David Silver: AlphaGo, AlphaZero, and Deep Reinforcement Learning | Lex Fridman Podcast #86
uPUEq8d73JI • 2020-04-03
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Kind: captions Language: en the following is a conversation with David silver who leads the reinforcement learning research group a deep mind and was the lead researcher on alphago alpha 0 and co led the Alpha star and Museum efforts and a lot of important work in reinforcement learning in general I believe alpha zero is one of the most important accomplishments in the history of artificial intelligence and David is one of the key humans who brought alpha zero to life together with a lot of other great researchers at deep mind he's humble kind and brilliant we were both jet lagged but didn't care and made it happen it was a pleasure and truly an honor to talk with David this conversation was recorded before the outbreak of the pandemic for everyone feeling the medical psychological and financial burden of this crisis I'm sending love your way stay strong or in this together we'll beat this thing this is the artificial intelligence podcast if you enjoy it subscribe on youtube review it with five stars an apple podcast support on patreon or simply connect with me on Twitter Alex Friedman spelled Fri DM aen as usual I'll do a few minutes of as now and never any ads in the middle they can break the flow of the conversation I hope that works for you and doesn't hurt the listening experience quick summary of the ads to sponsors masterclass and cash app please consider supporting the podcast by signing up to master class and master class comm slash flex and downloading cash app and using code and Lex podcast this show is presented by cash app the number one finance app in the App Store when you get it use code Lex podcast cash app lets you send money to friends buy Bitcoin and invest in the stock market with as little as one dollar since cash app allows you to buy Bitcoin let me mention that cryptocurrency in the context of the history of money it's fascinating I recommend a cent of money as a great book on this history debits and credits and Ledger's started around 30,000 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courses from to list some of my favorites Chris Hadfield on space exploration Neil deGrasse Tyson on scientific thinking communication will write the creator of SimCity and Sims on game design jane goodall on conservation Carlos Santana on guitar his song Europa could be the most beautiful guitar song ever written garry kasparov on chess daniel negreanu on poker and many many more Chris Hadfield explaining how Rockets work and the experience of being launched into space alone is worth the money for me the keys to not be overwhelmed by the abundance of choice pick three courses you want to complete watch each of them all the way through it's not that long but it's an experience that will stick with you for a long time I promise it's easily worth the money you can watch it on basically any device once again sign up a master class complex to get a discount and to support this podcast and now here's my conversation with David silver what was the first program you've ever written and what programming language do you remember I remember very clearly he have my my parents brought home this BBC modeled B microcomputer it was just this fascinating thing to me I was about seven years old and couldn't resist just playing around with it so I think first program ever was writing my name out in different colors and getting it to loop and repeat that and there was something magical about that which just led to more and more how did you think about computers back then like the magical aspect of it that you can write a program and there's this thing that you just gave birth to it's able to creative visual elements and live in its own or did you not think of it in those romantic notions was it more like oh that's cool I can I can solve some puzzles it was always more than solving puzzles it was something where you know there was this limitless possibilities once you have a computer in front of you you can do anything with it that's um I used to play with Lego with the same feeling you can make anything you want out of Lego but even more so with a computer you know you don't you're not constrained by the amount of kit you've got and so I was fascinated by it and started pulling out there you know the user guide and the advanced user guide and then learning so I started in basic and then you know later 6502 my father was also became interested in there in this machine and gave up his career to go back to school and study for an a master's degree in in artificial intelligence funnily enough Essex University when I was when I was seven so I was exposed to those things at an early age he showed me how to program in Prolog and do things like querying your family tree and those are some of my earlier earliest memories of trying to trying to figure things out on a computer those are the early steps in computer science programming but when did you first fall in love with artificial intelligence or were the ideas the dreams of AI I think it was really when I when I went to study at university so I was an undergrad at Cambridge and studying computer science and and I really started to question you know what what really are the goals what what's the goal where do we want to go with with computer science and it seemed to me that the the only step of major significance to take was to try and recreate something akin to human intelligence if we could do that that would be a major leap forward and that idea certainly wasn't the first to have it but it you know nestled within me somewhere and and became like a bug you know I really wanted to to crack that problem so you thought it was like you had a notion that this is something that human beings can do it is possible to create an intelligent machine well I mean unless you believe in something metaphysical then what are our brains doing well at some level their information processing systems which are able to take whatever information is in there transform it through some form of program and produce some kind of output which enables that that human being to do all the amazing things that they can do in this incredible world so so then do you remember the first time you've written a program that because you also had an interesting games do you remember the first time you were in the program that beat you in a game said I won't beat you at anything sort of achieved Super David silver level performance so I used to work in the games industry so for five years I programmed games for my first job so it was a amazing opportunity to get involved in a startup company and so I I was involved in in building AI at that time and so for sure there was a sense of building handcrafted what people used to call AI in the games industry which i think is not really what we might think of as AI and its fullest sense but something which is able to to take actions and in a way which which makes things interesting and challenging for their for the for the human player and at that time I was able to build you know these handcrafted agents which in certain limited cases could do things which which were able to do better than me but mostly in these kind of twitch like scenarios where where they were able to do things faster or because they had some pattern which was able to exploit repeatedly I think if we're talking about real AI the first experience for me came after that when I I realized that this path I was on wasn't taking me towards it wasn't it wasn't dealing with that bug which I still had inside me to really understand intelligence and try and and try and solve it everything people were doing in games was you know short-term fixes rather than long-term vision and so I went back to study for my PhD which was fairly enough trying to apply reinforcement learning to the game of go and I built my first go program using reinforcement learning a system which would by trial and error play against itself and was able to learn which patterns were actually helpful to predict whether it's going to win or lose the game and then choose the moves that led to the combination of patterns that would mean that you're more likely to win in that system that system beat me how did that make you feel make me feel good I was there as sort of the yeah then is the it's a mix of a sort of excitement and was there a tinge of sort of like almost like a fearful aw you know it's like in space 2001 Space Odyssey kind of realizing that you've created something that there's you know that is that's achieved human level intelligence in this one particular little task and in that case I suppose a neural networks weren't involved there were no neural networks in those days this was pre deep learning revolution but it was a principled self learning system based on a lot of the principles which which people are still using in deep reinforcement learning how did I feel I I think I found it immensely satisfying that a system which was able to learn from first principles for itself was able to reach the point that it was understanding this domain better than better than I could and able to outwit me I don't think it was a sense of or it was a sense that satisfaction that this that's something I felt should work had worked so to me alphago and I don't know how else to put it but to me alphago and alpha a girl zero mastery in the game of girl is again to me the most profound and inspiring moment in the history of artificial intelligence so you're one of the key people behind this achievement and I'm Russian so I really felt the first sort of seminal achievement one deep blue beat garry kasparov in 1987 so as far as I know the AI community at that point largely saw the game of Go was unbeatable in AI using the the sort of the state of the art to brute force methods search methods even if you consider at least the way I saw it even if you consider arbitrary exponential ski scaling of compute go would still not be solvable hence why it was thought to be impossible so given that the game of go was impossible to to master one was the dream for you you just mentioned your PG thesis of building the system that plays go what was the dream for you that you could actually build a computer program that achieves world-class not necessarily beat the world champion but I cheesed that kind of level of playing go first of all thank you that's very kind West and funnily enough I just came from a panel where I was actually in a conversation with Garry Kasparov and Marie Campbell who was the author of deep blue and it was their first meeting together since the since the match yesterday so I'm literally fresh from that experience so these are amazing moments when they happen but where did it all start well for me it started when I became fascinated in the game of go so go for me I've grown up playing games I've always had a fascination in in in board games I played chess as a kid I played Scrabble as a kid when I was at university I discovered the game of go and and to me it just blew all of those other games out of the water it was just so deep and profound in its in its complexity with endless levels to it what I discovered was that I could devote endless hours to this game and I knew in my heart of hearts that no matter how many hours I would devote to it I would never become a you know a grandmaster or there was another path and the other path was to try and understand how you could get some other intelligence to play this this game better than I would be able to and so even in those days I had this idea that you know what if what if it was possible to build a program that could crack this and as I started to explore the domain I discovered that you know this was really the domain where people felt deeply that if progress could be made and go it really mean a giant leap forward for a I it was the the challenge where all other approaches had failed you know this is coming out of the area you mentioned which was in some sense their the golden era for further classical methods of a I like heuristic search in the 90s you know they all they all fell one after another not just chess with deep blue but checkers backgammon Othello there were numerous cases where where systems built on top of heuristic search methods with you know his high-performance systems have been able to defeat the human world champion in each of those domains and yet in that same time period there was a million dollar prize available for the game of go for the first system to be a human professional player and at the end of that time period in year 2000 when the prize expired the strongest go program in the world was defeated by a nine-year-old child when that nine year old child was giving 9 free moves to the computer at the start of the game and to try and even things up yeah and computer go X but beat that strongest same strongest program with 29 handicaps tones 29 free moves so that's what the state of affairs was when I became interested in this problem in around 2000 and 2003 when I I start started working computer go there was nothing they were there was just there was very very little in the way of progress towards meaningful performance again anything approaching human level and so people they it wasn't through lack of effort people have tried many many things and so there was a strong sense that that something different would be required for go than then had been needed for all of these other domains where I had a I had been successful and maybe the single clearest example is that that go unlike those other domains had this kind of intuitive property that a go player would look at a position and say hey you know here's this mess of black and white stones but from this mess oh I can I can predict that that's this part of the board has become my territory this part of the boards become your territory and I've got this overall sense I'm going to win and this is about the right move to play and that intuitive sense of judgment of being able to evaluate what's going on in a position it was pivotal to humans being able to play this game and something that people had no idea how to put into computers so this question of how to evaluate in a position how to come up with these intuitive judgments was the key reason why go was so hard in addition to its enormous search space and the reason why methods which had succeeded so well elsewhere failed and go and so people really felt deep down that that you know in order to crack go we would need to get something akin to human intuition and if we got something akin to human intuition we'd be able to self you know much many many more problems in AI so to me that was the moment where it's like okay this is not just about playing the game of Go this is about something profound and it was back to that bug which had been itching me all those years now this is the opportunity to do something meaningful and and transformative and and I guess a dream was born that's a really interesting way to put it almost this realization that you need to find formulate girls are kind of a prediction problem versus a search problem was the intuition I mean I maybe that's the wrong crude term but the to give it us the ability to kind of Intuit things about positional structure of the board well okay but what about the learning part of it did you have a sense that you have to that learning has to be part of the system again something that hasn't really as as far as I think except with TD Guerin and in the 90s was RL a little bit hasn't been part of those state-of-the-art game playing systems so I strongly felt that learning would be necessary and that's why my my PhD topic back then was trying to apply reinforcement learning to the game of CO and not just learning of any type but I felt that the only way to really have a system to progress beyond human levels of performance wouldn't just be to mimic how humans do it but to understand for themselves and how else can a machine hope to understand what's going on except through learning if you're not learning what else are you doing while you're putting all the knowledge into the system and that just feels like a something which decades of AI have told us is is maybe not a dead end but certainly has a ceiling to the capabilities it's known as the you know knowledge acquisition bottleneck that there the more you try to put into something the more brittle the system becomes and and so you just have to have learning you have to have learning that's the only way you're going to be able to get a system which has sufficient knowledge in it you know millions and millions of pieces of knowledge billions trillions of a form that it can actually apply for itself and understand how those billions and trillions of pieces of knowledge can be leveraged in a way which will actually lead it towards its goal without conflict or or other issues yeah I mean if I put myself back in there in that time I just wouldn't think like that without a good demonstration of RL I would I would think more in the symbolic AI like that though it would not learning but sort of a simulation of knowledge base like a growing knowledge base but it would still be sort of pattern based lot like basically have little rules that you kind of assemble together into a large knowledge base well in a sense that was the state of the art back then so if you look at the go programs which had been competing for this prize I mentioned they were an assembly of different specialized systems some of which used huge amounts of human knowledge to describe how you should play the opening how you should all the different patterns that were required to to play well in the game of Go endgame Theory combinatorial game theory and combined with more principled search based methods which we're trying to solve for particular sub parts of the game like life and death connecting groups together all these amazing subproblems that just emerged in the game of Go there were there were different pieces all put together into this like collage which together would try and play against a human and although not all of the pieces were handcrafted the overall effect was nevertheless still brittle and it was hard to make all these pieces work well together and so really what I was pressing for and the main innovation of the approach they took was to go back to first principles and say well let's let's back off that and try and find a principled approach where the system can learn for itself it just from the outcome like you know learn for itself if you try something did that did that help or did it not help and only through that procedure can you arrive at knowledge which is which is verified the system has to verify it for itself not relying on any other third party to say this is right or this is wrong so that principle was already you know very important in those days but unfortunately we were missing some important pieces back then so before we dive into may be discussing the beauty of reinforcement learning let's think it's the back who kind of skipped skipped it a bit but the rules of the game of go what's the the elements of it perhaps contrasting to chess that sort of you really enjoyed as a human being and also that make it really difficult as a a I machine learning problem so the game of CO was has remarkably simple rules if that's so simple that people have speculated that if we were to meet alien life at some point that we wouldn't be able to communicate with them but we would be able to play hello go with that probably have discovered the same rule set yeah so the game is played on a on a 19 by 19 grid and you play on the intersections of the grid and the players take turns and the aim of the game is very simple it's to surround as much territory as you can as many of these intersections with your stones and just around more than your opponent does and the only nuance to the game is that if you fully surround your opponent's piece then you get to capture it and remove it from the board and it counts as your own territory now from those very simple rules immense complexity arises it's kind of profound strategies in how to surround territory how to kind of trade-off between making solid territory yourself now compared to building up influence that will help you acquire territory later in the game how to connect groups together how to keep your own groups alive which which patterns of stones are most useful compared to others there's just immense knowledge and human go players have played this game for it was discovered thousands of years ago and human go players have built up its immense knowledge base over over the years it's studied very deeply and played by something like 50 million players across the world mostly in China Japan and Korea where it's a important part of a culture so much so that it's considered one of the four ancient arts that was required by Chinese scholars so there's a deep history there but there's interesting quality so if I is it a comparative chess chess is in the same way as it is in Chinese culture of a goal in chess in Russia is also considered one of the secret arts so if we contrast sort of go with chess as interesting qualities about go maybe you can correct me if I'm wrong but the evaluation of a particular static board is not as reliable like you can't in chess you can kind of assign points to the different units and it's kind of a pretty good measure of who's one who's losing it's not so clear yeah so this game of the HOH you know you find yourself in a situation where both players have played the same number of stones actually captures a strong level of play happen very rarely which means that any moment in the game you've got the same number of white stones and black stones and the only thing which differentiates how well you're doing is this intuitive sense of you know where are the territories ultimately going to form on this board and when you if you look at the complexity of a real go position you know it's it's mind boggling that kind of question of what will happen in in 300 moves from now when you when you see just a scattering of twenty white and black stones intermingled and and so that that challenge is the reason why position of value is so hard in go compared to two other games in addition to that has an enormous search space so there's around ten to one hundred and seventy positions in the game of go that's an astronomical number and that search spaces is so great that traditional heuristic search methods that were so successful and things like deep blue and and chess programs just kind of fall over and go so a which pointed reinforcement learning enter your life your research life your way of thinking we just talked about learning but reinforcement learning is very particular kind of learning one that's both philosophically sort of profound yeah but also one that's pretty difficult to get to work as if we look back in the earth at least the early days so when did that enter your life and how did that work progress so I had just finished working in the games industry this startup company and I took I took a year out to discover for myself exactly which path I wanted to take I knew I wanted to study intelligence but I wasn't sure what that meant at that stage I really didn't feel had the tools to decide on exactly which path I wants to follow so during that year I I read a lot and one of the things I read was Saturn Umberto the sort of seminal tech spec are an introduction to reinforcement learning and when I read that textbook I I just had this resonating feeling that this is what I understood intelligence to be and this was the path that I felt would be necessary to go down to make progress in in AI so I got in touch with rich Saturn and asked him if he would be interested in supervising me on a PhD thesis in in computer go and he he basically said that if he's still alive he'd be happy to but unfortunately he'd been you know struggling with very serious cancer for some years and he really wasn't confident at that stage that he'd even be around to see the end event but fortunately that part of the story worked out very happily and I found myself out there in Alberta they've got a great games group out there with a history of fantastic working in board games as well as rich that in the father of RL so it was the the natural place for me to go in some sense to study this question and the more I looked into it the more the more strongly ie I felt that this wasn't just the path to progress in computer go but really you know this this was the thing I'd been looking for this was really an opportunity to to frame what intelligence means like what does what are the goals of AI in a clear single clear problem definition such that if we're able to solve that play a single problem definition in some sense we've cracked the problem of AI so to you reinforcement learning ideas at least sort of echoes of it would be at the core of intelligence it is as a core of intelligence and if we ever create in a human level intelligence system it would be at the core of that kind of system let me say it this way that I think I think it's helpful to separate out the problem from the solution so I see the problem of intelligence I would say it can be formalized as the reinforcement learning problem and that that formalization is enough to capture most if not all of the things that we mean by intelligence that that they can all be brought within this this this framework and gives us a way to access them in a meaningful way that allows us as as scientists to understand intelligence and us as computer scientists to to build them and so in that sense I feel that it gives us a path maybe not the only path but a path towards AI and so do I think that any system in the future that that's you know sold AI would would have to have RL within it well I think if you ask that you're asking about the solution methods I would say that if we have such a thing it would be a solution to the RL problem now what particular methods have been used to get there well we should keep an open mind about the best approaches to actually solve any problem and you know the things we have right now for reinforcement learning maybe maybe then maybe I believe they've got a lot of legs but maybe we're missing some things maybe there's gonna be better ideas I think we should keep her you know let's remain modest and we're at the early days of this field and and there are many amazing discoveries ahead of us for sure the specifics especially of the different kinds of our ell approaches currently there could be other things there followed is a very large umbrella of our ell but if it's if it's okay can we take a step back and kind of ask the basic question of what is to you reinforcement learning so reinforcement learning is the study and the science and the problem of intelligence in the form of an agent that interacts with an environment so the problem is trying to self is represented by some environment like the world in which that agent is situated and the goal of RL is clear that the agent gets to take actions those actions have some effects on the environment and the environment gives back an observation to the agent saying you know this is what you see your sense and one special thing which it gives back is it's called the raw signal how well it's doing in the environment and the reinforcement learning problem is to simply take actions over time so as to maximize that reward signal so a couple of basic questions what types of RL approaches are there so I don't know if there's a nice brief in words way to paint the picture of sort of value based model based policy based reinforcement learning yeah so now if we think about okay so there's this ambitious problem definition of RL it's really you know it's truly ambitious it's trying to capture and encircle all of the things in which an agent interacts with an environment and say well how can we formalize and understand what it means to to crack that now let's think about the solution method well how do you solve a really hard problem like that well one approach you can take is is to decompose that that very hard problem into into pieces that work together to solve that hard problem and and so you can kind of look at the decomposition that's inside the agents head if you like and ask well what form does that decomposition take and some of the most common pieces that people use when they're kind of putting this system the solution method together some of the most common pieces that people use are whether or not that solution has a value function that means is it trying to predict explicitly trying to predict how much reward it will get in the future does it have a representation of a policy that means something which is deciding how to pick actions is is that decision-making process explicitly represented and is there a model in the system is there something which is explicitly trying to predict what will happen in the environment and so those three pieces are to me some of the most common building blocks and I understand the different choices in RL as choices of whether or not to use those building blocks when you're trying to decompose the solution you know should I have a value function represented so they have a policy represented should I have a model represented and there are combinations of those pieces and of course other things that you could add to add into the picture as well but those those three fundamental choices give rise to some of the branches of RL with which we're very familiar and so those as you mentioned there is the choice of what's specified or modeled explicitly and the idea is that all of these are somehow implicitly learned within the system so it's almost a choice of how you approach a problem do you see those as fundamental differences or these almost like small specifics like the details of how you saw the problem but they're not fundamentally different from each other I think the the fundamental idea is is maybe at the higher level the fundamental idea is the first step of the decomposition is really to say well how are we really going to solve any kind of problem where you're trying to figure out how to take actions and just from a stream of observations you know you've got some agents situated it's sensory motor stream and getting all these observations here and getting to take these actions and and what should it do how can even broach that problem you know me the complexity of the world is so great that you can't even imagine how to build a system that would that would understand how to deal with that and so the first step of this decomposition is to say well you have to learn the system has to learn for itself and so note that the reinforcement learning problem doesn't actually stipulate that you have to learn but you could maximize your awards without learning it would just say wouldn't do a very good job event yes so learning is required because it's the only way to achieve good performance in any sufficiently large and complex environment so so that's the first step so that step give commonality to all of the other pieces because now you might ask well what should you be learning what is learning even mean you know in this sense you know learning might mean well you're trying to update the parameters of some system which is then the thing that actually picks the actions and and those parameters could be representing anything they could be parameterizing a value function or a model or a policy and so in that sense there's a lot of commonality in that whatever is being represented there is the thing which is being learned and it's being learned with the ultimate goal of maximizing rewards but but the way in which you decompose the problem is is is really what gives the semantics to the whole system like are you trying to learn something to predict well like a value function or a model are you learning something to perform well like a policy and and the form of that objective like it's kind of giving the semantics to the system and so it really is at the next level down a fundamental choice and we have to make those fundamental choices a system designers or enable are our algorithms to be able to learn how to make those choices for themselves so then the next step you mentioned the very for the very first thing you have to deal with is can you even take in this huge stream of observations and do anything with it so the natural next basic question is what is the what is deep reinforcement learning and what is this idea of using neural networks to deal with this huge incoming stream so amongst all the approaches for reinforcement learning deep reinforcement learning is one family of solution feds that tries to utilize powerful representations that are offered by neural networks to represent any of these different components of the solution of the agent like whether it's the value function or the model or the policy the idea of deep learning is to say well here's a powerful tool kit that's so powerful that it's Universal in the sense that it can represent any function and it can learn any function and so if we can leverage that universality that means that whatever whatever we need to represent for our policy or offer a value function or for a model deep learning can do it so that deep learning is is one approach that offers us a toolkit that is has no ceiling to its performance that as we start to put more resources into the system or more memory and more computation and more more data more experience of more interactions with the environment that these are systems that can just get better and better and better at doing whatever the job is they've asked them to do whatever we've asked that function to represent it can learn a function that does a better and better job of representing that that knowledge whether that knowledge be estimating how well you're going to do in the world the value function whether it's going to be choosing what to do in the world a policy or it's understanding the world itself what's going to happen next the model nevertheless the the the fact that neural networks are able to learn incredibly complex representations that allow you to do the policy the model or the value function is at least to my mind exceptionally beautiful and surprising like what was it is it surprising was it surprising to you can you still believe it works as well as it does do you have good intuition about why it works at all and works as well as it does I think let me take two parts to that question I think it's not surprising to me that the idea of reinforcement learning works because in some sense I think it's the I feel it's the only which can ultimately and so I feel we have to we have to address it and there must be success is possible because we have examples of intelligence and it must at some level be able to possible to acquire experience and use that experience to to do better in a way which is meaningful to environments of the complexity that humans can deal with it must be am I surprised that our current systems can do as well as they can do I think one of the big surprises for me and a lot of the community it's really the fact that deep learning can continue to perform so well despite than the fact that these neural networks that they're representing have these incredibly nonlinear kind of bumpy surfaces which two are kind of low dimensional intuitions make it feel like surely you're just going to get stuck and learning will get stuck because you won't be able to make any further progress and yet the big surprise is that learning continues and and these what appear to be local Optima turned out not to be because in high dimensions when we make really big neural nets there's always a way out and there's a way to go even lower and then he's still not another local Optima because there's some other pathway that will take you out and take you lower still and so no matter where you are learning can proceed and do better and better and breath better without bound and so that is a surprising and beautiful property of neural nets which I find elegant and beautiful and and somewhat shocking that it turns out to be the case as you said which I really like to our low dimensional intuitions that's surprising yeah yeah we're very we're very tuned to working within a three-dimensional environment and so to start to visualize what a billion dimensional neural network um surface that you're trying to optimize over what that even looks like is very hard for us and so I think that really if you try to account for the essentially the AI winter where where people gave up on Yule networks I think it's really down to that that lack of ability to generalize from from low dimensions to high dimensions because back then we were in the low dimensional case people could only build neural nets with you know 50 nodes in them or something and to to imagine that it might be possible to build a billion dimension on your net and it might have a completely different qualitatively different property was very hard to anticipate and I think even now we're starting to build the the theory to support that and and it's incomplete at the moment but all of the theory seems to be pointing in the direction that indeed this is an approach which which truly is universal both in its representational capacity which was known but also in its learning ability which is which is surprising and it makes one wonder what else were missing yes for a low demand intuitions yet there will seem obvious once it's discovered I often wonder you know when we one day do have a eyes which are superhuman in their abilities to to understand the world what will they think of the algorithms that we developed back now will it be you know looking back at these these days and you know and and and thinking that well will we look back and feel that these algorithms were were naive faire steps or will they still be the fundamental ideas which are used even in 100 thousand 10,000 years yeah Nels and I they'll they'll watch back to this conversation and I would the smile maybe a little bit of a laugh I mean my senses I think it just like on we used to think that the Sun revolved around the earth they'll see our systems of today in reinforcement learning as too complicated that the answer was simple all along there's something I just just think you said in a game of Go I mean I love those systems of like cellular automata that there's simple rules from which incredible complexity emerges so it feels like there might be some very simple approaches just like where Sutton says right these simple methods or with compute over time seem to prove to be the most effective I 100% agree I think that if we try to anticipate what will generalize well into the future I think it's likely to be the case that it's the simple clear ideas which will have the longest legs and walked or carry us farthest into the future nevertheless we're in a situation where we need to make things work day and today and sometimes that requires putting together more complex systems where we don't have the the full answers yet as to what those minimal ingredients might be so speaking of which if we could take us their bag to go what was Mogo and what was the key idea behind this system so back during my PhD on computer go around about that time there was a major new development in in which actually happened in the context of computer go and and it was really a revolution in the way that heuristic search was was done and and the idea was essentially that a position could be evaluated or a state in general could be evaluated not by humans saying whether that position is good or not or even humans providing rules as to how you might evaluate it but instead by allowing the system to randomly play out the game until the end multiple times and taking the average of those outcomes as the prediction of what will happen so for example if you're in the game of go the intuition is that you take a position and you get the system to kind of play random moves against itself all the way to the end of the game and you see who wins and if black ends up winning more of those random games than white well you say hey this is a position that favors white and if white ends up winning more of those random games than black then it favors white so that idea was known as Monte Carlo search and a particular form of Monte Carlo search that became very effective and was developed in computer go first by Remy Coulomb in 2006 and then taken further by others was something called Monte Carlo tree search which basically takes that same idea and uses that that insight to evaluate every node of a search tree is evaluated by the average of the random play outs from that from that node onwards and this idea was very powerful and suddenly led to huge leaps forward in the strength of computer go playing programs and among those the the strongest of the go playing programs in those days was a program called Mogo which was the first program to actually reach human master level on small boards nine by nine boards and so this was a program by someone called Sylvan jelly he was a good colleague of mine but I worked with him a little bit in those days of my PhD thesis and Mogo was a a first step towards the latest successes we saw and computer go but it was still missing a key ingredient Mogo was evaluating purely by random rollouts against itself and in a way it's it's truly remarkable that random play gives you anything at all yeah like how why why in this perfectly deterministic game that's very precise and involves these very exact sequences why is it that that random randomization is helpful and so the intuition is that randomization captures something about the the nature of the of the search tree that from a position that you're you're understanding the nature of the search tree from that node onwards by by by using randomization and this was a very powerful idea and I've seen this in other spaces talk to the virtual carpet and so on randomized algorithms somehow magically are able to do exceptionally well and and simplifying the problem somehow makes you wonder about the fundamental nature of randomness in our universe it seems to be a useful thing but so from that moment can you maybe tell the origin story in the journey of alphago yeah so programs based on Monty College research were a first revolution in the sense that they led to suddenly programs that could play the game to any reasonable level but they they plateaued it seemed that no matter how much effort people put into these techniques they couldn't exceed the level of amateur Dan level go players so strong players but not not anywhere near the level of professionals never mind the world champion and so that brings us to the birth of alphago which happened in the context of a startup company known as deep mind or where them where a project was born and the project was really a scientific investigation where myself and a jipang and an intern Chris Madison were exploring a scientific question and that scientific question was really is there another fundamentally different approach to to this key question of Goa the key challenge of how can you build that intuition and how can you just have a system that could look at a position and understand what moved to play or or how well you're doing in that position who's going to win and so the deep learning Revolution had just begun their systems like imagenet had suddenly been won by deep learning techniques back in 2012 and following that it was natural to ask well you know if if deep learning is able to scale up so effectively with images to to understand them enough to to classify them well why not go why why not take a the black and white stones of the NGO board and build some a system which can understand for itself what that means in terms of what moved to pick or who's going to win the game black or white and so that was our scientific question which we we were probing and trying to understand and as we started to look at it we discovered that we could build a a system so in fact our very first paper on alphago was actually a pure deep learning system which was trying to answer this question and we showed that actually a pure deep learning system with no search at all was actually able to reach human van level master level at the full game of go 19 by 19 boards and so without any search at all suddenly we had systems which were playing at the level of the best Monte Carlo tree search systems the ones with randomized rollouts so first I'm sorry to interrupt but there's kind of a groundbreaking notion let's say that's like basically a definitive step away from the a couple of decades of essentially search dominating AI yeah so what how do them make you feel would you that was a surprising from a scientific perspective in general how to make you feel I I found this to be profoundly surprising in fact it was so surprising that that we had a bet back then and like many good projects you know bets are quite motivating and Anna bet was you know whether it was possible for a system purely on on deep learning no search at all to beat a Dan level human player and so we had someone who joined our team who was a damn level player he came in and and we had this first match against him and we turned the bit where you want by the way do you handle losing and they were in except I tend to be an optimist with the with the power of of deep learning and reinforcement learning so the system won and we were able to beat this human Dan level player and for me that was the moment where where it's like okay something something special is afoot here we have a system which without search is able to to already just look at this position and understand things as well as a strong human player and from that point onwards I really felt that reaching that reaching the top levels of human play you know professional level world champion level I felt it was actually an inevitability and and if it was an inevitable outcome I was rather keen it would be us that achieve it so we scaled up this was something where you know so I had lots of conversations back then with demo so service that the head of deepmind who was extremely excited and we we made the decision to to scale up the project brought more people on board and and so alphago became something where where we we had a clear goal which was to try and crack this outstanding challenge of AI to see if we could beat the world's best players and this led within the space of not so many months to playing against the European champion fan way in a match which became you know memorable in history is the first time a go program would ever beated a a professional player and at that time we had to make a judgment as to whether when and and whether we should go and challenge the world champion and and this was a difficult to make again we were basing our predictions on on our own progress and had to estimate based on the rapidity of our own progress when we thought we would exceeds the level of the human world champion and and we tried to make an estimate and set up a match and that became the the alphago versus Lisa dolls match in 2016 and we should say spoiler alert that alphago was able to defeat Lisa doll that's right yeah so maybe a could take even a broader view alphago involves both learning from expert games and as far as I remember a self play component - where he learns by playing guess himself but in your sense what was the role of learning from experts there and in terms of your self evaluation whether you can take on the world champion what was the thing that they're trying to do more of sort of train more on expert games or was there's now another I'm asking so many poorly faced questions but did you have a hope a dream that self play would be the key component at that moment yet so in the early days of alphago we we used human data to explore the science of what deep learning can achieve and so when we had our first paper that showed that it was possible to predict the winner of the game that it was possible to suggest moves that was done using human data of solely human did yes and and and and so the reason that we did it that way was at that time we were exploring separately the deep learning aspect from the reinforcement learning aspect that was the part which was which was new and unknown to me at that time was how far could that be stretched once we had that it then became natural to try and use that same representation and see if we could learn for ourselves using that same representation and so right from the beginning actually our goal had been to build a system using self play and to us the human data right from th
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