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WEBVTT | |
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The following is a conversation with Thomas Sanholm. | |
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He's a professor at CMU and co creator of Labratus, | |
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which is the first AI system to beat top human players | |
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in the game of Heads Up No Limit Texas Holdem. | |
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He has published over 450 papers | |
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on game theory and machine learning, | |
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including a best paper in 2017 at NIPS, | |
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now renamed to Newrips, | |
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which is where I caught up with him for this conversation. | |
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His research and companies have had wide reaching impact | |
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in the real world, | |
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especially because he and his group | |
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not only propose new ideas, | |
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but also build systems to prove that these ideas work | |
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in the real world. | |
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This conversation is part of the MIT course | |
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on artificial general intelligence | |
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and the artificial intelligence podcast. | |
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If you enjoy it, subscribe on YouTube, iTunes, | |
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or simply connect with me on Twitter | |
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at Lex Friedman, spelled F R I D. | |
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And now here's my conversation with Thomas Sanholm. | |
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Can you describe at the high level | |
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the game of poker, Texas Holdem, Heads Up Texas Holdem | |
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for people who might not be familiar with this card game? | |
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Yeah, happy to. | |
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So Heads Up No Limit Texas Holdem | |
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has really emerged in the AI community | |
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as a main benchmark for testing these | |
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application independent algorithms | |
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for imperfect information game solving. | |
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And this is a game that's actually played by humans. | |
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You don't see that much on TV or casinos | |
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because well, for various reasons, | |
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but you do see it in some expert level casinos | |
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and you see it in the best poker movies of all time. | |
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It's actually an event in the World Series of Poker, | |
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but mostly it's played online | |
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and typically for pretty big sums of money. | |
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And this is a game that usually only experts play. | |
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So if you go to your home game on a Friday night, | |
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it probably is not gonna be Heads Up No Limit Texas Holdem. | |
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It might be No Limit Texas Holdem in some cases, | |
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but typically for a big group and it's not as competitive. | |
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While Heads Up means it's two players. | |
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So it's really like me against you. | |
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Am I better or are you better? | |
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Much like chess or go in that sense, | |
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but an imperfect information game, | |
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which makes it much harder because I have to deal | |
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with issues of you knowing things that I don't know | |
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and I know things that you don't know | |
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instead of pieces being nicely laid on the board | |
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for both of us to see. | |
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So in Texas Holdem, there's two cards | |
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that you only see that belong to you. | |
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Yeah. And there is, | |
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they gradually lay out some cards | |
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that add up overall to five cards that everybody can see. | |
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Yeah. So the imperfect nature | |
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of the information is the two cards | |
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that you're holding in your hand. | |
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Up front, yeah. | |
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So as you said, you first get two cards | |
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in private each and then there's a betting round. | |
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Then you get three cards in public on the table. | |
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Then there's a betting round. | |
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Then you get the fourth card in public on the table. | |
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There's a betting round. | |
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Then you get the 5th card on the table. | |
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There's a betting round. | |
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So there's a total of four betting rounds | |
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and four tranches of information revelation if you will. | |
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The only the first tranche is private | |
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and then it's public from there. | |
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And this is probably by far the most popular game in AI | |
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and just the general public | |
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in terms of imperfect information. | |
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So that's probably the most popular spectator game | |
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to watch, right? | |
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So, which is why it's a super exciting game to tackle. | |
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So it's on the order of chess, I would say, | |
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in terms of popularity, in terms of AI setting it | |
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as the bar of what is intelligence. | |
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So in 2017, Labratus, how do you pronounce it? | |
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Labratus. | |
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Labratus. | |
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Labratus beats. | |
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A little Latin there. | |
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A little bit of Latin. | |
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Labratus beats a few, four expert human players. | |
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Can you describe that event? | |
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What you learned from it? | |
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What was it like? | |
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What was the process in general | |
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for people who have not read the papers and the study? | |
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Yeah, so the event was that we invited | |
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four of the top 10 players, | |
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with these specialist players in Heads Up No Limit, | |
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Texas Holden, which is very important | |
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because this game is actually quite different | |
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than the multiplayer version. | |
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We brought them in to Pittsburgh | |
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to play at the Reverse Casino for 20 days. | |
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We wanted to get 120,000 hands in | |
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because we wanted to get statistical significance. | |
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So it's a lot of hands for humans to play, | |
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even for these top pros who play fairly quickly normally. | |
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So we couldn't just have one of them play so many hands. | |
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20 days, they were playing basically morning to evening. | |
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And I raised 200,000 as a little incentive for them to play. | |
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And the setting was so that they didn't all get 50,000. | |
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We actually paid them out | |
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based on how they did against the AI each. | |
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So they had an incentive to play as hard as they could, | |
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whether they're way ahead or way behind | |
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or right at the mark of beating the AI. | |
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And you don't make any money, unfortunately. | |
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Right, no, we can't make any money. | |
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So originally, a couple of years earlier, | |
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I actually explored whether we could actually play for money | |
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because that would be, of course, interesting as well, | |
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to play against the top people for money. | |
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But the Pennsylvania Gaming Board said no, so we couldn't. | |
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So this is much like an exhibit, | |
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like for a musician or a boxer or something like that. | |
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Nevertheless, they were keeping track of the money | |
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and brought us close to $2 million, I think. | |
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So if it was for real money, if you were able to earn money, | |
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that was a quite impressive and inspiring achievement. | |
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Just a few details, what were the players looking at? | |
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Were they behind a computer? | |
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What was the interface like? | |
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Yes, they were playing much like they normally do. | |
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These top players, when they play this game, | |
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they play mostly online. | |
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So they're used to playing through a UI. | |
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And they did the same thing here. | |
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So there was this layout. | |
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You could imagine there's a table on a screen. | |
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There's the human sitting there, | |
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and then there's the AI sitting there. | |
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And the screen shows everything that's happening. | |
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The cards coming out and shows the bets being made. | |
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And we also had the betting history for the human. | |
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So if the human forgot what had happened in the hand so far, | |
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they could actually reference back and so forth. | |
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Is there a reason they were given access | |
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to the betting history for? | |
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Well, we just, it didn't really matter. | |
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They wouldn't have forgotten anyway. | |
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These are top quality people. | |
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But we just wanted to put out there | |
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so it's not a question of the human forgetting | |
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and the AI somehow trying to get advantage | |
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of better memory. | |
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So what was that like? | |
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I mean, that was an incredible accomplishment. | |
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So what did it feel like before the event? | |
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Did you have doubt, hope? | |
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Where was your confidence at? | |
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Yeah, that's great. | |
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So great question. | |
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So 18 months earlier, I had organized a similar brains | |
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versus AI competition with a previous AI called Cloudyco | |
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and we couldn't beat the humans. | |
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So this time around, it was only 18 months later. | |
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And I knew that this new AI, Libratus, was way stronger, | |
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but it's hard to say how you'll do against the top humans | |
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before you try. | |
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So I thought we had about a 50, 50 shot. | |
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And the international betting sites put us | |
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as a four to one or five to one underdog. | |
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So it's kind of interesting that people really believe | |
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in people and over AI, not just people. | |
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People don't just over believe in themselves, | |
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but they have overconfidence in other people as well | |
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compared to the performance of AI. | |
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And yeah, so we were a four to one or five to one underdog. | |
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And even after three days of beating the humans in a row, | |
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we were still 50, 50 on the international betting sites. | |
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Do you think there's something special and magical | |
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about poker and the way people think about it, | |
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in the sense you have, | |
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I mean, even in chess, there's no Hollywood movies. | |
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Poker is the star of many movies. | |
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And there's this feeling that certain human facial | |
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expressions and body language, eye movement, | |
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all these tells are critical to poker. | |
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Like you can look into somebody's soul | |
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and understand their betting strategy and so on. | |
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So that's probably why, possibly, | |
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do you think that is why people have a confidence | |
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that humans will outperform? | |
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Because AI systems cannot, in this construct, | |
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perceive these kinds of tells. | |
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They're only looking at betting patterns | |
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and nothing else, betting patterns and statistics. | |
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So what's more important to you | |
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if you step back on human players, human versus human? | |
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What's the role of these tells, | |
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of these ideas that we romanticize? | |
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Yeah, so I'll split it into two parts. | |
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So one is why do humans trust humans more than AI | |
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and have overconfidence in humans? | |
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I think that's not really related to the tell question. | |
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It's just that they've seen these top players, | |
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how good they are, and they're really fantastic. | |
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So it's just hard to believe that an AI could beat them. | |
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So I think that's where that comes from. | |
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And that's actually maybe a more general lesson about AI. | |
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That until you've seen it overperform a human, | |
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it's hard to believe that it could. | |
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But then the tells, a lot of these top players, | |
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they're so good at hiding tells | |
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that among the top players, | |
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it's actually not really worth it | |
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for them to invest a lot of effort | |
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trying to find tells in each other | |
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because they're so good at hiding them. | |
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So yes, at the kind of Friday evening game, | |
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tells are gonna be a huge thing. | |
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You can read other people. | |
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And if you're a good reader, | |
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you'll read them like an open book. | |
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But at the top levels of poker now, | |
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the tells become a much smaller and smaller aspect | |
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of the game as you go to the top levels. | |
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The amount of strategies, the amount of possible actions | |
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is very large, 10 to the power of 100 plus. | |
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So there has to be some, I've read a few of the papers | |
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related, it has to form some abstractions | |
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of various hands and actions. | |
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So what kind of abstractions are effective | |
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for the game of poker? | |
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Yeah, so you're exactly right. | |
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So when you go from a game tree that's 10 to the 161, | |
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especially in an imperfect information game, | |
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it's way too large to solve directly, | |
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even with our fastest equilibrium finding algorithms. | |
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So you wanna abstract it first. | |
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And abstraction in games is much trickier | |
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than abstraction in MDPs or other single agent settings. | |
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Because you have these abstraction pathologies | |
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that if I have a finer grained abstraction, | |
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the strategy that I can get from that for the real game | |
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might actually be worse than the strategy | |
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I can get from the coarse grained abstraction. | |
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So you have to be very careful. | |
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Now the kinds of abstractions, just to zoom out, | |
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we're talking about, there's the hands abstractions | |
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and then there's betting strategies. | |
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Yeah, betting actions, yeah. | |
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Baiting actions. | |
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So there's information abstraction, | |
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don't talk about general games, information abstraction, | |
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which is the abstraction of what chance does. | |
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And this would be the cards in the case of poker. | |
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And then there's action abstraction, | |
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which is abstracting the actions of the actual players, | |
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which would be bets in the case of poker. | |
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Yourself and the other players? | |
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Yes, yourself and other players. | |
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And for information abstraction, | |
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we were completely automated. | |
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So these are algorithms, | |
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but they do what we call potential aware abstraction, | |
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where we don't just look at the value of the hand, | |
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but also how it might materialize | |
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into good or bad hands over time. | |
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And it's a certain kind of bottom up process | |
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with integer programming there and clustering | |
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and various aspects, how do you build this abstraction? | |
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And then in the action abstraction, | |
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there it's largely based on how humans and other AIs | |
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have played this game in the past. | |
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But in the beginning, | |
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we actually used an automated action abstraction technology, | |
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which is provably convergent | |
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that it finds the optimal combination of bet sizes, | |
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but it's not very scalable. | |
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So we couldn't use it for the whole game, | |
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but we use it for the first couple of betting actions. | |
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So what's more important, the strength of the hand, | |
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so the information abstraction or the how you play them, | |
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the actions, does it, you know, | |
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the romanticized notion again, | |
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is that it doesn't matter what hands you have, | |
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that the actions, the betting may be the way you win | |
13:19.240 --> 13:20.320 | |
no matter what hands you have. | |
13:20.320 --> 13:23.280 | |
Yeah, so that's why you have to play a lot of hands | |
13:23.280 --> 13:26.800 | |
so that the role of luck gets smaller. | |
13:26.800 --> 13:29.920 | |
So you could otherwise get lucky and get some good hands | |
13:29.920 --> 13:31.480 | |
and then you're gonna win the match. | |
13:31.480 --> 13:34.400 | |
Even with thousands of hands, you can get lucky | |
13:35.280 --> 13:36.720 | |
because there's so much variance | |
13:36.720 --> 13:40.880 | |
in No Limit Texas Holden because if we both go all in, | |
13:40.880 --> 13:43.640 | |
it's a huge stack of variance, so there are these | |
13:43.640 --> 13:47.800 | |
massive swings in No Limit Texas Holden. | |
13:47.800 --> 13:50.240 | |
So that's why you have to play not just thousands, | |
13:50.240 --> 13:55.000 | |
but over 100,000 hands to get statistical significance. | |
13:55.000 --> 13:57.880 | |
So let me ask another way this question. | |
13:57.880 --> 14:00.880 | |
If you didn't even look at your hands, | |
14:02.000 --> 14:04.560 | |
but they didn't know that, the opponents didn't know that, | |
14:04.560 --> 14:06.680 | |
how well would you be able to do? | |
14:06.680 --> 14:07.760 | |
Oh, that's a good question. | |
14:07.760 --> 14:09.600 | |
There's actually, I heard this story | |
14:09.600 --> 14:11.800 | |
that there's this Norwegian female poker player | |
14:11.800 --> 14:15.240 | |
called Annette Oberstad who's actually won a tournament | |
14:15.240 --> 14:18.640 | |
by doing exactly that, but that would be extremely rare. | |
14:18.640 --> 14:23.440 | |
So you cannot really play well that way. | |
14:23.440 --> 14:27.840 | |
Okay, so the hands do have some role to play, okay. | |
14:27.840 --> 14:32.840 | |
So Labradus does not use, as far as I understand, | |
14:33.120 --> 14:35.320 | |
they use learning methods, deep learning. | |
14:35.320 --> 14:40.320 | |
Is there room for learning in, | |
14:40.600 --> 14:44.120 | |
there's no reason why Labradus doesn't combine | |
14:44.120 --> 14:46.400 | |
with an AlphaGo type approach for estimating | |
14:46.400 --> 14:49.200 | |
the quality for function estimator. | |
14:49.200 --> 14:52.040 | |
What are your thoughts on this, | |
14:52.040 --> 14:54.760 | |
maybe as compared to another algorithm | |
14:54.760 --> 14:56.720 | |
which I'm not that familiar with, DeepStack, | |
14:56.720 --> 14:59.280 | |
the engine that does use deep learning, | |
14:59.280 --> 15:01.560 | |
that it's unclear how well it does, | |
15:01.560 --> 15:03.480 | |
but nevertheless uses deep learning. | |
15:03.480 --> 15:05.400 | |
So what are your thoughts about learning methods | |
15:05.400 --> 15:09.280 | |
to aid in the way that Labradus plays in the game of poker? | |
15:09.280 --> 15:10.640 | |
Yeah, so as you said, | |
15:10.640 --> 15:13.080 | |
Labradus did not use learning methods | |
15:13.080 --> 15:15.680 | |
and played very well without them. | |
15:15.680 --> 15:17.840 | |
Since then, we have actually, actually here, | |
15:17.840 --> 15:20.000 | |
we have a couple of papers on things | |
15:20.000 --> 15:22.360 | |
that do use learning techniques. | |
15:22.360 --> 15:23.200 | |
Excellent. | |
15:24.440 --> 15:26.360 | |
And deep learning in particular. | |
15:26.360 --> 15:29.920 | |
And sort of the way you're talking about | |
15:29.920 --> 15:33.360 | |
where it's learning an evaluation function, | |
15:33.360 --> 15:37.400 | |
but in imperfect information games, | |
15:37.400 --> 15:42.400 | |
unlike let's say in Go or now also in chess and shogi, | |
15:42.440 --> 15:47.400 | |
it's not sufficient to learn an evaluation for a state | |
15:47.400 --> 15:52.400 | |
because the value of an information set | |
15:52.920 --> 15:55.400 | |
depends not only on the exact state, | |
15:55.400 --> 15:59.200 | |
but it also depends on both players beliefs. | |
15:59.200 --> 16:01.240 | |
Like if I have a bad hand, | |
16:01.240 --> 16:04.720 | |
I'm much better off if the opponent thinks I have a good hand | |
16:04.720 --> 16:05.560 | |
and vice versa. | |
16:05.560 --> 16:06.480 | |
If I have a good hand, | |
16:06.480 --> 16:09.360 | |
I'm much better off if the opponent believes | |
16:09.360 --> 16:10.280 | |
I have a bad hand. | |
16:11.360 --> 16:15.640 | |
So the value of a state is not just a function of the cards. | |
16:15.640 --> 16:19.600 | |
It depends on, if you will, the path of play, | |
16:19.600 --> 16:22.040 | |
but only to the extent that it's captured | |
16:22.040 --> 16:23.720 | |
in the belief distributions. | |
16:23.720 --> 16:26.240 | |
So that's why it's not as simple | |
16:26.240 --> 16:29.320 | |
as it is in perfect information games. | |
16:29.320 --> 16:31.080 | |
And I don't wanna say it's simple there either. | |
16:31.080 --> 16:34.200 | |
It's of course very complicated computationally there too, | |
16:34.200 --> 16:36.520 | |
but at least conceptually, it's very straightforward. | |
16:36.520 --> 16:38.760 | |
There's a state, there's an evaluation function. | |
16:38.760 --> 16:39.800 | |
You can try to learn it. | |
16:39.800 --> 16:43.280 | |
Here, you have to do something more. | |
16:43.280 --> 16:47.160 | |
And what we do is in one of these papers, | |
16:47.160 --> 16:50.800 | |
we're looking at where we allow the opponent | |
16:50.800 --> 16:53.000 | |
to actually take different strategies | |
16:53.000 --> 16:56.440 | |
at the leaf of the search tree, if you will. | |
16:56.440 --> 16:59.840 | |
And that is a different way of doing it. | |
16:59.840 --> 17:02.560 | |
And it doesn't assume therefore a particular way | |
17:02.560 --> 17:04.040 | |
that the opponent plays, | |
17:04.040 --> 17:05.840 | |
but it allows the opponent to choose | |
17:05.840 --> 17:09.800 | |
from a set of different continuation strategies. | |
17:09.800 --> 17:13.400 | |
And that forces us to not be too optimistic | |
17:13.400 --> 17:15.520 | |
in a look ahead search. | |
17:15.520 --> 17:19.040 | |
And that's one way you can do sound look ahead search | |
17:19.040 --> 17:21.480 | |
in imperfect information games, | |
17:21.480 --> 17:23.360 | |
which is very difficult. | |
17:23.360 --> 17:26.080 | |
And you were asking about DeepStack. | |
17:26.080 --> 17:29.280 | |
What they did, it was very different than what we do, | |
17:29.280 --> 17:32.000 | |
either in Libratus or in this new work. | |
17:32.000 --> 17:35.440 | |
They were randomly generating various situations | |
17:35.440 --> 17:36.440 | |
in the game. | |
17:36.440 --> 17:38.080 | |
Then they were doing the look ahead | |
17:38.080 --> 17:39.840 | |
from there to the end of the game, | |
17:39.840 --> 17:42.960 | |
as if that was the start of a different game. | |
17:42.960 --> 17:44.920 | |
And then they were using deep learning | |
17:44.920 --> 17:47.960 | |
to learn those values of those states, | |
17:47.960 --> 17:50.280 | |
but the states were not just the physical states. | |
17:50.280 --> 17:52.560 | |
They include belief distributions. | |
17:52.560 --> 17:56.800 | |
When you talk about look ahead for DeepStack | |
17:56.800 --> 17:59.480 | |
or with Libratus, does it mean, | |
17:59.480 --> 18:02.680 | |
considering every possibility that the game can evolve, | |
18:02.680 --> 18:04.280 | |
are we talking about extremely, | |
18:04.280 --> 18:06.880 | |
sort of this exponentially growth of a tree? | |
18:06.880 --> 18:09.720 | |
Yes, so we're talking about exactly that. | |
18:11.280 --> 18:14.280 | |
Much like you do in alpha beta search | |
18:14.280 --> 18:17.480 | |
or Monte Carlo tree search, but with different techniques. | |
18:17.480 --> 18:19.280 | |
So there's a different search algorithm. | |
18:19.280 --> 18:21.920 | |
And then we have to deal with the leaves differently. | |
18:21.920 --> 18:24.000 | |
So if you think about what Libratus did, | |
18:24.000 --> 18:25.520 | |
we didn't have to worry about this | |
18:25.520 --> 18:28.560 | |
because we only did it at the end of the game. | |
18:28.560 --> 18:32.280 | |
So we would always terminate into a real situation | |
18:32.280 --> 18:34.000 | |
and we would know what the payout is. | |
18:34.000 --> 18:36.880 | |
It didn't do these depth limited lookaheads, | |
18:36.880 --> 18:40.680 | |
but now in this new paper, which is called depth limited, | |
18:40.680 --> 18:42.120 | |
I think it's called depth limited search | |
18:42.120 --> 18:43.880 | |
for imperfect information games, | |
18:43.880 --> 18:47.040 | |
we can actually do sound depth limited lookahead. | |
18:47.040 --> 18:49.240 | |
So we can actually start to do the look ahead | |
18:49.240 --> 18:51.080 | |
from the beginning of the game on, | |
18:51.080 --> 18:53.400 | |
because that's too complicated to do | |
18:53.400 --> 18:54.920 | |
for this whole long game. | |
18:54.920 --> 18:57.680 | |
So in Libratus, we were just doing it for the end. | |
18:57.680 --> 19:00.720 | |
So, and then the other side, this belief distribution, | |
19:00.720 --> 19:05.320 | |
so is it explicitly modeled what kind of beliefs | |
19:05.320 --> 19:07.400 | |
that the opponent might have? | |
19:07.400 --> 19:11.840 | |
Yeah, it is explicitly modeled, but it's not assumed. | |
19:11.840 --> 19:15.400 | |
The beliefs are actually output, not input. | |
19:15.400 --> 19:18.840 | |
Of course, the starting beliefs are input, | |
19:18.840 --> 19:20.640 | |
but they just fall from the rules of the game | |
19:20.640 --> 19:23.520 | |
because we know that the dealer deals uniformly | |
19:23.520 --> 19:27.720 | |
from the deck, so I know that every pair of cards | |
19:27.720 --> 19:30.440 | |
that you might have is equally likely. | |
19:30.440 --> 19:32.200 | |
I know that for a fact, that just follows | |
19:32.200 --> 19:33.160 | |
from the rules of the game. | |
19:33.160 --> 19:35.200 | |
Of course, except the two cards that I have, | |
19:35.200 --> 19:36.560 | |
I know you don't have those. | |
19:36.560 --> 19:37.560 | |
Yeah. | |
19:37.560 --> 19:38.720 | |
You have to take that into account. | |
19:38.720 --> 19:40.920 | |
That's called card removal and that's very important. | |
19:40.920 --> 19:43.760 | |
Is the dealing always coming from a single deck | |
19:43.760 --> 19:45.880 | |
in Heads Up, so you can assume. | |
19:45.880 --> 19:50.880 | |
Single deck, so you know that if I have the ace of spades, | |
19:50.880 --> 19:53.560 | |
I know you don't have an ace of spades. | |
19:53.560 --> 19:56.880 | |
Great, so in the beginning, your belief is basically | |
19:56.880 --> 19:59.320 | |
the fact that it's a fair dealing of hands, | |
19:59.320 --> 20:02.800 | |
but how do you start to adjust that belief? | |
20:02.800 --> 20:06.800 | |
Well, that's where this beauty of game theory comes. | |
20:06.800 --> 20:10.920 | |
So Nash equilibrium, which John Nash introduced in 1950, | |
20:10.920 --> 20:13.800 | |
introduces what rational play is | |
20:13.800 --> 20:16.040 | |
when you have more than one player. | |
20:16.040 --> 20:18.440 | |
And these are pairs of strategies | |
20:18.440 --> 20:20.360 | |
where strategies are contingency plans, | |
20:20.360 --> 20:21.600 | |
one for each player. | |
20:22.880 --> 20:25.720 | |
So that neither player wants to deviate | |
20:25.720 --> 20:26.960 | |
to a different strategy, | |
20:26.960 --> 20:29.160 | |
given that the other doesn't deviate. | |
20:29.160 --> 20:33.840 | |
But as a side effect, you get the beliefs from base roll. | |
20:33.840 --> 20:36.440 | |
So Nash equilibrium really isn't just deriving | |
20:36.440 --> 20:38.360 | |
in these imperfect information games, | |
20:38.360 --> 20:41.920 | |
Nash equilibrium, it doesn't just define strategies. | |
20:41.920 --> 20:44.960 | |
It also defines beliefs for both of us | |
20:44.960 --> 20:48.840 | |
and defines beliefs for each state. | |
20:48.840 --> 20:53.280 | |
So at each state, it's called information sets. | |
20:53.280 --> 20:55.560 | |
At each information set in the game, | |
20:55.560 --> 20:59.000 | |
there's a set of different states that we might be in, | |
20:59.000 --> 21:00.880 | |
but I don't know which one we're in. | |
21:01.760 --> 21:03.400 | |
Nash equilibrium tells me exactly | |
21:03.400 --> 21:05.000 | |
what is the probability distribution | |
21:05.000 --> 21:08.280 | |
over those real world states in my mind. | |
21:08.280 --> 21:11.440 | |
How does Nash equilibrium give you that distribution? | |
21:11.440 --> 21:12.280 | |
So why? | |
21:12.280 --> 21:13.320 | |
I'll do a simple example. | |
21:13.320 --> 21:16.760 | |
So you know the game Rock, Paper, Scissors? | |
21:16.760 --> 21:20.000 | |
So we can draw it as player one moves first | |
21:20.000 --> 21:21.600 | |
and then player two moves. | |
21:21.600 --> 21:24.520 | |
But of course, it's important that player two | |
21:24.520 --> 21:26.400 | |
doesn't know what player one moved, | |
21:26.400 --> 21:28.600 | |
otherwise player two would win every time. | |
21:28.600 --> 21:30.480 | |
So we can draw that as an information set | |
21:30.480 --> 21:33.280 | |
where player one makes one of three moves first, | |
21:33.280 --> 21:36.200 | |
and then there's an information set for player two. | |
21:36.200 --> 21:39.920 | |
So player two doesn't know which of those nodes | |
21:39.920 --> 21:41.800 | |
the world is in. | |
21:41.800 --> 21:44.920 | |
But once we know the strategy for player one, | |
21:44.920 --> 21:47.320 | |
Nash equilibrium will say that you play 1 3rd Rock, | |
21:47.320 --> 21:49.400 | |
1 3rd Paper, 1 3rd Scissors. | |
21:49.400 --> 21:52.600 | |
From that, I can derive my beliefs on the information set | |
21:52.600 --> 21:54.480 | |
that they're 1 3rd, 1 3rd, 1 3rd. | |
21:54.480 --> 21:56.280 | |
So Bayes gives you that. | |
21:56.280 --> 21:57.560 | |
Bayes gives you. | |
21:57.560 --> 21:59.760 | |
But is that specific to a particular player, | |
21:59.760 --> 22:03.960 | |
or is it something you quickly update | |
22:03.960 --> 22:05.040 | |
with the specific player? | |
22:05.040 --> 22:08.800 | |
No, the game theory isn't really player specific. | |
22:08.800 --> 22:11.720 | |
So that's also why we don't need any data. | |
22:11.720 --> 22:12.760 | |
We don't need any history | |
22:12.760 --> 22:14.800 | |
how these particular humans played in the past | |
22:14.800 --> 22:17.400 | |
or how any AI or human had played before. | |
22:17.400 --> 22:20.240 | |
It's all about rationality. | |
22:20.240 --> 22:22.720 | |
So the AI just thinks about | |
22:22.720 --> 22:24.880 | |
what would a rational opponent do? | |
22:24.880 --> 22:28.000 | |
And what would I do if I am rational? | |
22:28.000 --> 22:31.080 | |
And that's the idea of game theory. | |
22:31.080 --> 22:35.560 | |
So it's really a data free, opponent free approach. | |
22:35.560 --> 22:37.680 | |
So it comes from the design of the game | |
22:37.680 --> 22:40.040 | |
as opposed to the design of the player. | |
22:40.040 --> 22:43.080 | |
Exactly, there's no opponent modeling per se. | |
22:43.080 --> 22:45.600 | |
I mean, we've done some work on combining opponent modeling | |
22:45.600 --> 22:48.840 | |
with game theory so you can exploit weak players even more, | |
22:48.840 --> 22:50.280 | |
but that's another strand. | |
22:50.280 --> 22:52.320 | |
And in Librarus, we didn't turn that on. | |
22:52.320 --> 22:55.000 | |
So I decided that these players are too good. | |
22:55.000 --> 22:58.080 | |
And when you start to exploit an opponent, | |
22:58.080 --> 23:01.800 | |
you typically open yourself up to exploitation. | |
23:01.800 --> 23:04.000 | |
And these guys have so few holes to exploit | |
23:04.000 --> 23:06.760 | |
and they're world's leading experts in counter exploitation. | |
23:06.760 --> 23:09.200 | |
So I decided that we're not gonna turn that stuff on. | |
23:09.200 --> 23:12.160 | |
Actually, I saw a few of your papers exploiting opponents. | |
23:12.160 --> 23:14.800 | |
It sounded very interesting to explore. | |
23:15.720 --> 23:17.880 | |
Do you think there's room for exploitation | |
23:17.880 --> 23:19.920 | |
generally outside of Librarus? | |
23:19.920 --> 23:24.080 | |
Is there a subject or people differences | |
23:24.080 --> 23:27.920 | |
that could be exploited, maybe not just in poker, | |
23:27.920 --> 23:30.440 | |
but in general interactions and negotiations, | |
23:30.440 --> 23:33.480 | |
all these other domains that you're considering? | |
23:33.480 --> 23:34.680 | |
Yeah, definitely. | |
23:34.680 --> 23:35.920 | |
We've done some work on that. | |
23:35.920 --> 23:39.880 | |
And I really like the work at hybrid digested too. | |
23:39.880 --> 23:43.440 | |
So you figure out what would a rational opponent do. | |
23:43.440 --> 23:46.280 | |
And by the way, that's safe in these zero sum games, | |
23:46.280 --> 23:47.480 | |
two player zero sum games, | |
23:47.480 --> 23:49.560 | |
because if the opponent does something irrational, | |
23:49.560 --> 23:52.200 | |
yes, it might throw off my beliefs, | |
23:53.080 --> 23:55.760 | |
but the amount that the player can gain | |
23:55.760 --> 23:59.160 | |
by throwing off my belief is always less | |
23:59.160 --> 24:01.800 | |
than they lose by playing poorly. | |
24:01.800 --> 24:03.080 | |
So it's safe. | |
24:03.080 --> 24:06.720 | |
But still, if somebody's weak as a player, | |
24:06.720 --> 24:10.240 | |
you might wanna play differently to exploit them more. | |
24:10.240 --> 24:12.040 | |
So you can think about it this way, | |
24:12.040 --> 24:15.600 | |
a game theoretic strategy is unbeatable, | |
24:15.600 --> 24:19.600 | |
but it doesn't maximally beat the other opponent. | |
24:19.600 --> 24:22.800 | |
So the winnings per hand might be better | |
24:22.800 --> 24:24.240 | |
with a different strategy. | |
24:24.240 --> 24:25.720 | |
And the hybrid is that you start | |
24:25.720 --> 24:27.080 | |
from a game theoretic approach. | |
24:27.080 --> 24:30.840 | |
And then as you gain data about the opponent | |
24:30.840 --> 24:32.600 | |
in certain parts of the game tree, | |
24:32.600 --> 24:34.360 | |
then in those parts of the game tree, | |
24:34.360 --> 24:37.800 | |
you start to tweak your strategy more and more | |
24:37.800 --> 24:40.960 | |
towards exploitation while still staying fairly close | |
24:40.960 --> 24:42.160 | |
to the game theoretic strategy | |
24:42.160 --> 24:46.840 | |
so as to not open yourself up to exploitation too much. | |
24:46.840 --> 24:48.320 | |
How do you do that? | |
24:48.320 --> 24:53.320 | |
Do you try to vary up strategies, make it unpredictable? | |
24:53.640 --> 24:57.520 | |
It's like, what is it, tit for tat strategies | |
24:57.520 --> 25:00.720 | |
in Prisoner's Dilemma or? | |
25:00.720 --> 25:03.240 | |
Well, that's a repeated game. | |
25:03.240 --> 25:04.080 | |
Repeated games. | |
25:04.080 --> 25:06.520 | |
Simple Prisoner's Dilemma, repeated games. | |
25:06.520 --> 25:08.760 | |
But even there, there's no proof that says | |
25:08.760 --> 25:10.080 | |
that that's the best thing. | |
25:10.080 --> 25:13.280 | |
But experimentally, it actually does well. | |
25:13.280 --> 25:15.320 | |
So what kind of games are there, first of all? | |
25:15.320 --> 25:17.040 | |
I don't know if this is something | |
25:17.040 --> 25:18.600 | |
that you could just summarize. | |
25:18.600 --> 25:20.360 | |
There's perfect information games | |
25:20.360 --> 25:22.400 | |
where all the information's on the table. | |
25:22.400 --> 25:25.480 | |
There is imperfect information games. | |
25:25.480 --> 25:28.560 | |
There's repeated games that you play over and over. | |
25:28.560 --> 25:31.320 | |
There's zero sum games. | |
25:31.320 --> 25:34.440 | |
There's non zero sum games. | |
25:34.440 --> 25:37.520 | |
And then there's a really important distinction | |
25:37.520 --> 25:40.720 | |
you're making, two player versus more players. | |
25:40.720 --> 25:44.760 | |
So what are, what other games are there? | |
25:44.760 --> 25:46.160 | |
And what's the difference, for example, | |
25:46.160 --> 25:50.040 | |
with this two player game versus more players? | |
25:50.040 --> 25:51.680 | |
What are the key differences in your view? | |
25:51.680 --> 25:54.600 | |
So let me start from the basics. | |
25:54.600 --> 25:59.600 | |
So a repeated game is a game where the same exact game | |
25:59.600 --> 26:01.800 | |
is played over and over. | |
26:01.800 --> 26:05.800 | |
In these extensive form games, where it's, | |
26:05.800 --> 26:08.480 | |
think about three form, maybe with these information sets | |
26:08.480 --> 26:11.400 | |
to represent incomplete information, | |
26:11.400 --> 26:14.840 | |
you can have kind of repetitive interactions. | |
26:14.840 --> 26:17.760 | |
Even repeated games are a special case of that, by the way. | |
26:17.760 --> 26:21.520 | |
But the game doesn't have to be exactly the same. | |
26:21.520 --> 26:23.040 | |
It's like in sourcing auctions. | |
26:23.040 --> 26:26.320 | |
Yes, we're gonna see the same supply base year to year, | |
26:26.320 --> 26:28.800 | |
but what I'm buying is a little different every time. | |
26:28.800 --> 26:31.000 | |
And the supply base is a little different every time | |
26:31.000 --> 26:31.840 | |
and so on. | |
26:31.840 --> 26:33.400 | |
So it's not really repeated. | |
26:33.400 --> 26:35.680 | |
So to find a purely repeated game | |
26:35.680 --> 26:37.840 | |
is actually very rare in the world. | |
26:37.840 --> 26:42.840 | |
So they're really a very course model of what's going on. | |
26:42.840 --> 26:46.360 | |
Then if you move up from just repeated, | |
26:46.360 --> 26:49.040 | |
simple repeated matrix games, | |
26:49.040 --> 26:50.800 | |
not all the way to extensive form games, | |
26:50.800 --> 26:53.600 | |
but in between, they're stochastic games, | |
26:53.600 --> 26:57.000 | |
where, you know, there's these, | |
26:57.000 --> 27:00.520 | |
you think about it like these little matrix games. | |
27:00.520 --> 27:04.200 | |
And when you take an action and your opponent takes an action, | |
27:04.200 --> 27:07.680 | |
they determine not which next state I'm going to, | |
27:07.680 --> 27:09.120 | |
next game I'm going to, | |
27:09.120 --> 27:11.440 | |
but the distribution over next games | |
27:11.440 --> 27:13.360 | |
where I might be going to. | |
27:13.360 --> 27:15.360 | |
So that's the stochastic game. | |
27:15.360 --> 27:19.000 | |
But it's like matrix games, repeated stochastic games, | |
27:19.000 --> 27:20.400 | |
extensive form games. | |
27:20.400 --> 27:23.040 | |
That is from less to more general. | |
27:23.040 --> 27:26.280 | |
And poker is an example of the last one. | |
27:26.280 --> 27:28.400 | |
So it's really in the most general setting. | |
27:29.560 --> 27:30.640 | |
Extensive form games. | |
27:30.640 --> 27:34.520 | |
And that's kind of what the AI community has been working on | |
27:34.520 --> 27:36.280 | |
and being benchmarked on | |
27:36.280 --> 27:38.040 | |
with this Heads Up No Limit Texas Holdem. | |
27:38.040 --> 27:39.760 | |
Can you describe extensive form games? | |
27:39.760 --> 27:41.560 | |
What's the model here? | |
27:41.560 --> 27:44.320 | |
Yeah, so if you're familiar with the tree form, | |
27:44.320 --> 27:45.760 | |
so it's really the tree form. | |
27:45.760 --> 27:47.560 | |
Like in chess, there's a search tree. | |
27:47.560 --> 27:48.720 | |
Versus a matrix. | |
27:48.720 --> 27:50.080 | |
Versus a matrix, yeah. | |
27:50.080 --> 27:53.000 | |
And the matrix is called the matrix form | |
27:53.000 --> 27:55.320 | |
or bi matrix form or normal form game. | |
27:55.320 --> 27:57.080 | |
And here you have the tree form. | |
27:57.080 --> 28:00.000 | |
So you can actually do certain types of reasoning there | |
28:00.000 --> 28:04.680 | |
that you lose the information when you go to normal form. | |
28:04.680 --> 28:07.000 | |
There's a certain form of equivalence. | |
28:07.000 --> 28:08.880 | |
Like if you go from tree form and you say it, | |
28:08.880 --> 28:12.720 | |
every possible contingency plan is a strategy. | |
28:12.720 --> 28:15.080 | |
Then I can actually go back to the normal form, | |
28:15.080 --> 28:18.600 | |
but I lose some information from the lack of sequentiality. | |
28:18.600 --> 28:21.280 | |
Then the multiplayer versus two player distinction | |
28:21.280 --> 28:22.880 | |
is an important one. | |
28:22.880 --> 28:27.320 | |
So two player games in zero sum | |
28:27.320 --> 28:32.320 | |
are conceptually easier and computationally easier. | |
28:32.840 --> 28:36.000 | |
They're still huge like this one, | |
28:36.000 --> 28:39.680 | |
but they're conceptually easier and computationally easier | |
28:39.680 --> 28:42.920 | |
in that conceptually, you don't have to worry about | |
28:42.920 --> 28:45.360 | |
which equilibrium is the other guy going to play | |
28:45.360 --> 28:46.640 | |
when there are multiple, | |
28:46.640 --> 28:49.920 | |
because any equilibrium strategy is a best response | |
28:49.920 --> 28:52.000 | |
to any other equilibrium strategy. | |
28:52.000 --> 28:54.360 | |
So I can play a different equilibrium from you | |
28:54.360 --> 28:57.320 | |
and we'll still get the right values of the game. | |
28:57.320 --> 28:59.240 | |
That falls apart even with two players | |
28:59.240 --> 29:01.360 | |
when you have general sum games. | |
29:01.360 --> 29:03.120 | |
Even without cooperation just in general. | |
29:03.120 --> 29:04.800 | |
Even without cooperation. | |
29:04.800 --> 29:07.640 | |
So there's a big gap from two player zero sum | |
29:07.640 --> 29:11.160 | |
to two player general sum or even to three player zero sum. | |
29:11.160 --> 29:14.280 | |
That's a big gap, at least in theory. | |
29:14.280 --> 29:18.920 | |
Can you maybe non mathematically provide the intuition | |
29:18.920 --> 29:22.120 | |
why it all falls apart with three or more players? | |
29:22.120 --> 29:24.400 | |
It seems like you should still be able to have | |
29:24.400 --> 29:29.400 | |
a Nash equilibrium that's instructive, that holds. | |
29:31.280 --> 29:36.000 | |
Okay, so it is true that all finite games | |
29:36.000 --> 29:38.200 | |
have a Nash equilibrium. | |
29:38.200 --> 29:41.080 | |
So this is what John Nash actually proved. | |
29:41.080 --> 29:42.920 | |
So they do have a Nash equilibrium. | |
29:42.920 --> 29:43.840 | |
That's not the problem. | |
29:43.840 --> 29:46.600 | |
The problem is that there can be many. | |
29:46.600 --> 29:50.400 | |
And then there's a question of which equilibrium to select. | |
29:50.400 --> 29:52.200 | |
So, and if you select your strategy | |
29:52.200 --> 29:54.640 | |
from a different equilibrium and I select mine, | |
29:57.920 --> 29:59.920 | |
then what does that mean? | |
29:59.920 --> 30:02.080 | |
And in these non zero sum games, | |
30:02.080 --> 30:05.720 | |
we may lose some joint benefit | |
30:05.720 --> 30:07.040 | |
by being just simply stupid. | |
30:07.040 --> 30:08.400 | |
We could actually both be better off | |
30:08.400 --> 30:09.920 | |
if we did something else. | |
30:09.920 --> 30:11.760 | |
And in three player, you get other problems | |
30:11.760 --> 30:13.200 | |
also like collusion. | |
30:13.200 --> 30:16.560 | |
Like maybe you and I can gang up on a third player | |
30:16.560 --> 30:19.800 | |
and we can do radically better by colluding. | |
30:19.800 --> 30:22.200 | |
So there are lots of issues that come up there. | |
30:22.200 --> 30:25.640 | |
So Noah Brown, the student you work with on this | |
30:25.640 --> 30:29.360 | |
has mentioned, I looked through the AMA on Reddit. | |
30:29.360 --> 30:31.280 | |
He mentioned that the ability of poker players | |
30:31.280 --> 30:33.800 | |
to collaborate will make the game. | |
30:33.800 --> 30:35.200 | |
He was asked the question of, | |
30:35.200 --> 30:37.920 | |
how would you make the game of poker, | |
30:37.920 --> 30:39.280 | |
or both of you were asked the question, | |
30:39.280 --> 30:41.560 | |
how would you make the game of poker | |
30:41.560 --> 30:46.560 | |
beyond being solvable by current AI methods? | |
30:47.000 --> 30:50.560 | |
And he said that there's not many ways | |
30:50.560 --> 30:53.120 | |
of making poker more difficult, | |
30:53.120 --> 30:57.760 | |
but a collaboration or cooperation between players | |
30:57.760 --> 30:59.760 | |
would make it extremely difficult. | |
30:59.760 --> 31:03.320 | |
So can you provide the intuition behind why that is, | |
31:03.320 --> 31:05.280 | |
if you agree with that idea? | |
31:05.280 --> 31:10.200 | |
Yeah, so I've done a lot of work on coalitional games | |
31:10.200 --> 31:11.680 | |
and we actually have a paper here | |
31:11.680 --> 31:13.680 | |
with my other student Gabriele Farina | |
31:13.680 --> 31:16.640 | |
and some other collaborators at NIPS on that. | |
31:16.640 --> 31:18.520 | |
Actually just came back from the poster session | |
31:18.520 --> 31:19.760 | |
where we presented this. | |
31:19.760 --> 31:23.800 | |
But so when you have a collusion, it's a different problem. | |
31:23.800 --> 31:26.120 | |
And it typically gets even harder then. | |
31:27.520 --> 31:29.600 | |
Even the game representations, | |
31:29.600 --> 31:32.320 | |
some of the game representations don't really allow | |
31:33.600 --> 31:34.480 | |
good computation. | |
31:34.480 --> 31:37.600 | |
So we actually introduced a new game representation | |
31:37.600 --> 31:38.720 | |
for that. | |
31:38.720 --> 31:42.040 | |
Is that kind of cooperation part of the model? | |
31:42.040 --> 31:44.560 | |
Are you, do you have, do you have information | |
31:44.560 --> 31:47.040 | |
about the fact that other players are cooperating | |
31:47.040 --> 31:50.000 | |
or is it just this chaos that where nothing is known? | |
31:50.000 --> 31:52.360 | |
So there's some things unknown. | |
31:52.360 --> 31:55.840 | |
Can you give an example of a collusion type game | |
31:55.840 --> 31:56.680 | |
or is it usually? | |
31:56.680 --> 31:58.360 | |
So like bridge. | |
31:58.360 --> 31:59.640 | |
So think about bridge. | |
31:59.640 --> 32:02.320 | |
It's like when you and I are on a team, | |
32:02.320 --> 32:04.480 | |
our payoffs are the same. | |
32:04.480 --> 32:06.400 | |
The problem is that we can't talk. | |
32:06.400 --> 32:09.000 | |
So when I get my cards, I can't whisper to you | |
32:09.000 --> 32:10.320 | |
what my cards are. | |
32:10.320 --> 32:12.480 | |
That would not be allowed. | |
32:12.480 --> 32:16.080 | |
So we have to somehow coordinate our strategies | |
32:16.080 --> 32:19.920 | |
ahead of time and only ahead of time. | |
32:19.920 --> 32:22.760 | |
And then there's certain signals we can talk about, | |
32:22.760 --> 32:25.240 | |
but they have to be such that the other team | |
32:25.240 --> 32:26.840 | |
also understands them. | |
32:26.840 --> 32:30.440 | |
So that's an example where the coordination | |
32:30.440 --> 32:33.000 | |
is already built into the rules of the game. | |
32:33.000 --> 32:35.640 | |
But in many other situations like auctions | |
32:35.640 --> 32:40.640 | |
or negotiations or diplomatic relationships, poker, | |
32:40.880 --> 32:44.160 | |
it's not really built in, but it still can be very helpful | |
32:44.160 --> 32:45.280 | |
for the colluders. | |
32:45.280 --> 32:48.240 | |
I've read you write somewhere, | |
32:48.240 --> 32:52.800 | |
the negotiations you come to the table with prior, | |
32:52.800 --> 32:56.080 | |
like a strategy that you're willing to do | |
32:56.080 --> 32:58.320 | |
and not willing to do those kinds of things. | |
32:58.320 --> 33:01.960 | |
So how do you start to now moving away from poker, | |
33:01.960 --> 33:04.520 | |
moving beyond poker into other applications | |
33:04.520 --> 33:07.000 | |
like negotiations, how do you start applying this | |
33:07.000 --> 33:11.640 | |
to other domains, even real world domains | |
33:11.640 --> 33:12.520 | |
that you've worked on? | |
33:12.520 --> 33:14.440 | |
Yeah, I actually have two startup companies | |
33:14.440 --> 33:15.480 | |
doing exactly that. | |
33:15.480 --> 33:17.800 | |
One is called Strategic Machine, | |
33:17.800 --> 33:20.000 | |
and that's for kind of business applications, | |
33:20.000 --> 33:22.880 | |
gaming, sports, all sorts of things like that. | |
33:22.880 --> 33:27.200 | |
Any applications of this to business and to sports | |
33:27.200 --> 33:32.120 | |
and to gaming, to various types of things | |
33:32.120 --> 33:34.240 | |
in finance, electricity markets and so on. | |
33:34.240 --> 33:36.600 | |
And the other is called Strategy Robot, | |
33:36.600 --> 33:40.640 | |
where we are taking these to military security, | |
33:40.640 --> 33:43.520 | |
cyber security and intelligence applications. | |
33:43.520 --> 33:46.240 | |
I think you worked a little bit in, | |
33:48.000 --> 33:51.000 | |
how do you put it, advertisement, | |
33:51.000 --> 33:55.360 | |
sort of suggesting ads kind of thing, auction. | |
33:55.360 --> 33:57.800 | |
That's another company, optimized markets. | |
33:57.800 --> 34:00.880 | |
But that's much more about a combinatorial market | |
34:00.880 --> 34:02.840 | |
and optimization based technology. | |
34:02.840 --> 34:06.840 | |
That's not using these game theoretic reasoning technologies. | |
34:06.840 --> 34:11.600 | |
I see, okay, so what sort of high level | |
34:11.600 --> 34:15.280 | |
do you think about our ability to use | |
34:15.280 --> 34:18.040 | |
game theoretic concepts to model human behavior? | |
34:18.040 --> 34:21.640 | |
Do you think human behavior is amenable | |
34:21.640 --> 34:24.720 | |
to this kind of modeling outside of the poker games, | |
34:24.720 --> 34:27.520 | |
and where have you seen it done successfully in your work? | |
34:27.520 --> 34:32.520 | |
I'm not sure the goal really is modeling humans. | |
34:33.640 --> 34:36.480 | |
Like for example, if I'm playing a zero sum game, | |
34:36.480 --> 34:39.840 | |
I don't really care that the opponent | |
34:39.840 --> 34:42.960 | |
is actually following my model of rational behavior, | |
34:42.960 --> 34:46.400 | |
because if they're not, that's even better for me. | |
34:46.400 --> 34:50.200 | |
Right, so see with the opponents in games, | |
34:51.120 --> 34:56.120 | |
the prerequisite is that you formalize | |
34:56.120 --> 34:57.800 | |
the interaction in some way | |
34:57.800 --> 35:01.000 | |
that can be amenable to analysis. | |
35:01.000 --> 35:04.160 | |
And you've done this amazing work with mechanism design, | |
35:04.160 --> 35:08.160 | |
designing games that have certain outcomes. | |
35:10.040 --> 35:12.320 | |
But, so I'll tell you an example | |
35:12.320 --> 35:15.460 | |
from my world of autonomous vehicles, right? | |
35:15.460 --> 35:17.040 | |
We're studying pedestrians, | |
35:17.040 --> 35:20.200 | |
and pedestrians and cars negotiate | |
35:20.200 --> 35:22.160 | |
in this nonverbal communication. | |
35:22.160 --> 35:25.040 | |
There's this weird game dance of tension | |
35:25.040 --> 35:27.280 | |
where pedestrians are basically saying, | |
35:27.280 --> 35:28.800 | |
I trust that you won't kill me, | |
35:28.800 --> 35:31.840 | |
and so as a jaywalker, I will step onto the road | |
35:31.840 --> 35:34.720 | |
even though I'm breaking the law, and there's this tension. | |
35:34.720 --> 35:36.640 | |
And the question is, we really don't know | |
35:36.640 --> 35:40.720 | |
how to model that well in trying to model intent. | |
35:40.720 --> 35:43.080 | |
And so people sometimes bring up ideas | |
35:43.080 --> 35:44.880 | |
of game theory and so on. | |
35:44.880 --> 35:49.120 | |
Do you think that aspect of human behavior | |
35:49.120 --> 35:53.080 | |
can use these kinds of imperfect information approaches, | |
35:53.080 --> 35:57.860 | |
modeling, how do you start to attack a problem like that | |
35:57.860 --> 36:00.940 | |
when you don't even know how to design the game | |
36:00.940 --> 36:04.280 | |
to describe the situation in order to solve it? | |
36:04.280 --> 36:06.800 | |
Okay, so I haven't really thought about jaywalking, | |
36:06.800 --> 36:10.120 | |
but one thing that I think could be a good application | |
36:10.120 --> 36:13.000 | |
in autonomous vehicles is the following. | |
36:13.000 --> 36:16.320 | |
So let's say that you have fleets of autonomous cars | |
36:16.320 --> 36:18.340 | |
operating by different companies. | |
36:18.340 --> 36:22.120 | |
So maybe here's the Waymo fleet and here's the Uber fleet. | |
36:22.120 --> 36:24.320 | |
If you think about the rules of the road, | |
36:24.320 --> 36:26.560 | |
they define certain legal rules, | |
36:26.560 --> 36:30.080 | |
but that still leaves a huge strategy space open. | |
36:30.080 --> 36:32.840 | |
Like as a simple example, when cars merge, | |
36:32.840 --> 36:36.000 | |
how humans merge, they slow down and look at each other | |
36:36.000 --> 36:39.240 | |
and try to merge. | |
36:39.240 --> 36:40.920 | |
Wouldn't it be better if these situations | |
36:40.920 --> 36:43.480 | |
would already be prenegotiated | |
36:43.480 --> 36:45.200 | |
so we can actually merge at full speed | |
36:45.200 --> 36:47.440 | |
and we know that this is the situation, | |
36:47.440 --> 36:50.540 | |
this is how we do it, and it's all gonna be faster. | |
36:50.540 --> 36:54.120 | |
But there are way too many situations to negotiate manually. | |
36:54.120 --> 36:56.400 | |
So you could use automated negotiation, | |
36:56.400 --> 36:57.780 | |
this is the idea at least, | |
36:57.780 --> 36:59.840 | |
you could use automated negotiation | |
36:59.840 --> 37:02.060 | |
to negotiate all of these situations | |
37:02.060 --> 37:04.320 | |
or many of them in advance. | |
37:04.320 --> 37:05.460 | |
And of course it might be that, | |
37:05.460 --> 37:09.180 | |
hey, maybe you're not gonna always let me go first. | |
37:09.180 --> 37:11.280 | |
Maybe you said, okay, well, in these situations, | |
37:11.280 --> 37:13.560 | |
I'll let you go first, but in exchange, | |
37:13.560 --> 37:14.520 | |
you're gonna give me too much, | |
37:14.520 --> 37:17.260 | |
you're gonna let me go first in this situation. | |
37:17.260 --> 37:20.680 | |
So it's this huge combinatorial negotiation. | |
37:20.680 --> 37:24.080 | |
And do you think there's room in that example of merging | |
37:24.080 --> 37:25.600 | |
to model this whole situation | |
37:25.600 --> 37:27.160 | |
as an imperfect information game | |
37:27.160 --> 37:30.120 | |
or do you really want to consider it to be a perfect? | |
37:30.120 --> 37:32.240 | |
No, that's a good question, yeah. | |
37:32.240 --> 37:33.080 | |
That's a good question. | |
37:33.080 --> 37:37.080 | |
Do you pay the price of assuming | |
37:37.080 --> 37:38.640 | |
that you don't know everything? | |
37:39.800 --> 37:40.760 | |
Yeah, I don't know. | |
37:40.760 --> 37:42.120 | |
It's certainly much easier. | |
37:42.120 --> 37:45.060 | |
Games with perfect information are much easier. | |
37:45.060 --> 37:49.280 | |
So if you can't get away with it, you should. | |
37:49.280 --> 37:52.640 | |
But if the real situation is of imperfect information, | |
37:52.640 --> 37:55.160 | |
then you're gonna have to deal with imperfect information. | |
37:55.160 --> 37:58.080 | |
Great, so what lessons have you learned | |
37:58.080 --> 38:00.680 | |
the Annual Computer Poker Competition? | |
38:00.680 --> 38:03.440 | |
An incredible accomplishment of AI. | |
38:03.440 --> 38:07.000 | |
You look at the history of Deep Blue, AlphaGo, | |
38:07.000 --> 38:10.400 | |
these kind of moments when AI stepped up | |
38:10.400 --> 38:13.960 | |
in an engineering effort and a scientific effort combined | |
38:13.960 --> 38:16.400 | |
to beat the best of human players. | |
38:16.400 --> 38:19.480 | |
So what do you take away from this whole experience? | |
38:19.480 --> 38:22.440 | |
What have you learned about designing AI systems | |
38:22.440 --> 38:23.960 | |
that play these kinds of games? | |
38:23.960 --> 38:28.280 | |
And what does that mean for AI in general, | |
38:28.280 --> 38:30.760 | |
for the future of AI development? | |
38:30.760 --> 38:32.800 | |
Yeah, so that's a good question. | |
38:32.800 --> 38:34.560 | |
So there's so much to say about it. | |
38:35.440 --> 38:39.120 | |
I do like this type of performance oriented research. | |
38:39.120 --> 38:42.000 | |
Although in my group, we go all the way from like idea | |
38:42.000 --> 38:44.880 | |
to theory, to experiments, to big system building, | |
38:44.880 --> 38:47.960 | |
to commercialization, so we span that spectrum. | |
38:47.960 --> 38:51.080 | |
But I think that in a lot of situations in AI, | |
38:51.080 --> 38:53.440 | |
you really have to build the big systems | |
38:53.440 --> 38:55.640 | |
and evaluate them at scale | |
38:55.640 --> 38:57.520 | |
before you know what works and doesn't. | |
38:57.520 --> 39:00.080 | |
And we've seen that in the computational | |
39:00.080 --> 39:02.880 | |
game theory community, that there are a lot of techniques | |
39:02.880 --> 39:04.280 | |
that look good in the small, | |
39:05.200 --> 39:07.120 | |
but then they cease to look good in the large. | |
39:07.120 --> 39:10.160 | |
And we've also seen that there are a lot of techniques | |
39:10.160 --> 39:13.280 | |
that look superior in theory. | |
39:13.280 --> 39:16.200 | |
And I really mean in terms of convergence rates, | |
39:16.200 --> 39:18.440 | |
like first order methods, better convergence rates, | |
39:18.440 --> 39:20.880 | |
like the CFR based algorithms, | |
39:20.880 --> 39:24.880 | |
yet the CFR based algorithms are the fastest in practice. | |
39:24.880 --> 39:28.240 | |
So it really tells me that you have to test this in reality. | |
39:28.240 --> 39:30.880 | |
The theory isn't tight enough, if you will, | |
39:30.880 --> 39:34.360 | |
to tell you which algorithms are better than the others. | |
39:34.360 --> 39:38.600 | |
And you have to look at these things in the large, | |
39:38.600 --> 39:41.480 | |
because any sort of projections you do from the small | |
39:41.480 --> 39:43.800 | |
can at least in this domain be very misleading. | |
39:43.800 --> 39:46.240 | |
So that's kind of from a kind of a science | |
39:46.240 --> 39:49.120 | |
and engineering perspective, from a personal perspective, | |
39:49.120 --> 39:51.280 | |
it's been just a wild experience | |
39:51.280 --> 39:54.160 | |
in that with the first poker competition, | |
39:54.160 --> 39:57.200 | |
the first brains versus AI, | |
39:57.200 --> 39:59.840 | |
man machine poker competition that we organized. | |
39:59.840 --> 40:01.760 | |
There had been, by the way, for other poker games, | |
40:01.760 --> 40:03.240 | |
there had been previous competitions, | |
40:03.240 --> 40:06.360 | |
but this was for Heads Up No Limit, this was the first. | |
40:06.360 --> 40:09.560 | |
And I probably became the most hated person | |
40:09.560 --> 40:10.880 | |
in the world of poker. | |
40:10.880 --> 40:12.880 | |
And I didn't mean to, I just saw. | |
40:12.880 --> 40:13.720 | |
Why is that? | |
40:13.720 --> 40:15.840 | |
For cracking the game, for something. | |
40:15.840 --> 40:20.000 | |
Yeah, a lot of people felt that it was a real threat | |
40:20.000 --> 40:22.760 | |
to the whole game, the whole existence of the game. | |
40:22.760 --> 40:26.080 | |
If AI becomes better than humans, | |
40:26.080 --> 40:28.520 | |
people would be scared to play poker | |
40:28.520 --> 40:30.680 | |
because there are these superhuman AIs running around | |
40:30.680 --> 40:32.760 | |
taking their money and all of that. | |
40:32.760 --> 40:36.200 | |
So I just, it's just really aggressive. | |
40:36.200 --> 40:37.880 | |
The comments were super aggressive. | |
40:37.880 --> 40:40.920 | |
I got everything just short of death threats. | |
40:40.920 --> 40:44.000 | |
Do you think the same was true for chess? | |
40:44.000 --> 40:45.760 | |
Because right now they just completed | |
40:45.760 --> 40:47.720 | |
the world championships in chess, | |
40:47.720 --> 40:49.560 | |
and humans just started ignoring the fact | |
40:49.560 --> 40:52.920 | |
that there's AI systems now that outperform humans | |
40:52.920 --> 40:55.520 | |
and they still enjoy the game, it's still a beautiful game. | |
40:55.520 --> 40:56.360 | |
That's what I think. | |
40:56.360 --> 40:58.800 | |
And I think the same thing happens in poker. | |
40:58.800 --> 41:01.040 | |
And so I didn't think of myself | |
41:01.040 --> 41:02.360 | |
as somebody who was gonna kill the game, | |
41:02.360 --> 41:03.800 | |
and I don't think I did. | |
41:03.800 --> 41:05.600 | |
I've really learned to love this game. | |
41:05.600 --> 41:06.960 | |
I wasn't a poker player before, | |
41:06.960 --> 41:10.520 | |
but learned so many nuances about it from these AIs, | |
41:10.520 --> 41:12.480 | |
and they've really changed how the game is played, | |
41:12.480 --> 41:13.320 | |
by the way. | |
41:13.320 --> 41:16.240 | |
So they have these very Martian ways of playing poker, | |
41:16.240 --> 41:18.400 | |
and the top humans are now incorporating | |
41:18.400 --> 41:21.400 | |
those types of strategies into their own play. | |
41:21.400 --> 41:26.400 | |
So if anything, to me, our work has made poker | |
41:26.560 --> 41:29.800 | |
a richer, more interesting game for humans to play, | |
41:29.800 --> 41:32.160 | |
not something that is gonna steer humans | |
41:32.160 --> 41:34.200 | |
away from it entirely. | |
41:34.200 --> 41:35.960 | |
Just a quick comment on something you said, | |
41:35.960 --> 41:39.400 | |
which is, if I may say so, | |
41:39.400 --> 41:42.400 | |
in academia is a little bit rare sometimes. | |
41:42.400 --> 41:45.520 | |
It's pretty brave to put your ideas to the test | |
41:45.520 --> 41:47.200 | |
in the way you described, | |
41:47.200 --> 41:49.360 | |
saying that sometimes good ideas don't work | |
41:49.360 --> 41:52.760 | |
when you actually try to apply them at scale. | |
41:52.760 --> 41:54.200 | |
So where does that come from? | |
41:54.200 --> 41:58.880 | |
I mean, if you could do advice for people, | |
41:58.880 --> 42:00.760 | |
what drives you in that sense? | |
42:00.760 --> 42:02.360 | |
Were you always this way? | |
42:02.360 --> 42:04.080 | |
I mean, it takes a brave person. | |
42:04.080 --> 42:06.760 | |
I guess is what I'm saying, to test their ideas | |
42:06.760 --> 42:08.640 | |
and to see if this thing actually works | |
42:08.640 --> 42:11.680 | |
against human top human players and so on. | |
42:11.680 --> 42:12.960 | |
Yeah, I don't know about brave, | |
42:12.960 --> 42:15.000 | |
but it takes a lot of work. | |
42:15.000 --> 42:17.320 | |
It takes a lot of work and a lot of time | |
42:18.400 --> 42:20.360 | |
to organize, to make something big | |
42:20.360 --> 42:22.920 | |
and to organize an event and stuff like that. | |
42:22.920 --> 42:24.760 | |
And what drives you in that effort? | |
42:24.760 --> 42:26.880 | |
Because you could still, I would argue, | |
42:26.880 --> 42:30.280 | |
get a best paper award at NIPS as you did in 17 | |
42:30.280 --> 42:31.440 | |
without doing this. | |
42:31.440 --> 42:32.960 | |
That's right, yes. | |
42:32.960 --> 42:37.640 | |
And so in general, I believe it's very important | |
42:37.640 --> 42:41.480 | |
to do things in the real world and at scale. | |
42:41.480 --> 42:46.160 | |
And that's really where the pudding, if you will, | |
42:46.160 --> 42:48.400 | |
proof is in the pudding, that's where it is. | |
42:48.400 --> 42:50.080 | |
In this particular case, | |
42:50.080 --> 42:55.080 | |
it was kind of a competition between different groups | |
42:55.160 --> 42:59.080 | |
and for many years as to who can be the first one | |
42:59.080 --> 43:02.040 | |
to beat the top humans at Heads Up No Limit, Texas Holdem. | |
43:02.040 --> 43:07.040 | |
So it became kind of like a competition who can get there. | |
43:09.560 --> 43:11.800 | |
Yeah, so a little friendly competition | |
43:11.800 --> 43:14.040 | |
could do wonders for progress. | |
43:14.040 --> 43:15.040 | |
Yes, absolutely. | |
43:16.400 --> 43:19.040 | |
So the topic of mechanism design, | |
43:19.040 --> 43:22.280 | |
which is really interesting, also kind of new to me, | |
43:22.280 --> 43:25.680 | |
except as an observer of, I don't know, politics and any, | |
43:25.680 --> 43:27.600 | |
I'm an observer of mechanisms, | |
43:27.600 --> 43:31.440 | |
but you write in your paper an automated mechanism design | |
43:31.440 --> 43:34.000 | |
that I quickly read. | |
43:34.000 --> 43:37.880 | |
So mechanism design is designing the rules of the game | |
43:37.880 --> 43:40.200 | |
so you get a certain desirable outcome. | |
43:40.200 --> 43:44.920 | |
And you have this work on doing so in an automatic fashion | |
43:44.920 --> 43:46.720 | |
as opposed to fine tuning it. | |
43:46.720 --> 43:50.680 | |
So what have you learned from those efforts? | |
43:50.680 --> 43:52.280 | |
If you look, say, I don't know, | |
43:52.280 --> 43:56.200 | |
at complexes like our political system, | |
43:56.200 --> 43:58.560 | |
can we design our political system | |
43:58.560 --> 44:01.800 | |
to have, in an automated fashion, | |
44:01.800 --> 44:03.360 | |
to have outcomes that we want? | |
44:03.360 --> 44:08.360 | |
Can we design something like traffic lights to be smart | |
44:09.000 --> 44:11.800 | |
where it gets outcomes that we want? | |
44:11.800 --> 44:14.840 | |
So what are the lessons that you draw from that work? | |
44:14.840 --> 44:17.240 | |
Yeah, so I still very much believe | |
44:17.240 --> 44:19.400 | |
in the automated mechanism design direction. | |
44:19.400 --> 44:20.840 | |
Yes. | |
44:20.840 --> 44:23.000 | |
But it's not a panacea. | |
44:23.000 --> 44:26.520 | |
There are impossibility results in mechanism design | |
44:26.520 --> 44:30.240 | |
saying that there is no mechanism that accomplishes | |
44:30.240 --> 44:33.920 | |
objective X in class C. | |
44:33.920 --> 44:36.120 | |
So it's not going to, | |
44:36.120 --> 44:39.000 | |
there's no way using any mechanism design tools, | |
44:39.000 --> 44:41.000 | |
manual or automated, | |
44:41.000 --> 44:42.800 | |
to do certain things in mechanism design. | |
44:42.800 --> 44:43.800 | |
Can you describe that again? | |
44:43.800 --> 44:47.480 | |
So meaning it's impossible to achieve that? | |
44:47.480 --> 44:48.320 | |
Yeah, yeah. | |
44:48.320 --> 44:50.440 | |
And it's unlikely. | |
44:50.440 --> 44:51.280 | |
Impossible. | |
44:51.280 --> 44:52.120 | |
Impossible. | |
44:52.120 --> 44:55.240 | |
So these are not statements about human ingenuity | |
44:55.240 --> 44:57.120 | |
who might come up with something smart. | |
44:57.120 --> 44:59.880 | |
These are proofs that if you want to accomplish | |
44:59.880 --> 45:02.480 | |
properties X in class C, | |
45:02.480 --> 45:04.880 | |
that is not doable with any mechanism. | |
45:04.880 --> 45:07.080 | |
The good thing about automated mechanism design | |
45:07.080 --> 45:10.840 | |
is that we're not really designing for a class. | |
45:10.840 --> 45:14.160 | |
We're designing for specific settings at a time. | |
45:14.160 --> 45:16.720 | |
So even if there's an impossibility result | |
45:16.720 --> 45:18.240 | |
for the whole class, | |
45:18.240 --> 45:21.360 | |
it just doesn't mean that all of the cases | |
45:21.360 --> 45:22.560 | |
in the class are impossible. | |
45:22.560 --> 45:25.080 | |
It just means that some of the cases are impossible. | |
45:25.080 --> 45:28.240 | |
So we can actually carve these islands of possibility | |
45:28.240 --> 45:30.920 | |
within these known impossible classes. | |
45:30.920 --> 45:31.960 | |
And we've actually done that. | |
45:31.960 --> 45:35.160 | |
So one of the famous results in mechanism design | |
45:35.160 --> 45:37.360 | |
is the Meyerson Satethweight theorem | |
45:37.360 --> 45:41.000 | |
by Roger Meyerson and Mark Satethweight from 1983. | |
45:41.000 --> 45:43.480 | |
It's an impossibility of efficient trade | |
45:43.480 --> 45:45.200 | |
under imperfect information. | |
45:45.200 --> 45:48.560 | |
We show that you can, in many settings, | |
45:48.560 --> 45:51.480 | |
avoid that and get efficient trade anyway. | |
45:51.480 --> 45:54.160 | |
Depending on how they design the game, okay. | |
45:54.160 --> 45:55.880 | |
Depending how you design the game. | |
45:55.880 --> 46:00.240 | |
And of course, it doesn't in any way | |
46:00.240 --> 46:01.800 | |
contradict the impossibility result. | |
46:01.800 --> 46:03.920 | |
The impossibility result is still there, | |
46:03.920 --> 46:08.000 | |
but it just finds spots within this impossible class | |
46:08.920 --> 46:12.440 | |
where in those spots, you don't have the impossibility. | |
46:12.440 --> 46:14.760 | |
Sorry if I'm going a bit philosophical, | |
46:14.760 --> 46:17.480 | |
but what lessons do you draw towards, | |
46:17.480 --> 46:20.160 | |
like I mentioned, politics or human interaction | |
46:20.160 --> 46:24.880 | |
and designing mechanisms for outside of just | |
46:24.880 --> 46:26.960 | |
these kinds of trading or auctioning | |
46:26.960 --> 46:31.960 | |
or purely formal games or human interaction, | |
46:33.480 --> 46:34.920 | |
like a political system? | |
46:34.920 --> 46:39.160 | |
How, do you think it's applicable to, yeah, politics | |
46:39.160 --> 46:44.160 | |
or to business, to negotiations, these kinds of things, | |
46:46.280 --> 46:49.040 | |
designing rules that have certain outcomes? | |
46:49.040 --> 46:51.360 | |
Yeah, yeah, I do think so. | |
46:51.360 --> 46:54.200 | |
Have you seen that successfully done? | |
46:54.200 --> 46:56.440 | |
They haven't really, oh, you mean mechanism design | |
46:56.440 --> 46:57.280 | |
or automated mechanism design? | |
46:57.280 --> 46:59.000 | |
Automated mechanism design. | |
46:59.000 --> 47:01.520 | |
So mechanism design itself | |
47:01.520 --> 47:06.440 | |
has had fairly limited success so far. | |
47:06.440 --> 47:07.600 | |
There are certain cases, | |
47:07.600 --> 47:10.200 | |
but most of the real world situations | |
47:10.200 --> 47:14.680 | |
are actually not sound from a mechanism design perspective, | |
47:14.680 --> 47:16.920 | |
even in those cases where they've been designed | |
47:16.920 --> 47:20.000 | |
by very knowledgeable mechanism design people, | |
47:20.000 --> 47:22.760 | |
the people are typically just taking some insights | |
47:22.760 --> 47:25.040 | |
from the theory and applying those insights | |
47:25.040 --> 47:26.280 | |
into the real world, | |
47:26.280 --> 47:29.280 | |
rather than applying the mechanisms directly. | |
47:29.280 --> 47:33.520 | |
So one famous example of is the FCC spectrum auctions. | |
47:33.520 --> 47:36.880 | |
So I've also had a small role in that | |
47:36.880 --> 47:40.600 | |
and very good economists have been working, | |
47:40.600 --> 47:42.560 | |
excellent economists have been working on that | |
47:42.560 --> 47:44.040 | |
with no game theory, | |
47:44.040 --> 47:47.440 | |
yet the rules that are designed in practice there, | |
47:47.440 --> 47:49.840 | |
they're such that bidding truthfully | |
47:49.840 --> 47:51.800 | |
is not the best strategy. | |
47:51.800 --> 47:52.960 | |
Usually mechanism design, | |
47:52.960 --> 47:56.160 | |
we try to make things easy for the participants. | |
47:56.160 --> 47:58.560 | |
So telling the truth is the best strategy, | |
47:58.560 --> 48:01.480 | |
but even in those very high stakes auctions | |
48:01.480 --> 48:03.080 | |
where you have tens of billions of dollars | |
48:03.080 --> 48:05.200 | |
worth of spectrum being auctioned, | |
48:06.360 --> 48:08.280 | |
truth telling is not the best strategy. | |
48:08.280 --> 48:10.040 | |
And by the way, | |
48:10.040 --> 48:12.920 | |
nobody knows even a single optimal bidding strategy | |
48:12.920 --> 48:14.120 | |
for those auctions. | |
48:14.120 --> 48:15.960 | |
What's the challenge of coming up with an optimal, | |
48:15.960 --> 48:18.160 | |
because there's a lot of players and there's imperfect. | |
48:18.160 --> 48:20.040 | |
It's not so much that a lot of players, | |
48:20.040 --> 48:22.320 | |
but many items for sale, | |
48:22.320 --> 48:26.000 | |
and these mechanisms are such that even with just two items | |
48:26.000 --> 48:28.400 | |
or one item, bidding truthfully | |
48:28.400 --> 48:30.400 | |
wouldn't be the best strategy. | |
48:31.400 --> 48:34.560 | |
If you look at the history of AI, | |
48:34.560 --> 48:37.160 | |
it's marked by seminal events. | |
48:37.160 --> 48:40.160 | |
AlphaGo beating a world champion human Go player, | |
48:40.160 --> 48:43.680 | |
I would put Liberatus winning the Heads Up No Limit Holdem | |
48:43.680 --> 48:45.000 | |
as one of such event. | |
48:45.000 --> 48:46.040 | |
Thank you. | |
48:46.040 --> 48:51.040 | |
And what do you think is the next such event, | |
48:52.560 --> 48:56.640 | |
whether it's in your life or in the broadly AI community | |
48:56.640 --> 48:59.040 | |
that you think might be out there | |
48:59.040 --> 49:01.640 | |
that would surprise the world? | |
49:01.640 --> 49:02.800 | |
So that's a great question, | |
49:02.800 --> 49:04.520 | |
and I don't really know the answer. | |
49:04.520 --> 49:06.160 | |
In terms of game solving, | |
49:07.360 --> 49:08.920 | |
Heads Up No Limit Texas Holdem | |
49:08.920 --> 49:13.920 | |
really was the one remaining widely agreed upon benchmark. | |
49:14.400 --> 49:15.880 | |
So that was the big milestone. | |
49:15.880 --> 49:17.800 | |
Now, are there other things? | |
49:17.800 --> 49:18.920 | |
Yeah, certainly there are, | |
49:18.920 --> 49:21.080 | |
but there's not one that the community | |
49:21.080 --> 49:22.920 | |
has kind of focused on. | |
49:22.920 --> 49:25.240 | |
So what could be other things? | |
49:25.240 --> 49:27.640 | |
There are groups working on StarCraft. | |
49:27.640 --> 49:29.840 | |
There are groups working on Dota 2. | |
49:29.840 --> 49:31.560 | |
These are video games. | |
49:31.560 --> 49:36.240 | |
Or you could have like Diplomacy or Hanabi, | |
49:36.240 --> 49:37.080 | |
things like that. | |
49:37.080 --> 49:38.640 | |
These are like recreational games, | |
49:38.640 --> 49:42.040 | |
but none of them are really acknowledged | |
49:42.040 --> 49:45.840 | |
as kind of the main next challenge problem, | |
49:45.840 --> 49:50.000 | |
like chess or Go or Heads Up No Limit Texas Holdem was. | |
49:50.000 --> 49:52.360 | |
So I don't really know in the game solving space | |
49:52.360 --> 49:55.400 | |
what is or what will be the next benchmark. | |
49:55.400 --> 49:57.840 | |
I kind of hope that there will be a next benchmark | |
49:57.840 --> 49:59.560 | |
because really the different groups | |
49:59.560 --> 50:01.120 | |
working on the same problem | |
50:01.120 --> 50:05.120 | |
really drove these application independent techniques | |
50:05.120 --> 50:07.480 | |
forward very quickly over 10 years. | |
50:07.480 --> 50:09.120 | |
Do you think there's an open problem | |
50:09.120 --> 50:11.480 | |
that excites you that you start moving away | |
50:11.480 --> 50:15.000 | |
from games into real world games, | |
50:15.000 --> 50:17.200 | |
like say the stock market trading? | |
50:17.200 --> 50:19.320 | |
Yeah, so that's kind of how I am. | |
50:19.320 --> 50:23.120 | |
So I am probably not going to work | |
50:23.120 --> 50:27.640 | |
as hard on these recreational benchmarks. | |
50:27.640 --> 50:30.200 | |
I'm doing two startups on game solving technology, | |
50:30.200 --> 50:32.320 | |
Strategic Machine and Strategy Robot, | |
50:32.320 --> 50:34.160 | |
and we're really interested | |
50:34.160 --> 50:36.560 | |
in pushing this stuff into practice. | |
50:36.560 --> 50:40.080 | |
What do you think would be really | |
50:43.160 --> 50:45.920 | |
a powerful result that would be surprising | |
50:45.920 --> 50:49.960 | |
that would be, if you can say, | |
50:49.960 --> 50:53.280 | |
I mean, five years, 10 years from now, | |
50:53.280 --> 50:56.480 | |
something that statistically you would say | |
50:56.480 --> 50:57.920 | |
is not very likely, | |
50:57.920 --> 51:01.480 | |
but if there's a breakthrough, would achieve? | |
51:01.480 --> 51:03.800 | |
Yeah, so I think that overall, | |
51:03.800 --> 51:08.800 | |
we're in a very different situation in game theory | |
51:09.000 --> 51:11.760 | |
than we are in, let's say, machine learning. | |
51:11.760 --> 51:14.360 | |
So in machine learning, it's a fairly mature technology | |
51:14.360 --> 51:16.480 | |
and it's very broadly applied | |
51:16.480 --> 51:19.680 | |
and proven success in the real world. | |
51:19.680 --> 51:22.840 | |
In game solving, there are almost no applications yet. | |
51:24.320 --> 51:26.680 | |
We have just become superhuman, | |
51:26.680 --> 51:29.600 | |
which machine learning you could argue happened in the 90s, | |
51:29.600 --> 51:30.640 | |
if not earlier, | |
51:30.640 --> 51:32.960 | |
and at least on supervised learning, | |
51:32.960 --> 51:35.400 | |
certain complex supervised learning applications. | |
51:36.960 --> 51:39.000 | |
Now, I think the next challenge problem, | |
51:39.000 --> 51:40.560 | |
I know you're not asking about it this way, | |
51:40.560 --> 51:42.640 | |
you're asking about the technology breakthrough, | |
51:42.640 --> 51:44.240 | |
but I think that big, big breakthrough | |
51:44.240 --> 51:46.120 | |
is to be able to show that, hey, | |
51:46.120 --> 51:48.280 | |
maybe most of, let's say, military planning | |
51:48.280 --> 51:50.080 | |
or most of business strategy | |
51:50.080 --> 51:52.200 | |
will actually be done strategically | |
51:52.200 --> 51:54.120 | |
using computational game theory. | |
51:54.120 --> 51:55.800 | |
That's what I would like to see | |
51:55.800 --> 51:57.640 | |
as the next five or 10 year goal. | |
51:57.640 --> 51:59.520 | |
Maybe you can explain to me again, | |
51:59.520 --> 52:01.920 | |
forgive me if this is an obvious question, | |
52:01.920 --> 52:04.000 | |
but machine learning methods, | |
52:04.000 --> 52:07.840 | |
neural networks suffer from not being transparent, | |
52:07.840 --> 52:09.280 | |
not being explainable. | |
52:09.280 --> 52:12.400 | |
Game theoretic methods, Nash equilibria, | |
52:12.400 --> 52:15.280 | |
do they generally, when you see the different solutions, | |
52:15.280 --> 52:19.640 | |
are they, when you talk about military operations, | |
52:19.640 --> 52:21.800 | |
are they, once you see the strategies, | |
52:21.800 --> 52:23.880 | |
do they make sense, are they explainable, | |
52:23.880 --> 52:25.840 | |
or do they suffer from the same problems | |
52:25.840 --> 52:27.120 | |
as neural networks do? | |
52:27.120 --> 52:28.720 | |
So that's a good question. | |
52:28.720 --> 52:31.240 | |
I would say a little bit yes and no. | |
52:31.240 --> 52:34.560 | |
And what I mean by that is that | |
52:34.560 --> 52:36.160 | |
these game theoretic strategies, | |
52:36.160 --> 52:38.520 | |
let's say, Nash equilibrium, | |
52:38.520 --> 52:40.320 | |
it has provable properties. | |
52:40.320 --> 52:42.360 | |
So it's unlike, let's say, deep learning | |
52:42.360 --> 52:44.440 | |
where you kind of cross your fingers, | |
52:44.440 --> 52:45.680 | |
hopefully it'll work. | |
52:45.680 --> 52:47.880 | |
And then after the fact, when you have the weights, | |
52:47.880 --> 52:48.920 | |
you're still crossing your fingers, | |
52:48.920 --> 52:50.160 | |
and I hope it will work. | |
52:51.160 --> 52:55.400 | |
Here, you know that the solution quality is there. | |
52:55.400 --> 52:58.040 | |
There's provable solution quality guarantees. | |
52:58.040 --> 53:00.920 | |
Now, that doesn't necessarily mean | |
53:00.920 --> 53:03.480 | |
that the strategies are human understandable. | |
53:03.480 --> 53:04.720 | |
That's a whole other problem. | |
53:04.720 --> 53:08.680 | |
So I think that deep learning and computational game theory | |
53:08.680 --> 53:10.720 | |
are in the same boat in that sense, | |
53:10.720 --> 53:12.680 | |
that both are difficult to understand. | |
53:13.760 --> 53:15.680 | |
But at least the game theoretic techniques, | |
53:15.680 --> 53:19.840 | |
they have these guarantees of solution quality. | |
53:19.840 --> 53:22.880 | |
So do you see business operations, strategic operations, | |
53:22.880 --> 53:26.040 | |
or even military in the future being | |
53:26.040 --> 53:28.320 | |
at least the strong candidates | |
53:28.320 --> 53:32.760 | |
being proposed by automated systems? | |
53:32.760 --> 53:34.000 | |
Do you see that? | |
53:34.000 --> 53:35.040 | |
Yeah, I do, I do. | |
53:35.040 --> 53:39.640 | |
But that's more of a belief than a substantiated fact. | |
53:39.640 --> 53:42.320 | |
Depending on where you land in optimism or pessimism, | |
53:42.320 --> 53:45.720 | |
that's a really, to me, that's an exciting future, | |
53:45.720 --> 53:48.760 | |
especially if there's provable things | |
53:48.760 --> 53:50.560 | |
in terms of optimality. | |
53:50.560 --> 53:54.040 | |
So looking into the future, | |
53:54.040 --> 53:58.760 | |
there's a few folks worried about the, | |
53:58.760 --> 54:01.200 | |
especially you look at the game of poker, | |
54:01.200 --> 54:03.360 | |
which is probably one of the last benchmarks | |
54:03.360 --> 54:05.480 | |
in terms of games being solved. | |
54:05.480 --> 54:07.520 | |
They worry about the future | |
54:07.520 --> 54:10.520 | |
and the existential threats of artificial intelligence. | |
54:10.520 --> 54:13.840 | |
So the negative impact in whatever form on society. | |
54:13.840 --> 54:17.440 | |
Is that something that concerns you as much, | |
54:17.440 --> 54:21.600 | |
or are you more optimistic about the positive impacts of AI? | |
54:21.600 --> 54:24.720 | |
Oh, I am much more optimistic about the positive impacts. | |
54:24.720 --> 54:27.560 | |
So just in my own work, what we've done so far, | |
54:27.560 --> 54:29.920 | |
we run the nationwide kidney exchange. | |
54:29.920 --> 54:32.960 | |
Hundreds of people are walking around alive today, | |
54:32.960 --> 54:34.080 | |
who would it be? | |
54:34.080 --> 54:36.120 | |
And it's increased employment. | |
54:36.120 --> 54:39.920 | |
You have a lot of people now running kidney exchanges | |
54:39.920 --> 54:42.200 | |
and at the transplant centers, | |
54:42.200 --> 54:45.560 | |
interacting with the kidney exchange. | |
54:45.560 --> 54:49.440 | |
You have extra surgeons, nurses, anesthesiologists, | |
54:49.440 --> 54:51.400 | |
hospitals, all of that. | |
54:51.400 --> 54:53.560 | |
So employment is increasing from that | |
54:53.560 --> 54:55.320 | |
and the world is becoming a better place. | |
54:55.320 --> 54:59.040 | |
Another example is combinatorial sourcing auctions. | |
54:59.040 --> 55:04.040 | |
We did 800 large scale combinatorial sourcing auctions | |
55:04.040 --> 55:08.240 | |
from 2001 to 2010 in a previous startup of mine | |
55:08.240 --> 55:09.400 | |
called CombineNet. | |
55:09.400 --> 55:13.080 | |
And we increased the supply chain efficiency | |
55:13.080 --> 55:18.080 | |
on that $60 billion of spend by 12.6%. | |
55:18.080 --> 55:21.440 | |
So that's over $6 billion of efficiency improvement | |
55:21.440 --> 55:22.240 | |
in the world. | |
55:22.240 --> 55:23.760 | |
And this is not like shifting value | |
55:23.760 --> 55:25.240 | |
from somebody to somebody else, | |
55:25.240 --> 55:28.200 | |
just efficiency improvement, like in trucking, | |
55:28.200 --> 55:31.120 | |
less empty driving, so there's less waste, | |
55:31.120 --> 55:33.440 | |
less carbon footprint and so on. | |
55:33.440 --> 55:36.720 | |
So a huge positive impact in the near term, | |
55:36.720 --> 55:40.680 | |
but sort of to stay in it for a little longer, | |
55:40.680 --> 55:43.080 | |
because I think game theory has a role to play here. | |
55:43.080 --> 55:45.320 | |
Oh, let me actually come back on that as one thing. | |
55:45.320 --> 55:49.400 | |
I think AI is also going to make the world much safer. | |
55:49.400 --> 55:53.760 | |
So that's another aspect that often gets overlooked. | |
55:53.760 --> 55:54.920 | |
Well, let me ask this question. | |
55:54.920 --> 55:56.960 | |
Maybe you can speak to the safer. | |
55:56.960 --> 55:59.960 | |
So I talked to Max Tegmark and Stuart Russell, | |
55:59.960 --> 56:02.680 | |
who are very concerned about existential threats of AI. | |
56:02.680 --> 56:06.240 | |
And often the concern is about value misalignment. | |
56:06.240 --> 56:10.240 | |
So AI systems basically working, | |
56:11.880 --> 56:14.680 | |
operating towards goals that are not the same | |
56:14.680 --> 56:17.920 | |
as human civilization, human beings. | |
56:17.920 --> 56:21.160 | |
So it seems like game theory has a role to play there | |
56:24.200 --> 56:27.880 | |
to make sure the values are aligned with human beings. | |
56:27.880 --> 56:29.960 | |
I don't know if that's how you think about it. | |
56:29.960 --> 56:34.960 | |
If not, how do you think AI might help with this problem? | |
56:35.280 --> 56:39.240 | |
How do you think AI might make the world safer? | |
56:39.240 --> 56:43.000 | |
Yeah, I think this value misalignment | |
56:43.000 --> 56:46.480 | |
is a fairly theoretical worry. | |
56:46.480 --> 56:49.960 | |
And I haven't really seen it in, | |
56:49.960 --> 56:51.840 | |
because I do a lot of real applications. | |
56:51.840 --> 56:53.920 | |
I don't see it anywhere. | |
56:53.920 --> 56:55.240 | |
The closest I've seen it | |
56:55.240 --> 56:57.920 | |
was the following type of mental exercise really, | |
56:57.920 --> 57:00.720 | |
where I had this argument in the late eighties | |
57:00.720 --> 57:01.560 | |
when we were building | |
57:01.560 --> 57:03.560 | |
these transportation optimization systems. | |
57:03.560 --> 57:05.360 | |
And somebody had heard that it's a good idea | |
57:05.360 --> 57:08.160 | |
to have high utilization of assets. | |
57:08.160 --> 57:11.400 | |
So they told me, hey, why don't you put that as objective? | |
57:11.400 --> 57:14.720 | |
And we didn't even put it as an objective | |
57:14.720 --> 57:16.480 | |
because I just showed him that, | |
57:16.480 --> 57:18.480 | |
if you had that as your objective, | |
57:18.480 --> 57:20.320 | |
the solution would be to load your trucks full | |
57:20.320 --> 57:21.840 | |
and drive in circles. | |
57:21.840 --> 57:23.000 | |
Nothing would ever get delivered. | |
57:23.000 --> 57:25.120 | |
You'd have a hundred percent utilization. | |
57:25.120 --> 57:27.240 | |
So yeah, I know this phenomenon. | |
57:27.240 --> 57:29.680 | |
I've known this for over 30 years, | |
57:29.680 --> 57:33.360 | |
but I've never seen it actually be a problem in reality. | |
57:33.360 --> 57:35.240 | |
And yes, if you have the wrong objective, | |
57:35.240 --> 57:37.800 | |
the AI will optimize that to the hilt | |
57:37.800 --> 57:39.800 | |
and it's gonna hurt more than some human | |
57:39.800 --> 57:43.800 | |
who's kind of trying to solve it in a half baked way | |
57:43.800 --> 57:45.480 | |
with some human insight too. | |
57:45.480 --> 57:49.160 | |
But I just haven't seen that materialize in practice. | |
57:49.160 --> 57:52.720 | |
There's this gap that you've actually put your finger on | |
57:52.720 --> 57:57.080 | |
very clearly just now between theory and reality. | |
57:57.080 --> 57:59.680 | |
That's very difficult to put into words, I think. | |
57:59.680 --> 58:02.240 | |
It's what you can theoretically imagine, | |
58:03.240 --> 58:08.000 | |
the worst possible case or even, yeah, I mean bad cases. | |
58:08.000 --> 58:10.520 | |
And what usually happens in reality. | |
58:10.520 --> 58:11.960 | |
So for example, to me, | |
58:11.960 --> 58:15.720 | |
maybe it's something you can comment on having grown up | |
58:15.720 --> 58:17.680 | |
and I grew up in the Soviet Union. | |
58:19.120 --> 58:22.120 | |
There's currently 10,000 nuclear weapons in the world. | |
58:22.120 --> 58:24.200 | |
And for many decades, | |
58:24.200 --> 58:28.360 | |
it's theoretically surprising to me | |
58:28.360 --> 58:30.880 | |
that the nuclear war is not broken out. | |
58:30.880 --> 58:33.760 | |
Do you think about this aspect | |
58:33.760 --> 58:36.080 | |
from a game theoretic perspective in general, | |
58:36.080 --> 58:38.440 | |
why is that true? | |
58:38.440 --> 58:40.720 | |
Why in theory you could see | |
58:40.720 --> 58:42.600 | |
how things would go terribly wrong | |
58:42.600 --> 58:44.280 | |
and somehow yet they have not? | |
58:44.280 --> 58:45.600 | |
Yeah, how do you think about it? | |
58:45.600 --> 58:47.240 | |
So I do think about that a lot. | |
58:47.240 --> 58:50.320 | |
I think the biggest two threats that we're facing as mankind, | |
58:50.320 --> 58:53.320 | |
one is climate change and the other is nuclear war. | |
58:53.320 --> 58:57.200 | |
So those are my main two worries that I worry about. | |
58:57.200 --> 58:59.920 | |
And I've tried to do something about climate, | |
58:59.920 --> 59:01.320 | |
thought about trying to do something | |
59:01.320 --> 59:02.880 | |
for climate change twice. | |
59:02.880 --> 59:05.040 | |
Actually, for two of my startups, | |
59:05.040 --> 59:06.760 | |
I've actually commissioned studies | |
59:06.760 --> 59:09.480 | |
of what we could do on those things. | |
59:09.480 --> 59:11.040 | |
And we didn't really find a sweet spot, | |
59:11.040 --> 59:12.680 | |
but I'm still keeping an eye out on that. | |
59:12.680 --> 59:15.160 | |
If there's something where we could actually | |
59:15.160 --> 59:17.800 | |
provide a market solution or optimizations solution | |
59:17.800 --> 59:20.960 | |
or some other technology solution to problems. | |
59:20.960 --> 59:23.360 | |
Right now, like for example, | |
59:23.360 --> 59:26.760 | |
pollution critic markets was what we were looking at then. | |
59:26.760 --> 59:30.040 | |
And it was much more the lack of political will | |
59:30.040 --> 59:32.840 | |
by those markets were not so successful | |
59:32.840 --> 59:34.640 | |
rather than bad market design. | |
59:34.640 --> 59:37.080 | |
So I could go in and make a better market design, | |
59:37.080 --> 59:38.600 | |
but that wouldn't really move the needle | |
59:38.600 --> 59:41.160 | |
on the world very much if there's no political will. | |
59:41.160 --> 59:43.600 | |
And in the US, the market, | |
59:43.600 --> 59:47.520 | |
at least the Chicago market was just shut down and so on. | |
59:47.520 --> 59:48.760 | |
So then it doesn't really help | |
59:48.760 --> 59:51.040 | |
how great your market design was. | |
59:51.040 --> 59:53.560 | |
And then the nuclear side, it's more, | |
59:53.560 --> 59:57.560 | |
so global warming is a more encroaching problem. | |
1:00:00.840 --> 1:00:03.280 | |
Nuclear weapons have been here. | |
1:00:03.280 --> 1:00:05.720 | |
It's an obvious problem that's just been sitting there. | |
1:00:05.720 --> 1:00:07.480 | |
So how do you think about, | |
1:00:07.480 --> 1:00:09.240 | |
what is the mechanism design there | |
1:00:09.240 --> 1:00:12.280 | |
that just made everything seem stable? | |
1:00:12.280 --> 1:00:14.800 | |
And are you still extremely worried? | |
1:00:14.800 --> 1:00:16.640 | |
I am still extremely worried. | |
1:00:16.640 --> 1:00:20.040 | |
So you probably know the simple game theory of mad. | |
1:00:20.040 --> 1:00:23.760 | |
So this was a mutually assured destruction | |
1:00:23.760 --> 1:00:27.360 | |
and it doesn't require any computation with small matrices. | |
1:00:27.360 --> 1:00:28.600 | |
You can actually convince yourself | |
1:00:28.600 --> 1:00:31.480 | |
that the game is such that nobody wants to initiate. | |
1:00:31.480 --> 1:00:34.600 | |
Yeah, that's a very coarse grained analysis. | |
1:00:34.600 --> 1:00:36.880 | |
And it really works in a situational way. | |
1:00:36.880 --> 1:00:40.400 | |
You have two superpowers or small number of superpowers. | |
1:00:40.400 --> 1:00:41.960 | |
Now things are very different. | |
1:00:41.960 --> 1:00:43.080 | |
You have a smaller nuke. | |
1:00:43.080 --> 1:00:47.240 | |
So the threshold of initiating is smaller | |
1:00:47.240 --> 1:00:51.520 | |
and you have smaller countries and non nation actors | |
1:00:51.520 --> 1:00:53.760 | |
who may get a nuke and so on. | |
1:00:53.760 --> 1:00:58.320 | |
So I think it's riskier now than it was maybe ever before. | |
1:00:58.320 --> 1:01:03.320 | |
And what idea, application of AI, | |
1:01:03.640 --> 1:01:04.640 | |
you've talked about a little bit, | |
1:01:04.640 --> 1:01:07.560 | |
but what is the most exciting to you right now? | |
1:01:07.560 --> 1:01:10.160 | |
I mean, you're here at NIPS, NeurIPS. | |
1:01:10.160 --> 1:01:14.920 | |
Now you have a few excellent pieces of work, | |
1:01:14.920 --> 1:01:16.680 | |
but what are you thinking into the future | |
1:01:16.680 --> 1:01:17.840 | |
with several companies you're doing? | |
1:01:17.840 --> 1:01:21.120 | |
What's the most exciting thing or one of the exciting things? | |
1:01:21.120 --> 1:01:23.160 | |
The number one thing for me right now | |
1:01:23.160 --> 1:01:26.360 | |
is coming up with these scalable techniques | |
1:01:26.360 --> 1:01:30.440 | |
for game solving and applying them into the real world. | |
1:01:30.440 --> 1:01:33.160 | |
I'm still very interested in market design as well. | |
1:01:33.160 --> 1:01:35.400 | |
And we're doing that in the optimized markets, | |
1:01:35.400 --> 1:01:37.560 | |
but I'm most interested if number one right now | |
1:01:37.560 --> 1:01:40.000 | |
is strategic machine strategy robot, | |
1:01:40.000 --> 1:01:41.440 | |
getting that technology out there | |
1:01:41.440 --> 1:01:45.560 | |
and seeing as you were in the trenches doing applications, | |
1:01:45.560 --> 1:01:47.120 | |
what needs to be actually filled, | |
1:01:47.120 --> 1:01:49.800 | |
what technology gaps still need to be filled. | |
1:01:49.800 --> 1:01:52.040 | |
So it's so hard to just put your feet on the table | |
1:01:52.040 --> 1:01:53.800 | |
and imagine what needs to be done. | |
1:01:53.800 --> 1:01:56.280 | |
But when you're actually doing real applications, | |
1:01:56.280 --> 1:01:59.120 | |
the applications tell you what needs to be done. | |
1:01:59.120 --> 1:02:00.840 | |
And I really enjoy that interaction. | |
1:02:00.840 --> 1:02:04.480 | |
Is it a challenging process to apply | |
1:02:04.480 --> 1:02:07.760 | |
some of the state of the art techniques you're working on | |
1:02:07.760 --> 1:02:12.760 | |
and having the various players in industry | |
1:02:14.080 --> 1:02:17.720 | |
or the military or people who could really benefit from it | |
1:02:17.720 --> 1:02:19.040 | |
actually use it? | |
1:02:19.040 --> 1:02:21.400 | |
What's that process like of, | |
1:02:21.400 --> 1:02:23.680 | |
autonomous vehicles work with automotive companies | |
1:02:23.680 --> 1:02:28.200 | |
and they're in many ways are a little bit old fashioned. | |
1:02:28.200 --> 1:02:29.240 | |
It's difficult. | |
1:02:29.240 --> 1:02:31.840 | |
They really want to use this technology. | |
1:02:31.840 --> 1:02:34.640 | |
There's clearly will have a significant benefit, | |
1:02:34.640 --> 1:02:37.480 | |
but the systems aren't quite in place | |
1:02:37.480 --> 1:02:41.080 | |
to easily have them integrated in terms of data, | |
1:02:41.080 --> 1:02:43.760 | |
in terms of compute, in terms of all these kinds of things. | |
1:02:43.760 --> 1:02:48.680 | |
So is that one of the bigger challenges that you're facing | |
1:02:48.680 --> 1:02:50.000 | |
and how do you tackle that challenge? | |
1:02:50.000 --> 1:02:52.360 | |
Yeah, I think that's always a challenge. | |
1:02:52.360 --> 1:02:54.520 | |
That's kind of slowness and inertia really | |
1:02:55.560 --> 1:02:57.920 | |
of let's do things the way we've always done it. | |
1:02:57.920 --> 1:03:00.120 | |
You just have to find the internal champions | |
1:03:00.120 --> 1:03:02.120 | |
at the customer who understand that, | |
1:03:02.120 --> 1:03:04.680 | |
hey, things can't be the same way in the future. | |
1:03:04.680 --> 1:03:06.960 | |
Otherwise bad things are going to happen. | |
1:03:06.960 --> 1:03:08.600 | |
And it's in autonomous vehicles. | |
1:03:08.600 --> 1:03:09.680 | |
It's actually very interesting | |
1:03:09.680 --> 1:03:11.120 | |
that the car makers are doing that | |
1:03:11.120 --> 1:03:12.440 | |
and they're very traditional, | |
1:03:12.440 --> 1:03:14.360 | |
but at the same time you have tech companies | |
1:03:14.360 --> 1:03:17.120 | |
who have nothing to do with cars or transportation | |
1:03:17.120 --> 1:03:21.880 | |
like Google and Baidu really pushing on autonomous cars. | |
1:03:21.880 --> 1:03:23.240 | |
I find that fascinating. | |
1:03:23.240 --> 1:03:25.160 | |
Clearly you're super excited | |
1:03:25.160 --> 1:03:29.320 | |
about actually these ideas having an impact in the world. | |
1:03:29.320 --> 1:03:32.680 | |
In terms of the technology, in terms of ideas and research, | |
1:03:32.680 --> 1:03:36.600 | |
are there directions that you're also excited about? | |
1:03:36.600 --> 1:03:40.840 | |
Whether that's on some of the approaches you talked about | |
1:03:40.840 --> 1:03:42.760 | |
for the imperfect information games, | |
1:03:42.760 --> 1:03:44.000 | |
whether it's applying deep learning | |
1:03:44.000 --> 1:03:45.120 | |
to some of these problems, | |
1:03:45.120 --> 1:03:46.520 | |
is there something that you're excited | |
1:03:46.520 --> 1:03:48.840 | |
in the research side of things? | |
1:03:48.840 --> 1:03:51.120 | |
Yeah, yeah, lots of different things | |
1:03:51.120 --> 1:03:53.240 | |
in the game solving. | |
1:03:53.240 --> 1:03:56.400 | |
So solving even bigger games, | |
1:03:56.400 --> 1:03:59.760 | |
games where you have more hidden action | |
1:03:59.760 --> 1:04:02.040 | |
of the player actions as well. | |
1:04:02.040 --> 1:04:05.880 | |
Poker is a game where really the chance actions are hidden | |
1:04:05.880 --> 1:04:07.080 | |
or some of them are hidden, | |
1:04:07.080 --> 1:04:08.720 | |
but the player actions are public. | |
1:04:11.440 --> 1:04:14.000 | |
Multiplayer games of various sorts, | |
1:04:14.000 --> 1:04:18.080 | |
collusion, opponent exploitation, | |
1:04:18.080 --> 1:04:21.280 | |
all and even longer games. | |
1:04:21.280 --> 1:04:23.160 | |
So games that basically go forever, | |
1:04:23.160 --> 1:04:24.680 | |
but they're not repeated. | |
1:04:24.680 --> 1:04:27.880 | |
So see extensive fun games that go forever. | |
1:04:27.880 --> 1:04:30.080 | |
What would that even look like? | |
1:04:30.080 --> 1:04:31.040 | |
How do you represent that? | |
1:04:31.040 --> 1:04:32.040 | |
How do you solve that? | |
1:04:32.040 --> 1:04:33.440 | |
What's an example of a game like that? | |
1:04:33.440 --> 1:04:35.600 | |
Or is this some of the stochastic games | |
1:04:35.600 --> 1:04:36.440 | |
that you mentioned? | |
1:04:36.440 --> 1:04:37.320 | |
Let's say business strategy. | |
1:04:37.320 --> 1:04:40.840 | |
So it's not just modeling like a particular interaction, | |
1:04:40.840 --> 1:04:44.440 | |
but thinking about the business from here to eternity. | |
1:04:44.440 --> 1:04:49.040 | |
Or let's say military strategy. | |
1:04:49.040 --> 1:04:51.000 | |
So it's not like war is gonna go away. | |
1:04:51.000 --> 1:04:54.280 | |
How do you think about military strategy | |
1:04:54.280 --> 1:04:55.520 | |
that's gonna go forever? | |
1:04:56.680 --> 1:04:58.080 | |
How do you even model that? | |
1:04:58.080 --> 1:05:01.000 | |
How do you know whether a move was good | |
1:05:01.000 --> 1:05:05.200 | |
that somebody made and so on? | |
1:05:05.200 --> 1:05:06.960 | |
So that's kind of one direction. | |
1:05:06.960 --> 1:05:09.800 | |
I'm also very interested in learning | |
1:05:09.800 --> 1:05:13.440 | |
much more scalable techniques for integer programming. | |
1:05:13.440 --> 1:05:16.560 | |
So we had an ICML paper this summer on that. | |
1:05:16.560 --> 1:05:20.280 | |
The first automated algorithm configuration paper | |
1:05:20.280 --> 1:05:23.560 | |
that has theoretical generalization guarantees. | |
1:05:23.560 --> 1:05:26.200 | |
So if I see this many training examples | |
1:05:26.200 --> 1:05:28.560 | |
and I told my algorithm in this way, | |
1:05:28.560 --> 1:05:30.560 | |
it's going to have good performance | |
1:05:30.560 --> 1:05:33.200 | |
on the real distribution, which I've not seen. | |
1:05:33.200 --> 1:05:34.840 | |
So, which is kind of interesting | |
1:05:34.840 --> 1:05:37.680 | |
that algorithm configuration has been going on now | |
1:05:37.680 --> 1:05:41.200 | |
for at least 17 years seriously. | |
1:05:41.200 --> 1:05:45.000 | |
And there has not been any generalization theory before. | |
1:05:45.960 --> 1:05:47.200 | |
Well, this is really exciting | |
1:05:47.200 --> 1:05:49.840 | |
and it's a huge honor to talk to you. | |
1:05:49.840 --> 1:05:51.160 | |
Thank you so much, Tomas. | |
1:05:51.160 --> 1:05:52.880 | |
Thank you for bringing Labradus to the world | |
1:05:52.880 --> 1:05:54.160 | |
and all the great work you're doing. | |
1:05:54.160 --> 1:05:55.000 | |
Well, thank you very much. | |
1:05:55.000 --> 1:05:55.840 | |
It's been fun. | |
1:05:55.840 --> 1:06:16.840 | |
No more questions. | |