that automate even that part of the generation of rules so i have thought about systems actually um that i think would be amazing in in for a games designer if you could have a system that um takes your game plays it tens of millions of times maybe overnight and then self balances the rules better so it tweaks the the rules and the maybe the equations and the and the and the parameters so that the game uh is more balanced the units in the game or some of the rules could be tweaked so it's a bit of like a giving a base set and then allowing a monte carlo tree search or something like that to sort of explore it right and i think that would be super super a powerful tool actually for for balancing auto balancing a game which usually takes thousands of hours from hundreds of games human games testers normally to to balance some one you know game like starcraft which is you know blizzard are amazing at balancing their games but it takes them years and years and years so one could imagine at some point when this uh this stuff becomes uh efficient enough to you know you might be able to do that like overnight do you think a game that is optimal designed by an ai system would look very much like uh planet earth maybe maybe it's only the sort of game i would love to make is is and i've tried you know my in my game's career the games design career you know my first big game was designing a theme park an amusement park then uh with games like republic i tried to you know have games where we designed whole cities and and allowed you to play in so and of course people like will wright have written games like sim earth uh trying to simulate the whole of earth pretty tricky but um i see earth i haven't actually played that one so what is it does it incorporative evolution or yeah it has evolution and it's sort of um it tries to it sort of treats it as an entire biosphere but from quite a high level so nice to be able to sort of zoom in zoom out zoom in exactly so obviously he couldn't do that was in the night i think he wrote that in the 90s so it couldn't you know it wasn't it wasn't able to do that but that that would be uh obviously the ultimate sandbox game of course on that topic do you think we're living in a simulation yes well so okay so i'm gonna jump around from the absurdly philosophical to the short term sure very very happy to so i think uh my answer to that question is a little bit complex because uh there is simulation theory which obviously nick bostrom i think famously first proposed um and uh i don't quite believe it in in that sense so um in the in the sense that uh are we in some sort of computer game or have our descendants somehow recreated uh uh earth in the you know 21st century and and some for some kind of experimental reason i think that um but i do think that we that that we might be that the best way to understand physics and the universe is from a computational perspective so understanding it as an information universe and actually information being the most fundamental unit of uh reality rather than matter or energy so a physicist would say you know matter or energy you know e equals m c squared these are the things that are are the fundamentals of the universe i'd actually say information um which of course itself can be can specify energy or matter right matter is actually just you know we're we're just out the way our bodies and all the molecules in our body arrange is information so i think information may be the most fundamental way to describe the universe and therefore you could say we're in some sort of simulation because of that um but i don't i do i'm not i'm not really a subscriber to the idea that um you know these are sort of throw away billions of simulations around i think this is actually very critical and possibly unique this simulation particular one yes so but and you just mean treating the universe as a computer that's processing and modifying information is is a good way to solve the problems of physics of chemistry of biology and perhaps of humanity and so on yes i think understanding physics in terms of information theory uh might be the best way to to really uh understand what's going on here from our understanding of a universal turing machine from our understanding of a computer do you think there's something outside of the capabilities of a computer that is present in our universe you have a disagreement with roger penrose the nature of consciousness he he thinks that consciousness is more than just a computation uh do you think all of it the whole shebang is can be can be a competition yeah i've had many fascinating debates with uh sir roger penrose and obviously he's he's famously and i read you know emperors of new mind and and um and his books uh his classical books uh and they they were pretty influential and you know in the 90s and um he believes that there's something more you know something quantum that is needed to explain consciousness in the brain um i think about what we're doing actually at deepmind and what my career is being we're almost like true rings champion so we are pushing turing machines or classical computation to the limits what are the limits of what classical computing can do now um and at the same time i've also studied neuroscience to see and that's why i did my phd in was to see also to look at you know is there anything quantum in the brain from a neuroscience or biological perspective and um and so far i think most neuroscientists and most mainstream biologists and neuroscientists would say there's no evidence of any quantum uh systems or effects in the brain as far as we can see it's it can be mostly explained by classical uh classical theories so and then so there's sort of the the search from the biology side and then at the same time there's the raising of the water uh at the bar from what classical turing machines can do uh uh and and you know including our new ai systems and uh as you alluded to earlier um you know i think ai especially in the last decade plus has been a continual story now of surprising uh events uh and surprising successes knocking over one theory after another of what was thought to be impossible you know from go to protein folding and so on and so i think um i would be very hesitant to bet against how far the uh universal turing machine and classical computation paradigm can go and and my betting would be that all of certainly what's going on in our brain uh can probably be mimicked or or approximated on a on a classical machine um not you know not requiring something metaphysical or quantum and we'll get there with some of the work with alpha fold which i think begins the journey of modeling this beautiful and complex world of biology so you think all the magic of the human mind comes from this just a few pounds of mush of a biological computational mush that's akin to some of the neural networks not directly but in spirit that deep mind has been working with well look i think it's um you say it's a few you know of course it's this is the i think the biggest miracle of the universe is that um it is just a few pounds of mush in our skulls and yet it's also our brains are the most complex objects in the in that we know of in the universe so there's something profoundly beautiful and amazing about our brains and i think that it's an incredibly uh incredible efficient machine and and uh uh and it's a is you know phenomenal basically and i think that building ai one of the reasons i want to build ai and i've always wanted to is i think by building an intelligent artifact like ai and then comparing it to the human mind um that will help us unlock the uniqueness and the true secrets of the mind that we've always wondered about since the dawn of history like consciousness dreaming uh creativity uh emotions what are all these things right we've we've wondered about them since since the dawn of humanity and i think one of the reasons and you know i love philosophy and philosophy of mind is we found it difficult is there haven't been the tools for us to really other than introspection to from very clever people in in history very clever philosophers to really investigate this scientifically but now suddenly we have a plethora of tools firstly we have all the neuroscience tools fmri machines single cell recording all of this stuff but we also have the ability computers and ai to build uh intelligent systems so i think that um uh you know i think it is amazing what the human mind does and um and and i'm kind of in awe of it really and uh and i think it's amazing that without human minds we're able to build things like computers and and actually even you know think and investigate about these questions i think that's also a testament to the human mind yeah the universe built the human mind that now is building computers that help us understand both the universe and our own human mind right that's exactly it i mean i think that's one you know one could say we we are maybe we're the mechanism by which the universe is going to try and understand itself yeah it's beautiful so let's let's go to the basic building blocks of biology that i think is another angle at which you can start to understand the human mind the human body which is quite fascinating which is from the basic building blocks start to simulate start to model how from those building blocks you can construct bigger and bigger more complex systems maybe one day the entirety of the human biology so here's another problem that thought to be impossible to solve which is protein folding and alpha fold or specific alpha fold 2 did just that it solved protein folding i think it's one of the biggest breakthroughs uh certainly in the history of structural biology but uh in general in in science um maybe from a high level what is it and how does it work and then we can ask some fascinating sure questions after sure um so maybe like to explain it uh to people not familiar with protein folding is you know i first of all explain proteins which is you know proteins are essential to all life every function in your body depends on proteins sometimes they're called the workhorses of biology and if you look into them and i've you know obviously as part of alpha fold i've been researching proteins and and structural biology for the last few years you know they're amazing little bio nano machines proteins they're incredible if you actually watch little videos of how they work animations of how they work and um proteins are specified by their genetic sequence called the amino acid sequence so you can think of those their genetic makeup and then in the body uh in in nature they when they when they fold up into a 3d structure so you can think of it as a string of beads and then they fold up into a ball now the key thing is you want to know what that 3d structure is because the structure the 3d structure of a protein is what helps to determine what does it do the function it does in your body and also if you're interested in drug drugs or disease you need to understand that 3d structure because if you want to target something with a drug compound or about to block that something the protein is doing uh you need to understand where it's going to bind on the surface of the protein so obviously in order to do that you need to understand the 3d structure so the structure is mapped to the function the structure is mapped to the function and the structure is obviously somehow specified by the by the amino acid sequence and that's the in essence the protein folding problem is can you just from the amino acid sequence the one-dimensional string of letters can you immediately computationally predict the 3d structure right and this has been a grand challenge in biology for over 50 years so i think it was first articulated by christian anfinsen a nobel prize winner in 1972 uh as part of his nobel prize winning lecture and he just speculated this should be possible to go from the amino acid sequence to the 3d structure we didn't say how so i you know it's been described to me as equivalent to fermat's last theorem but for biology right you should as somebody that uh very well might win the nobel prize in the future but outside of that you should do more of that kind of thing in the margins just put random things that will take like 200 years to solve set people off for 200 years it should be possible exactly and just don't give any interest exactly i think everyone's exactly should be i'll have to remember that for future so yeah so he set off you know with this one throwaway remark just like fermat you know he he set off this whole 50-year uh uh uh field really of computational biology and and they had you know they got stuck they hadn't really got very far with doing this and and um until now until alpha fold came along this is done experimentally right very painstakingly so the rule of thumb is and you have to like crystallize the protein which is really difficult some proteins can't be crystallized like membrane proteins and then you have to use very expensive electron microscopes or x-ray crystallography machines really painstaking work to get the 3d structure and visualize the 3d structure so the rule of thumb in in experimental biology is that it takes one phd student their entire phd to do one protein uh and with alpha fold two we were able to predict the 3d structure in a matter of seconds um and so we were you know over christmas we did the whole human proteome or every protein in the human body all 20 000 proteins so the human proteins like the equivalent of the human genome but on protein space and uh and sort of revolutionize really what uh a structural biologist can do because now um they don't have to worry about these painstaking experimentals you know should they put all of that effort in or not they can almost just look up the structure of their proteins like a google search and so there's a data set on which it's trained and how to map this amino acids because first of all it's incredible that a protein this little chemical computer is able to do that computation itself in some kind of distributed way and do it very quickly that's a weird thing and they evolved that way because you know in the beginning i mean that's a great invention just the protein itself yes i mean and then they there's i think probably a history of like uh they evolved to have many of these proteins and those proteins figure out how to be computers themselves in such a way that you can create structures that can interact in complexes with each other in order to form high level functions i mean it's a weird system that they figured it out well for sure i mean we you know maybe we should talk about the origins of life too but proteins themselves i think are magical and incredible uh uh uh as i said little little bio-nano machines and um and and actually levantal who is another scientist uh uh a contemporary of anfinsen uh he he coined this eleventh house what became known as levantal's paradox which is exactly what you're saying he calculated roughly a protein an average protein which is maybe 2 000 amino acids bases long is um is is can fold in maybe 10 to the power 300 different conformations so there's 10 to the power 300 different ways that protein could fold up and yet somehow in nature physics solves this solves this in a matter of milliseconds so proteins fold up in your body in you know sometimes in fractions of a second so physics is somehow solving that search problem and just to be clear in many of these cases maybe you correct me if i'm wrong there's often a unique way for that sequence to form itself yes so among that huge number of possibilities yes it figures out a way how to stability uh in some cases there might be a misfunction so on which leads to a lot of the disorders and stuff like that but yes most of the time it's a unique mapping and that unique mapping is not obvious no exactly that's just what the problem is exactly so there's a unique mapping usually in a healthy in if it's healthy and as you say in disease so for example alzheimer's one one one conjecture is that it's because of a misfolded protein a protein that folds in the wrong way amyloid beta protein so um and then because it falls in the wrong way it gets tangled up right in your in your neurons so um it's super important to understand both healthy functioning and also disease is to understand uh you know what what these things are doing and how they're structuring of course the next step is sometimes proteins change shape when they interact with something so um they're not just static necessarily in in biology maybe you can give some interesting sort of beautiful things to you about these early days of alpha fold of of solving this problem because unlike games this is real physical systems that are less amenable to self-play type of mechanisms the the size of the data set is smaller that you might otherwise like so you have to be very clever about certain things is there something you could speak to um what was very hard to solve and what are some beautiful aspects about the the solution yeah i would say alpha fold is the most complex and also probably most meaningful system we've built so far so it's been an amazing time actually in the last you know two three years to see that come through because um as we talked about earlier you know games is what we started on uh building things like alphago and alpha zero but really the ultimate goal was to um not just to crack games it was just to to to build use them to bootstrap general learning systems we could then apply to real world challenges specifically my passion is scientific challenges like protein folding and then alpha fold of course is our first big proof point of that and so um you know in terms of the data uh and the amount of innovations that had to go into it we you know it was like more than 30 different component algorithms needed to be put together to crack the protein folding um i think some of the big innovations were that um kind of building in some hard coded constraints around physics and evolutionary biology um to constrain sort of things like the bond angles uh uh in the in the in the protein and things like that um a lot but not to impact the learning system so still allowing uh the system to be able to learn the physics uh itself um from the examples that we had and the examples as you say there are only about 150 000 proteins even after 40 years of experimental biology only around 150 000 proteins have been the structures have been found out about so that was our training set which is um much less than normally we would like to use but using various tricks things like self distillation so actually using alpha folds predictions um some of the best predictions that it thought was highly confident in we put them back into the training set right to make the training set bigger that was critical to to alpha fold working so there was actually a huge number of different um uh innovations like that that were required to to ultimately crack the problem after fold one what it produced was a distagram so a kind of a matrix of the pairwise distances between all of the molecules in the in the in the protein and then there had to be a separate optimization process to uh create the 3d structure and what we did for alpha volt2 is make it truly end to end so we went straight from the amino acid sequence of of of bases to the 3d structure directly without going through this intermediate step and in machine learning what we've always found is that the more end to end you can make it the better the system and it's probably because um we you know the in the end the system is better at learning what the constraints are than than we are as the human designers of specifying it so anytime you can let it flow end to end and actually just generate what it is you're really looking for in this case the 3d structure you're better off than having this intermediate step which you then have to hand craft the next step for so so it's better to let the gradients and the learning flow all the way through the system um from the end point the end output you want to the inputs so that's a good way to start a new problem handcraft a bunch of stuff add a bunch of manual constraints with a small intent learning piece or a small learning piece and grow that learning piece until it consumes the whole thing that's right and so you can also see you know this is a bit of a method we've developed over doing many sort of successful outfits we call them alpha x projects right is and the easiest way to see that is the evolution of alphago to alpha zero so alphago was um a learning system but it was specifically trained to only play go right so uh and what we wanted to do with first version of go is just get to world champion performance no matter how we did it right and then and then of course alphago zero we we we removed the need to use human games as a starting point right so it could just play against itself from random starting point from the beginning so that removed the the need for human knowledge uh about go and then finally alpha zero then generalized it so that any things we had in there the system including things like symmetry of the go board uh were removed so the alpha zero could play from scratch any two player game and then mu0 which is the final latest version of that set of things was then extending it so that you didn't even have to give it the rules of the game it would learn that for itself so it could also deal with computer games as well as board games so that line of alpha golf goes zero alpha zero mu zero that's the full trajectory of what you can take from uh imitation learning to full self superv
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