lexicap / vtt /episode_012_large.vtt
Shubham Gupta
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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
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no matter what hands you have.
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Yeah, so that's why you have to play a lot of hands
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so that the role of luck gets smaller.
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So you could otherwise get lucky and get some good hands
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and then you're gonna win the match.
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Even with thousands of hands, you can get lucky
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because there's so much variance
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in No Limit Texas Holden because if we both go all in,
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it's a huge stack of variance, so there are these
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massive swings in No Limit Texas Holden.
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So that's why you have to play not just thousands,
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but over 100,000 hands to get statistical significance.
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So let me ask another way this question.
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If you didn't even look at your hands,
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but they didn't know that, the opponents didn't know that,
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how well would you be able to do?
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Oh, that's a good question.
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There's actually, I heard this story
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that there's this Norwegian female poker player
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called Annette Oberstad who's actually won a tournament
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by doing exactly that, but that would be extremely rare.
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So you cannot really play well that way.
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Okay, so the hands do have some role to play, okay.
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So Labradus does not use, as far as I understand,
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they use learning methods, deep learning.
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Is there room for learning in,
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there's no reason why Labradus doesn't combine
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with an AlphaGo type approach for estimating
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the quality for function estimator.
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What are your thoughts on this,
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maybe as compared to another algorithm
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which I'm not that familiar with, DeepStack,
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the engine that does use deep learning,
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that it's unclear how well it does,
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but nevertheless uses deep learning.
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So what are your thoughts about learning methods
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to aid in the way that Labradus plays in the game of poker?
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Yeah, so as you said,
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Labradus did not use learning methods
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and played very well without them.
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Since then, we have actually, actually here,
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we have a couple of papers on things
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that do use learning techniques.
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Excellent.
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And deep learning in particular.
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And sort of the way you're talking about
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where it's learning an evaluation function,
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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.
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But when you're actually doing real applications,
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the applications tell you what needs to be done.
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And I really enjoy that interaction.
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Is it a challenging process to apply
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some of the state of the art techniques you're working on
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and having the various players in industry
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or the military or people who could really benefit from it
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actually use it?
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What's that process like of,
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autonomous vehicles work with automotive companies
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and they're in many ways are a little bit old fashioned.
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It's difficult.
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They really want to use this technology.
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There's clearly will have a significant benefit,
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but the systems aren't quite in place
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to easily have them integrated in terms of data,
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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
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and how do you tackle that challenge?
1:02:50.000 --> 1:02:52.360
Yeah, I think that's always a challenge.
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That's kind of slowness and inertia really
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of let's do things the way we've always done it.
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You just have to find the internal champions
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at the customer who understand that,
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hey, things can't be the same way in the future.
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Otherwise bad things are going to happen.
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And it's in autonomous vehicles.
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It's actually very interesting
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that the car makers are doing that
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and they're very traditional,
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but at the same time you have tech companies
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who have nothing to do with cars or transportation
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like Google and Baidu really pushing on autonomous cars.
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I find that fascinating.
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Clearly you're super excited
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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,
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are there directions that you're also excited about?
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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
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to some of these problems,
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is there something that you're excited
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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,
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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.