WEBVTT 00:00.000 --> 00:03.440 The following is a conversation with Thomas Sanholm. 00:03.440 --> 00:06.880 He's a professor at CMU and co creator of Labratus, 00:06.880 --> 00:09.880 which is the first AI system to beat top human players 00:09.880 --> 00:13.000 in the game of Heads Up No Limit Texas Holdem. 00:13.000 --> 00:15.600 He has published over 450 papers 00:15.600 --> 00:17.320 on game theory and machine learning, 00:17.320 --> 00:21.120 including a best paper in 2017 at NIPS, 00:21.120 --> 00:23.560 now renamed to Newrips, 00:23.560 --> 00:27.040 which is where I caught up with him for this conversation. 00:27.040 --> 00:30.680 His research and companies have had wide reaching impact 00:30.680 --> 00:32.160 in the real world, 00:32.160 --> 00:34.400 especially because he and his group 00:34.400 --> 00:36.640 not only propose new ideas, 00:36.640 --> 00:40.440 but also build systems to prove that these ideas work 00:40.440 --> 00:42.120 in the real world. 00:42.120 --> 00:44.640 This conversation is part of the MIT course 00:44.640 --> 00:46.440 on artificial general intelligence 00:46.440 --> 00:49.040 and the artificial intelligence podcast. 00:49.040 --> 00:52.400 If you enjoy it, subscribe on YouTube, iTunes, 00:52.400 --> 00:54.320 or simply connect with me on Twitter 00:54.320 --> 00:58.080 at Lex Friedman, spelled F R I D. 00:58.080 --> 01:02.120 And now here's my conversation with Thomas Sanholm. 01:03.080 --> 01:06.120 Can you describe at the high level 01:06.120 --> 01:09.320 the game of poker, Texas Holdem, Heads Up Texas Holdem 01:09.320 --> 01:13.280 for people who might not be familiar with this card game? 01:13.280 --> 01:14.440 Yeah, happy to. 01:14.440 --> 01:16.520 So Heads Up No Limit Texas Holdem 01:16.520 --> 01:18.840 has really emerged in the AI community 01:18.840 --> 01:21.360 as a main benchmark for testing these 01:21.360 --> 01:23.560 application independent algorithms 01:23.560 --> 01:26.440 for imperfect information game solving. 01:26.440 --> 01:30.960 And this is a game that's actually played by humans. 01:30.960 --> 01:33.960 You don't see that much on TV or casinos 01:33.960 --> 01:36.160 because well, for various reasons, 01:36.160 --> 01:40.240 but you do see it in some expert level casinos 01:40.240 --> 01:43.080 and you see it in the best poker movies of all time. 01:43.080 --> 01:45.720 It's actually an event in the World Series of Poker, 01:45.720 --> 01:48.200 but mostly it's played online 01:48.200 --> 01:50.880 and typically for pretty big sums of money. 01:50.880 --> 01:54.560 And this is a game that usually only experts play. 01:54.560 --> 01:58.720 So if you go to your home game on a Friday night, 01:58.720 --> 02:01.280 it probably is not gonna be Heads Up No Limit Texas Holdem. 02:01.280 --> 02:04.640 It might be No Limit Texas Holdem in some cases, 02:04.640 --> 02:08.720 but typically for a big group and it's not as competitive. 02:08.720 --> 02:10.520 While Heads Up means it's two players. 02:10.520 --> 02:13.360 So it's really like me against you. 02:13.360 --> 02:14.680 Am I better or are you better? 02:14.680 --> 02:17.520 Much like chess or go in that sense, 02:17.520 --> 02:19.520 but an imperfect information game, 02:19.520 --> 02:21.520 which makes it much harder because I have to deal 02:21.520 --> 02:25.560 with issues of you knowing things that I don't know 02:25.560 --> 02:27.200 and I know things that you don't know 02:27.200 --> 02:29.720 instead of pieces being nicely laid on the board 02:29.720 --> 02:31.120 for both of us to see. 02:31.120 --> 02:34.840 So in Texas Holdem, there's two cards 02:34.840 --> 02:37.440 that you only see that belong to you. 02:37.440 --> 02:38.520 Yeah. And there is, 02:38.520 --> 02:40.400 they gradually lay out some cards 02:40.400 --> 02:44.080 that add up overall to five cards that everybody can see. 02:44.080 --> 02:45.720 Yeah. So the imperfect nature 02:45.720 --> 02:47.560 of the information is the two cards 02:47.560 --> 02:48.400 that you're holding in your hand. 02:48.400 --> 02:49.380 Up front, yeah. 02:49.380 --> 02:51.840 So as you said, you first get two cards 02:51.840 --> 02:55.200 in private each and then there's a betting round. 02:55.200 --> 02:58.320 Then you get three cards in public on the table. 02:58.320 --> 02:59.240 Then there's a betting round. 02:59.240 --> 03:01.680 Then you get the fourth card in public on the table. 03:01.680 --> 03:02.580 There's a betting round. 03:02.580 --> 03:04.920 Then you get the 5th card on the table. 03:04.920 --> 03:05.760 There's a betting round. 03:05.760 --> 03:07.480 So there's a total of four betting rounds 03:07.480 --> 03:11.140 and four tranches of information revelation if you will. 03:11.140 --> 03:14.120 The only the first tranche is private 03:14.120 --> 03:16.520 and then it's public from there. 03:16.520 --> 03:21.520 And this is probably by far the most popular game in AI 03:24.040 --> 03:26.380 and just the general public 03:26.380 --> 03:28.400 in terms of imperfect information. 03:28.400 --> 03:32.520 So that's probably the most popular spectator game 03:32.520 --> 03:33.400 to watch, right? 03:33.400 --> 03:37.260 So, which is why it's a super exciting game to tackle. 03:37.260 --> 03:40.480 So it's on the order of chess, I would say, 03:40.480 --> 03:43.680 in terms of popularity, in terms of AI setting it 03:43.680 --> 03:46.360 as the bar of what is intelligence. 03:46.360 --> 03:50.400 So in 2017, Labratus, how do you pronounce it? 03:50.400 --> 03:51.220 Labratus. 03:51.220 --> 03:52.060 Labratus. 03:52.060 --> 03:52.900 Labratus beats. 03:52.900 --> 03:54.080 A little Latin there. 03:54.080 --> 03:55.520 A little bit of Latin. 03:55.520 --> 04:00.520 Labratus beats a few, four expert human players. 04:01.040 --> 04:03.080 Can you describe that event? 04:03.080 --> 04:04.060 What you learned from it? 04:04.060 --> 04:04.900 What was it like? 04:04.900 --> 04:06.860 What was the process in general 04:06.860 --> 04:09.960 for people who have not read the papers and the study? 04:09.960 --> 04:12.920 Yeah, so the event was that we invited 04:12.920 --> 04:14.840 four of the top 10 players, 04:14.840 --> 04:17.080 with these specialist players in Heads Up No Limit, 04:17.080 --> 04:19.080 Texas Holden, which is very important 04:19.080 --> 04:21.400 because this game is actually quite different 04:21.400 --> 04:23.900 than the multiplayer version. 04:23.900 --> 04:25.680 We brought them in to Pittsburgh 04:25.680 --> 04:28.920 to play at the Reverse Casino for 20 days. 04:28.920 --> 04:31.840 We wanted to get 120,000 hands in 04:31.840 --> 04:36.160 because we wanted to get statistical significance. 04:36.160 --> 04:39.040 So it's a lot of hands for humans to play, 04:39.040 --> 04:42.840 even for these top pros who play fairly quickly normally. 04:42.840 --> 04:46.400 So we couldn't just have one of them play so many hands. 04:46.400 --> 04:50.400 20 days, they were playing basically morning to evening. 04:50.400 --> 04:55.400 And I raised 200,000 as a little incentive for them to play. 04:55.660 --> 05:00.060 And the setting was so that they didn't all get 50,000. 05:01.080 --> 05:02.640 We actually paid them out 05:02.640 --> 05:05.480 based on how they did against the AI each. 05:05.480 --> 05:09.440 So they had an incentive to play as hard as they could, 05:09.440 --> 05:11.160 whether they're way ahead or way behind 05:11.160 --> 05:13.760 or right at the mark of beating the AI. 05:13.760 --> 05:16.000 And you don't make any money, unfortunately. 05:16.000 --> 05:17.920 Right, no, we can't make any money. 05:17.920 --> 05:20.320 So originally, a couple of years earlier, 05:20.320 --> 05:24.080 I actually explored whether we could actually play for money 05:24.080 --> 05:28.000 because that would be, of course, interesting as well, 05:28.000 --> 05:29.520 to play against the top people for money. 05:29.520 --> 05:33.040 But the Pennsylvania Gaming Board said no, so we couldn't. 05:33.040 --> 05:35.520 So this is much like an exhibit, 05:36.400 --> 05:39.760 like for a musician or a boxer or something like that. 05:39.760 --> 05:41.600 Nevertheless, they were keeping track of the money 05:41.600 --> 05:46.600 and brought us close to $2 million, I think. 05:48.200 --> 05:51.840 So if it was for real money, if you were able to earn money, 05:51.840 --> 05:55.360 that was a quite impressive and inspiring achievement. 05:55.360 --> 05:59.280 Just a few details, what were the players looking at? 05:59.280 --> 06:00.460 Were they behind a computer? 06:00.460 --> 06:02.080 What was the interface like? 06:02.080 --> 06:05.240 Yes, they were playing much like they normally do. 06:05.240 --> 06:07.200 These top players, when they play this game, 06:07.200 --> 06:08.680 they play mostly online. 06:08.680 --> 06:11.640 So they're used to playing through a UI. 06:11.640 --> 06:13.280 And they did the same thing here. 06:13.280 --> 06:14.520 So there was this layout. 06:14.520 --> 06:17.920 You could imagine there's a table on a screen. 06:17.920 --> 06:20.080 There's the human sitting there, 06:20.080 --> 06:21.720 and then there's the AI sitting there. 06:21.720 --> 06:24.560 And the screen shows everything that's happening. 06:24.560 --> 06:27.480 The cards coming out and shows the bets being made. 06:27.480 --> 06:29.940 And we also had the betting history for the human. 06:29.940 --> 06:33.320 So if the human forgot what had happened in the hand so far, 06:33.320 --> 06:37.240 they could actually reference back and so forth. 06:37.240 --> 06:39.480 Is there a reason they were given access 06:39.480 --> 06:41.200 to the betting history for? 06:41.200 --> 06:45.860 Well, we just, it didn't really matter. 06:45.860 --> 06:47.360 They wouldn't have forgotten anyway. 06:47.360 --> 06:48.800 These are top quality people. 06:48.800 --> 06:51.300 But we just wanted to put out there 06:51.300 --> 06:53.460 so it's not a question of the human forgetting 06:53.460 --> 06:55.320 and the AI somehow trying to get advantage 06:55.320 --> 06:56.760 of better memory. 06:56.760 --> 06:57.640 So what was that like? 06:57.640 --> 06:59.720 I mean, that was an incredible accomplishment. 06:59.720 --> 07:02.760 So what did it feel like before the event? 07:02.760 --> 07:05.640 Did you have doubt, hope? 07:05.640 --> 07:08.160 Where was your confidence at? 07:08.160 --> 07:09.240 Yeah, that's great. 07:09.240 --> 07:10.160 So great question. 07:10.160 --> 07:14.200 So 18 months earlier, I had organized a similar brains 07:14.200 --> 07:17.840 versus AI competition with a previous AI called Cloudyco 07:17.840 --> 07:20.560 and we couldn't beat the humans. 07:20.560 --> 07:23.800 So this time around, it was only 18 months later. 07:23.800 --> 07:27.820 And I knew that this new AI, Libratus, was way stronger, 07:27.820 --> 07:31.360 but it's hard to say how you'll do against the top humans 07:31.360 --> 07:32.440 before you try. 07:32.440 --> 07:35.160 So I thought we had about a 50, 50 shot. 07:35.160 --> 07:38.880 And the international betting sites put us 07:38.880 --> 07:41.800 as a four to one or five to one underdog. 07:41.800 --> 07:44.700 So it's kind of interesting that people really believe 07:44.700 --> 07:48.440 in people and over AI, not just people. 07:48.440 --> 07:50.720 People don't just over believe in themselves, 07:50.720 --> 07:53.280 but they have overconfidence in other people as well 07:53.280 --> 07:55.440 compared to the performance of AI. 07:55.440 --> 07:59.120 And yeah, so we were a four to one or five to one underdog. 07:59.120 --> 08:02.880 And even after three days of beating the humans in a row, 08:02.880 --> 08:06.520 we were still 50, 50 on the international betting sites. 08:06.520 --> 08:09.040 Do you think there's something special and magical 08:09.040 --> 08:12.160 about poker and the way people think about it, 08:12.160 --> 08:14.600 in the sense you have, 08:14.600 --> 08:17.320 I mean, even in chess, there's no Hollywood movies. 08:17.320 --> 08:21.200 Poker is the star of many movies. 08:21.200 --> 08:26.200 And there's this feeling that certain human facial 08:26.640 --> 08:30.760 expressions and body language, eye movement, 08:30.760 --> 08:33.360 all these tells are critical to poker. 08:33.360 --> 08:35.000 Like you can look into somebody's soul 08:35.000 --> 08:37.880 and understand their betting strategy and so on. 08:37.880 --> 08:41.520 So that's probably why, possibly, 08:41.520 --> 08:43.640 do you think that is why people have a confidence 08:43.640 --> 08:45.640 that humans will outperform? 08:45.640 --> 08:48.920 Because AI systems cannot, in this construct, 08:48.920 --> 08:51.040 perceive these kinds of tells. 08:51.040 --> 08:53.200 They're only looking at betting patterns 08:53.200 --> 08:58.200 and nothing else, betting patterns and statistics. 08:58.200 --> 09:02.200 So what's more important to you 09:02.200 --> 09:06.120 if you step back on human players, human versus human? 09:06.120 --> 09:08.600 What's the role of these tells, 09:08.600 --> 09:11.880 of these ideas that we romanticize? 09:11.880 --> 09:15.480 Yeah, so I'll split it into two parts. 09:15.480 --> 09:20.480 So one is why do humans trust humans more than AI 09:20.480 --> 09:22.600 and have overconfidence in humans? 09:22.600 --> 09:25.920 I think that's not really related to the tell question. 09:25.920 --> 09:28.600 It's just that they've seen these top players, 09:28.600 --> 09:31.040 how good they are, and they're really fantastic. 09:31.040 --> 09:36.040 So it's just hard to believe that an AI could beat them. 09:36.040 --> 09:37.680 So I think that's where that comes from. 09:37.680 --> 09:40.600 And that's actually maybe a more general lesson about AI. 09:40.600 --> 09:43.200 That until you've seen it overperform a human, 09:43.200 --> 09:45.080 it's hard to believe that it could. 09:45.080 --> 09:50.080 But then the tells, a lot of these top players, 09:50.560 --> 09:52.760 they're so good at hiding tells 09:52.760 --> 09:56.240 that among the top players, 09:56.240 --> 09:59.480 it's actually not really worth it 09:59.480 --> 10:01.200 for them to invest a lot of effort 10:01.200 --> 10:03.160 trying to find tells in each other 10:03.160 --> 10:05.640 because they're so good at hiding them. 10:05.640 --> 10:09.840 So yes, at the kind of Friday evening game, 10:09.840 --> 10:11.800 tells are gonna be a huge thing. 10:11.800 --> 10:13.160 You can read other people. 10:13.160 --> 10:14.120 And if you're a good reader, 10:14.120 --> 10:16.440 you'll read them like an open book. 10:16.440 --> 10:18.280 But at the top levels of poker now, 10:18.280 --> 10:21.960 the tells become a much smaller and smaller aspect 10:21.960 --> 10:24.480 of the game as you go to the top levels. 10:24.480 --> 10:28.120 The amount of strategies, the amount of possible actions 10:28.120 --> 10:33.120 is very large, 10 to the power of 100 plus. 10:35.400 --> 10:37.880 So there has to be some, I've read a few of the papers 10:37.880 --> 10:42.080 related, it has to form some abstractions 10:42.080 --> 10:44.040 of various hands and actions. 10:44.040 --> 10:47.560 So what kind of abstractions are effective 10:47.560 --> 10:49.200 for the game of poker? 10:49.200 --> 10:50.880 Yeah, so you're exactly right. 10:50.880 --> 10:55.360 So when you go from a game tree that's 10 to the 161, 10:55.360 --> 10:58.000 especially in an imperfect information game, 10:58.000 --> 11:00.200 it's way too large to solve directly, 11:00.200 --> 11:03.280 even with our fastest equilibrium finding algorithms. 11:03.280 --> 11:07.200 So you wanna abstract it first. 11:07.200 --> 11:10.920 And abstraction in games is much trickier 11:10.920 --> 11:15.440 than abstraction in MDPs or other single agent settings. 11:15.440 --> 11:17.760 Because you have these abstraction pathologies 11:17.760 --> 11:19.880 that if I have a finer grained abstraction, 11:19.880 --> 11:23.240 the strategy that I can get from that for the real game 11:23.240 --> 11:25.240 might actually be worse than the strategy 11:25.240 --> 11:27.160 I can get from the coarse grained abstraction. 11:27.160 --> 11:28.760 So you have to be very careful. 11:28.760 --> 11:31.080 Now the kinds of abstractions, just to zoom out, 11:31.080 --> 11:34.480 we're talking about, there's the hands abstractions 11:34.480 --> 11:37.280 and then there's betting strategies. 11:37.280 --> 11:38.600 Yeah, betting actions, yeah. 11:38.600 --> 11:39.440 Baiting actions. 11:39.440 --> 11:41.640 So there's information abstraction, 11:41.640 --> 11:44.720 don't talk about general games, information abstraction, 11:44.720 --> 11:47.560 which is the abstraction of what chance does. 11:47.560 --> 11:50.080 And this would be the cards in the case of poker. 11:50.080 --> 11:52.480 And then there's action abstraction, 11:52.480 --> 11:57.000 which is abstracting the actions of the actual players, 11:57.000 --> 11:59.560 which would be bets in the case of poker. 11:59.560 --> 12:01.320 Yourself and the other players? 12:01.320 --> 12:03.680 Yes, yourself and other players. 12:03.680 --> 12:08.280 And for information abstraction, 12:08.280 --> 12:11.160 we were completely automated. 12:11.160 --> 12:13.840 So these are algorithms, 12:13.840 --> 12:16.760 but they do what we call potential aware abstraction, 12:16.760 --> 12:19.000 where we don't just look at the value of the hand, 12:19.000 --> 12:20.840 but also how it might materialize 12:20.840 --> 12:22.560 into good or bad hands over time. 12:22.560 --> 12:25.280 And it's a certain kind of bottom up process 12:25.280 --> 12:27.640 with integer programming there and clustering 12:27.640 --> 12:31.480 and various aspects, how do you build this abstraction? 12:31.480 --> 12:34.400 And then in the action abstraction, 12:34.400 --> 12:39.400 there it's largely based on how humans and other AIs 12:40.520 --> 12:42.320 have played this game in the past. 12:42.320 --> 12:43.880 But in the beginning, 12:43.880 --> 12:47.680 we actually used an automated action abstraction technology, 12:47.680 --> 12:50.240 which is provably convergent 12:51.240 --> 12:54.040 that it finds the optimal combination of bet sizes, 12:54.040 --> 12:55.480 but it's not very scalable. 12:55.480 --> 12:57.280 So we couldn't use it for the whole game, 12:57.280 --> 12:59.880 but we use it for the first couple of betting actions. 12:59.880 --> 13:03.080 So what's more important, the strength of the hand, 13:03.080 --> 13:08.080 so the information abstraction or the how you play them, 13:09.320 --> 13:11.640 the actions, does it, you know, 13:11.640 --> 13:13.200 the romanticized notion again, 13:13.200 --> 13:15.600 is that it doesn't matter what hands you have, 13:15.600 --> 13:19.240 that the actions, the betting may be the way you win 13:19.240 --> 13:20.320 no matter what hands you have. 13:20.320 --> 13:23.280 Yeah, so that's why you have to play a lot of hands 13:23.280 --> 13:26.800 so that the role of luck gets smaller. 13:26.800 --> 13:29.920 So you could otherwise get lucky and get some good hands 13:29.920 --> 13:31.480 and then you're gonna win the match. 13:31.480 --> 13:34.400 Even with thousands of hands, you can get lucky 13:35.280 --> 13:36.720 because there's so much variance 13:36.720 --> 13:40.880 in No Limit Texas Holden because if we both go all in, 13:40.880 --> 13:43.640 it's a huge stack of variance, so there are these 13:43.640 --> 13:47.800 massive swings in No Limit Texas Holden. 13:47.800 --> 13:50.240 So that's why you have to play not just thousands, 13:50.240 --> 13:55.000 but over 100,000 hands to get statistical significance. 13:55.000 --> 13:57.880 So let me ask another way this question. 13:57.880 --> 14:00.880 If you didn't even look at your hands, 14:02.000 --> 14:04.560 but they didn't know that, the opponents didn't know that, 14:04.560 --> 14:06.680 how well would you be able to do? 14:06.680 --> 14:07.760 Oh, that's a good question. 14:07.760 --> 14:09.600 There's actually, I heard this story 14:09.600 --> 14:11.800 that there's this Norwegian female poker player 14:11.800 --> 14:15.240 called Annette Oberstad who's actually won a tournament 14:15.240 --> 14:18.640 by doing exactly that, but that would be extremely rare. 14:18.640 --> 14:23.440 So you cannot really play well that way. 14:23.440 --> 14:27.840 Okay, so the hands do have some role to play, okay. 14:27.840 --> 14:32.840 So Labradus does not use, as far as I understand, 14:33.120 --> 14:35.320 they use learning methods, deep learning. 14:35.320 --> 14:40.320 Is there room for learning in, 14:40.600 --> 14:44.120 there's no reason why Labradus doesn't combine 14:44.120 --> 14:46.400 with an AlphaGo type approach for estimating 14:46.400 --> 14:49.200 the quality for function estimator. 14:49.200 --> 14:52.040 What are your thoughts on this, 14:52.040 --> 14:54.760 maybe as compared to another algorithm 14:54.760 --> 14:56.720 which I'm not that familiar with, DeepStack, 14:56.720 --> 14:59.280 the engine that does use deep learning, 14:59.280 --> 15:01.560 that it's unclear how well it does, 15:01.560 --> 15:03.480 but nevertheless uses deep learning. 15:03.480 --> 15:05.400 So what are your thoughts about learning methods 15:05.400 --> 15:09.280 to aid in the way that Labradus plays in the game of poker? 15:09.280 --> 15:10.640 Yeah, so as you said, 15:10.640 --> 15:13.080 Labradus did not use learning methods 15:13.080 --> 15:15.680 and played very well without them. 15:15.680 --> 15:17.840 Since then, we have actually, actually here, 15:17.840 --> 15:20.000 we have a couple of papers on things 15:20.000 --> 15:22.360 that do use learning techniques. 15:22.360 --> 15:23.200 Excellent. 15:24.440 --> 15:26.360 And deep learning in particular. 15:26.360 --> 15:29.920 And sort of the way you're talking about 15:29.920 --> 15:33.360 where it's learning an evaluation function, 15:33.360 --> 15:37.400 but in imperfect information games, 15:37.400 --> 15:42.400 unlike let's say in Go or now also in chess and shogi, 15:42.440 --> 15:47.400 it's not sufficient to learn an evaluation for a state 15:47.400 --> 15:52.400 because the value of an information set 15:52.920 --> 15:55.400 depends not only on the exact state, 15:55.400 --> 15:59.200 but it also depends on both players beliefs. 15:59.200 --> 16:01.240 Like if I have a bad hand, 16:01.240 --> 16:04.720 I'm much better off if the opponent thinks I have a good hand 16:04.720 --> 16:05.560 and vice versa. 16:05.560 --> 16:06.480 If I have a good hand, 16:06.480 --> 16:09.360 I'm much better off if the opponent believes 16:09.360 --> 16:10.280 I have a bad hand. 16:11.360 --> 16:15.640 So the value of a state is not just a function of the cards. 16:15.640 --> 16:19.600 It depends on, if you will, the path of play, 16:19.600 --> 16:22.040 but only to the extent that it's captured 16:22.040 --> 16:23.720 in the belief distributions. 16:23.720 --> 16:26.240 So that's why it's not as simple 16:26.240 --> 16:29.320 as it is in perfect information games. 16:29.320 --> 16:31.080 And I don't wanna say it's simple there either. 16:31.080 --> 16:34.200 It's of course very complicated computationally there too, 16:34.200 --> 16:36.520 but at least conceptually, it's very straightforward. 16:36.520 --> 16:38.760 There's a state, there's an evaluation function. 16:38.760 --> 16:39.800 You can try to learn it. 16:39.800 --> 16:43.280 Here, you have to do something more. 16:43.280 --> 16:47.160 And what we do is in one of these papers, 16:47.160 --> 16:50.800 we're looking at where we allow the opponent 16:50.800 --> 16:53.000 to actually take different strategies 16:53.000 --> 16:56.440 at the leaf of the search tree, if you will. 16:56.440 --> 16:59.840 And that is a different way of doing it. 16:59.840 --> 17:02.560 And it doesn't assume therefore a particular way 17:02.560 --> 17:04.040 that the opponent plays, 17:04.040 --> 17:05.840 but it allows the opponent to choose 17:05.840 --> 17:09.800 from a set of different continuation strategies. 17:09.800 --> 17:13.400 And that forces us to not be too optimistic 17:13.400 --> 17:15.520 in a look ahead search. 17:15.520 --> 17:19.040 And that's one way you can do sound look ahead search 17:19.040 --> 17:21.480 in imperfect information games, 17:21.480 --> 17:23.360 which is very difficult. 17:23.360 --> 17:26.080 And you were asking about DeepStack. 17:26.080 --> 17:29.280 What they did, it was very different than what we do, 17:29.280 --> 17:32.000 either in Libratus or in this new work. 17:32.000 --> 17:35.440 They were randomly generating various situations 17:35.440 --> 17:36.440 in the game. 17:36.440 --> 17:38.080 Then they were doing the look ahead 17:38.080 --> 17:39.840 from there to the end of the game, 17:39.840 --> 17:42.960 as if that was the start of a different game. 17:42.960 --> 17:44.920 And then they were using deep learning 17:44.920 --> 17:47.960 to learn those values of those states, 17:47.960 --> 17:50.280 but the states were not just the physical states. 17:50.280 --> 17:52.560 They include belief distributions. 17:52.560 --> 17:56.800 When you talk about look ahead for DeepStack 17:56.800 --> 17:59.480 or with Libratus, does it mean, 17:59.480 --> 18:02.680 considering every possibility that the game can evolve, 18:02.680 --> 18:04.280 are we talking about extremely, 18:04.280 --> 18:06.880 sort of this exponentially growth of a tree? 18:06.880 --> 18:09.720 Yes, so we're talking about exactly that. 18:11.280 --> 18:14.280 Much like you do in alpha beta search 18:14.280 --> 18:17.480 or Monte Carlo tree search, but with different techniques. 18:17.480 --> 18:19.280 So there's a different search algorithm. 18:19.280 --> 18:21.920 And then we have to deal with the leaves differently. 18:21.920 --> 18:24.000 So if you think about what Libratus did, 18:24.000 --> 18:25.520 we didn't have to worry about this 18:25.520 --> 18:28.560 because we only did it at the end of the game. 18:28.560 --> 18:32.280 So we would always terminate into a real situation 18:32.280 --> 18:34.000 and we would know what the payout is. 18:34.000 --> 18:36.880 It didn't do these depth limited lookaheads, 18:36.880 --> 18:40.680 but now in this new paper, which is called depth limited, 18:40.680 --> 18:42.120 I think it's called depth limited search 18:42.120 --> 18:43.880 for imperfect information games, 18:43.880 --> 18:47.040 we can actually do sound depth limited lookahead. 18:47.040 --> 18:49.240 So we can actually start to do the look ahead 18:49.240 --> 18:51.080 from the beginning of the game on, 18:51.080 --> 18:53.400 because that's too complicated to do 18:53.400 --> 18:54.920 for this whole long game. 18:54.920 --> 18:57.680 So in Libratus, we were just doing it for the end. 18:57.680 --> 19:00.720 So, and then the other side, this belief distribution, 19:00.720 --> 19:05.320 so is it explicitly modeled what kind of beliefs 19:05.320 --> 19:07.400 that the opponent might have? 19:07.400 --> 19:11.840 Yeah, it is explicitly modeled, but it's not assumed. 19:11.840 --> 19:15.400 The beliefs are actually output, not input. 19:15.400 --> 19:18.840 Of course, the starting beliefs are input, 19:18.840 --> 19:20.640 but they just fall from the rules of the game 19:20.640 --> 19:23.520 because we know that the dealer deals uniformly 19:23.520 --> 19:27.720 from the deck, so I know that every pair of cards 19:27.720 --> 19:30.440 that you might have is equally likely. 19:30.440 --> 19:32.200 I know that for a fact, that just follows 19:32.200 --> 19:33.160 from the rules of the game. 19:33.160 --> 19:35.200 Of course, except the two cards that I have, 19:35.200 --> 19:36.560 I know you don't have those. 19:36.560 --> 19:37.560 Yeah. 19:37.560 --> 19:38.720 You have to take that into account. 19:38.720 --> 19:40.920 That's called card removal and that's very important. 19:40.920 --> 19:43.760 Is the dealing always coming from a single deck 19:43.760 --> 19:45.880 in Heads Up, so you can assume. 19:45.880 --> 19:50.880 Single deck, so you know that if I have the ace of spades, 19:50.880 --> 19:53.560 I know you don't have an ace of spades. 19:53.560 --> 19:56.880 Great, so in the beginning, your belief is basically 19:56.880 --> 19:59.320 the fact that it's a fair dealing of hands, 19:59.320 --> 20:02.800 but how do you start to adjust that belief? 20:02.800 --> 20:06.800 Well, that's where this beauty of game theory comes. 20:06.800 --> 20:10.920 So Nash equilibrium, which John Nash introduced in 1950, 20:10.920 --> 20:13.800 introduces what rational play is 20:13.800 --> 20:16.040 when you have more than one player. 20:16.040 --> 20:18.440 And these are pairs of strategies 20:18.440 --> 20:20.360 where strategies are contingency plans, 20:20.360 --> 20:21.600 one for each player. 20:22.880 --> 20:25.720 So that neither player wants to deviate 20:25.720 --> 20:26.960 to a different strategy, 20:26.960 --> 20:29.160 given that the other doesn't deviate. 20:29.160 --> 20:33.840 But as a side effect, you get the beliefs from base roll. 20:33.840 --> 20:36.440 So Nash equilibrium really isn't just deriving 20:36.440 --> 20:38.360 in these imperfect information games, 20:38.360 --> 20:41.920 Nash equilibrium, it doesn't just define strategies. 20:41.920 --> 20:44.960 It also defines beliefs for both of us 20:44.960 --> 20:48.840 and defines beliefs for each state. 20:48.840 --> 20:53.280 So at each state, it's called information sets. 20:53.280 --> 20:55.560 At each information set in the game, 20:55.560 --> 20:59.000 there's a set of different states that we might be in, 20:59.000 --> 21:00.880 but I don't know which one we're in. 21:01.760 --> 21:03.400 Nash equilibrium tells me exactly 21:03.400 --> 21:05.000 what is the probability distribution 21:05.000 --> 21:08.280 over those real world states in my mind. 21:08.280 --> 21:11.440 How does Nash equilibrium give you that distribution? 21:11.440 --> 21:12.280 So why? 21:12.280 --> 21:13.320 I'll do a simple example. 21:13.320 --> 21:16.760 So you know the game Rock, Paper, Scissors? 21:16.760 --> 21:20.000 So we can draw it as player one moves first 21:20.000 --> 21:21.600 and then player two moves. 21:21.600 --> 21:24.520 But of course, it's important that player two 21:24.520 --> 21:26.400 doesn't know what player one moved, 21:26.400 --> 21:28.600 otherwise player two would win every time. 21:28.600 --> 21:30.480 So we can draw that as an information set 21:30.480 --> 21:33.280 where player one makes one of three moves first, 21:33.280 --> 21:36.200 and then there's an information set for player two. 21:36.200 --> 21:39.920 So player two doesn't know which of those nodes 21:39.920 --> 21:41.800 the world is in. 21:41.800 --> 21:44.920 But once we know the strategy for player one, 21:44.920 --> 21:47.320 Nash equilibrium will say that you play 1 3rd Rock, 21:47.320 --> 21:49.400 1 3rd Paper, 1 3rd Scissors. 21:49.400 --> 21:52.600 From that, I can derive my beliefs on the information set 21:52.600 --> 21:54.480 that they're 1 3rd, 1 3rd, 1 3rd. 21:54.480 --> 21:56.280 So Bayes gives you that. 21:56.280 --> 21:57.560 Bayes gives you. 21:57.560 --> 21:59.760 But is that specific to a particular player, 21:59.760 --> 22:03.960 or is it something you quickly update 22:03.960 --> 22:05.040 with the specific player? 22:05.040 --> 22:08.800 No, the game theory isn't really player specific. 22:08.800 --> 22:11.720 So that's also why we don't need any data. 22:11.720 --> 22:12.760 We don't need any history 22:12.760 --> 22:14.800 how these particular humans played in the past 22:14.800 --> 22:17.400 or how any AI or human had played before. 22:17.400 --> 22:20.240 It's all about rationality. 22:20.240 --> 22:22.720 So the AI just thinks about 22:22.720 --> 22:24.880 what would a rational opponent do? 22:24.880 --> 22:28.000 And what would I do if I am rational? 22:28.000 --> 22:31.080 And that's the idea of game theory. 22:31.080 --> 22:35.560 So it's really a data free, opponent free approach. 22:35.560 --> 22:37.680 So it comes from the design of the game 22:37.680 --> 22:40.040 as opposed to the design of the player. 22:40.040 --> 22:43.080 Exactly, there's no opponent modeling per se. 22:43.080 --> 22:45.600 I mean, we've done some work on combining opponent modeling 22:45.600 --> 22:48.840 with game theory so you can exploit weak players even more, 22:48.840 --> 22:50.280 but that's another strand. 22:50.280 --> 22:52.320 And in Librarus, we didn't turn that on. 22:52.320 --> 22:55.000 So I decided that these players are too good. 22:55.000 --> 22:58.080 And when you start to exploit an opponent, 22:58.080 --> 23:01.800 you typically open yourself up to exploitation. 23:01.800 --> 23:04.000 And these guys have so few holes to exploit 23:04.000 --> 23:06.760 and they're world's leading experts in counter exploitation. 23:06.760 --> 23:09.200 So I decided that we're not gonna turn that stuff on. 23:09.200 --> 23:12.160 Actually, I saw a few of your papers exploiting opponents. 23:12.160 --> 23:14.800 It sounded very interesting to explore. 23:15.720 --> 23:17.880 Do you think there's room for exploitation 23:17.880 --> 23:19.920 generally outside of Librarus? 23:19.920 --> 23:24.080 Is there a subject or people differences 23:24.080 --> 23:27.920 that could be exploited, maybe not just in poker, 23:27.920 --> 23:30.440 but in general interactions and negotiations, 23:30.440 --> 23:33.480 all these other domains that you're considering? 23:33.480 --> 23:34.680 Yeah, definitely. 23:34.680 --> 23:35.920 We've done some work on that. 23:35.920 --> 23:39.880 And I really like the work at hybrid digested too. 23:39.880 --> 23:43.440 So you figure out what would a rational opponent do. 23:43.440 --> 23:46.280 And by the way, that's safe in these zero sum games, 23:46.280 --> 23:47.480 two player zero sum games, 23:47.480 --> 23:49.560 because if the opponent does something irrational, 23:49.560 --> 23:52.200 yes, it might throw off my beliefs, 23:53.080 --> 23:55.760 but the amount that the player can gain 23:55.760 --> 23:59.160 by throwing off my belief is always less 23:59.160 --> 24:01.800 than they lose by playing poorly. 24:01.800 --> 24:03.080 So it's safe. 24:03.080 --> 24:06.720 But still, if somebody's weak as a player, 24:06.720 --> 24:10.240 you might wanna play differently to exploit them more. 24:10.240 --> 24:12.040 So you can think about it this way, 24:12.040 --> 24:15.600 a game theoretic strategy is unbeatable, 24:15.600 --> 24:19.600 but it doesn't maximally beat the other opponent. 24:19.600 --> 24:22.800 So the winnings per hand might be better 24:22.800 --> 24:24.240 with a different strategy. 24:24.240 --> 24:25.720 And the hybrid is that you start 24:25.720 --> 24:27.080 from a game theoretic approach. 24:27.080 --> 24:30.840 And then as you gain data about the opponent 24:30.840 --> 24:32.600 in certain parts of the game tree, 24:32.600 --> 24:34.360 then in those parts of the game tree, 24:34.360 --> 24:37.800 you start to tweak your strategy more and more 24:37.800 --> 24:40.960 towards exploitation while still staying fairly close 24:40.960 --> 24:42.160 to the game theoretic strategy 24:42.160 --> 24:46.840 so as to not open yourself up to exploitation too much. 24:46.840 --> 24:48.320 How do you do that? 24:48.320 --> 24:53.320 Do you try to vary up strategies, make it unpredictable? 24:53.640 --> 24:57.520 It's like, what is it, tit for tat strategies 24:57.520 --> 25:00.720 in Prisoner's Dilemma or? 25:00.720 --> 25:03.240 Well, that's a repeated game. 25:03.240 --> 25:04.080 Repeated games. 25:04.080 --> 25:06.520 Simple Prisoner's Dilemma, repeated games. 25:06.520 --> 25:08.760 But even there, there's no proof that says 25:08.760 --> 25:10.080 that that's the best thing. 25:10.080 --> 25:13.280 But experimentally, it actually does well. 25:13.280 --> 25:15.320 So what kind of games are there, first of all? 25:15.320 --> 25:17.040 I don't know if this is something 25:17.040 --> 25:18.600 that you could just summarize. 25:18.600 --> 25:20.360 There's perfect information games 25:20.360 --> 25:22.400 where all the information's on the table. 25:22.400 --> 25:25.480 There is imperfect information games. 25:25.480 --> 25:28.560 There's repeated games that you play over and over. 25:28.560 --> 25:31.320 There's zero sum games. 25:31.320 --> 25:34.440 There's non zero sum games. 25:34.440 --> 25:37.520 And then there's a really important distinction 25:37.520 --> 25:40.720 you're making, two player versus more players. 25:40.720 --> 25:44.760 So what are, what other games are there? 25:44.760 --> 25:46.160 And what's the difference, for example, 25:46.160 --> 25:50.040 with this two player game versus more players? 25:50.040 --> 25:51.680 What are the key differences in your view? 25:51.680 --> 25:54.600 So let me start from the basics. 25:54.600 --> 25:59.600 So a repeated game is a game where the same exact game 25:59.600 --> 26:01.800 is played over and over. 26:01.800 --> 26:05.800 In these extensive form games, where it's, 26:05.800 --> 26:08.480 think about three form, maybe with these information sets 26:08.480 --> 26:11.400 to represent incomplete information, 26:11.400 --> 26:14.840 you can have kind of repetitive interactions. 26:14.840 --> 26:17.760 Even repeated games are a special case of that, by the way. 26:17.760 --> 26:21.520 But the game doesn't have to be exactly the same. 26:21.520 --> 26:23.040 It's like in sourcing auctions. 26:23.040 --> 26:26.320 Yes, we're gonna see the same supply base year to year, 26:26.320 --> 26:28.800 but what I'm buying is a little different every time. 26:28.800 --> 26:31.000 And the supply base is a little different every time 26:31.000 --> 26:31.840 and so on. 26:31.840 --> 26:33.400 So it's not really repeated. 26:33.400 --> 26:35.680 So to find a purely repeated game 26:35.680 --> 26:37.840 is actually very rare in the world. 26:37.840 --> 26:42.840 So they're really a very course model of what's going on. 26:42.840 --> 26:46.360 Then if you move up from just repeated, 26:46.360 --> 26:49.040 simple repeated matrix games, 26:49.040 --> 26:50.800 not all the way to extensive form games, 26:50.800 --> 26:53.600 but in between, they're stochastic games, 26:53.600 --> 26:57.000 where, you know, there's these, 26:57.000 --> 27:00.520 you think about it like these little matrix games. 27:00.520 --> 27:04.200 And when you take an action and your opponent takes an action, 27:04.200 --> 27:07.680 they determine not which next state I'm going to, 27:07.680 --> 27:09.120 next game I'm going to, 27:09.120 --> 27:11.440 but the distribution over next games 27:11.440 --> 27:13.360 where I might be going to. 27:13.360 --> 27:15.360 So that's the stochastic game. 27:15.360 --> 27:19.000 But it's like matrix games, repeated stochastic games, 27:19.000 --> 27:20.400 extensive form games. 27:20.400 --> 27:23.040 That is from less to more general. 27:23.040 --> 27:26.280 And poker is an example of the last one. 27:26.280 --> 27:28.400 So it's really in the most general setting. 27:29.560 --> 27:30.640 Extensive form games. 27:30.640 --> 27:34.520 And that's kind of what the AI community has been working on 27:34.520 --> 27:36.280 and being benchmarked on 27:36.280 --> 27:38.040 with this Heads Up No Limit Texas Holdem. 27:38.040 --> 27:39.760 Can you describe extensive form games? 27:39.760 --> 27:41.560 What's the model here? 27:41.560 --> 27:44.320 Yeah, so if you're familiar with the tree form, 27:44.320 --> 27:45.760 so it's really the tree form. 27:45.760 --> 27:47.560 Like in chess, there's a search tree. 27:47.560 --> 27:48.720 Versus a matrix. 27:48.720 --> 27:50.080 Versus a matrix, yeah. 27:50.080 --> 27:53.000 And the matrix is called the matrix form 27:53.000 --> 27:55.320 or bi matrix form or normal form game. 27:55.320 --> 27:57.080 And here you have the tree form. 27:57.080 --> 28:00.000 So you can actually do certain types of reasoning there 28:00.000 --> 28:04.680 that you lose the information when you go to normal form. 28:04.680 --> 28:07.000 There's a certain form of equivalence. 28:07.000 --> 28:08.880 Like if you go from tree form and you say it, 28:08.880 --> 28:12.720 every possible contingency plan is a strategy. 28:12.720 --> 28:15.080 Then I can actually go back to the normal form, 28:15.080 --> 28:18.600 but I lose some information from the lack of sequentiality. 28:18.600 --> 28:21.280 Then the multiplayer versus two player distinction 28:21.280 --> 28:22.880 is an important one. 28:22.880 --> 28:27.320 So two player games in zero sum 28:27.320 --> 28:32.320 are conceptually easier and computationally easier. 28:32.840 --> 28:36.000 They're still huge like this one, 28:36.000 --> 28:39.680 but they're conceptually easier and computationally easier 28:39.680 --> 28:42.920 in that conceptually, you don't have to worry about 28:42.920 --> 28:45.360 which equilibrium is the other guy going to play 28:45.360 --> 28:46.640 when there are multiple, 28:46.640 --> 28:49.920 because any equilibrium strategy is a best response 28:49.920 --> 28:52.000 to any other equilibrium strategy. 28:52.000 --> 28:54.360 So I can play a different equilibrium from you 28:54.360 --> 28:57.320 and we'll still get the right values of the game. 28:57.320 --> 28:59.240 That falls apart even with two players 28:59.240 --> 29:01.360 when you have general sum games. 29:01.360 --> 29:03.120 Even without cooperation just in general. 29:03.120 --> 29:04.800 Even without cooperation. 29:04.800 --> 29:07.640 So there's a big gap from two player zero sum 29:07.640 --> 29:11.160 to two player general sum or even to three player zero sum. 29:11.160 --> 29:14.280 That's a big gap, at least in theory. 29:14.280 --> 29:18.920 Can you maybe non mathematically provide the intuition 29:18.920 --> 29:22.120 why it all falls apart with three or more players? 29:22.120 --> 29:24.400 It seems like you should still be able to have 29:24.400 --> 29:29.400 a Nash equilibrium that's instructive, that holds. 29:31.280 --> 29:36.000 Okay, so it is true that all finite games 29:36.000 --> 29:38.200 have a Nash equilibrium. 29:38.200 --> 29:41.080 So this is what John Nash actually proved. 29:41.080 --> 29:42.920 So they do have a Nash equilibrium. 29:42.920 --> 29:43.840 That's not the problem. 29:43.840 --> 29:46.600 The problem is that there can be many. 29:46.600 --> 29:50.400 And then there's a question of which equilibrium to select. 29:50.400 --> 29:52.200 So, and if you select your strategy 29:52.200 --> 29:54.640 from a different equilibrium and I select mine, 29:57.920 --> 29:59.920 then what does that mean? 29:59.920 --> 30:02.080 And in these non zero sum games, 30:02.080 --> 30:05.720 we may lose some joint benefit 30:05.720 --> 30:07.040 by being just simply stupid. 30:07.040 --> 30:08.400 We could actually both be better off 30:08.400 --> 30:09.920 if we did something else. 30:09.920 --> 30:11.760 And in three player, you get other problems 30:11.760 --> 30:13.200 also like collusion. 30:13.200 --> 30:16.560 Like maybe you and I can gang up on a third player 30:16.560 --> 30:19.800 and we can do radically better by colluding. 30:19.800 --> 30:22.200 So there are lots of issues that come up there. 30:22.200 --> 30:25.640 So Noah Brown, the student you work with on this 30:25.640 --> 30:29.360 has mentioned, I looked through the AMA on Reddit. 30:29.360 --> 30:31.280 He mentioned that the ability of poker players 30:31.280 --> 30:33.800 to collaborate will make the game. 30:33.800 --> 30:35.200 He was asked the question of, 30:35.200 --> 30:37.920 how would you make the game of poker, 30:37.920 --> 30:39.280 or both of you were asked the question, 30:39.280 --> 30:41.560 how would you make the game of poker 30:41.560 --> 30:46.560 beyond being solvable by current AI methods? 30:47.000 --> 30:50.560 And he said that there's not many ways 30:50.560 --> 30:53.120 of making poker more difficult, 30:53.120 --> 30:57.760 but a collaboration or cooperation between players 30:57.760 --> 30:59.760 would make it extremely difficult. 30:59.760 --> 31:03.320 So can you provide the intuition behind why that is, 31:03.320 --> 31:05.280 if you agree with that idea? 31:05.280 --> 31:10.200 Yeah, so I've done a lot of work on coalitional games 31:10.200 --> 31:11.680 and we actually have a paper here 31:11.680 --> 31:13.680 with my other student Gabriele Farina 31:13.680 --> 31:16.640 and some other collaborators at NIPS on that. 31:16.640 --> 31:18.520 Actually just came back from the poster session 31:18.520 --> 31:19.760 where we presented this. 31:19.760 --> 31:23.800 But so when you have a collusion, it's a different problem. 31:23.800 --> 31:26.120 And it typically gets even harder then. 31:27.520 --> 31:29.600 Even the game representations, 31:29.600 --> 31:32.320 some of the game representations don't really allow 31:33.600 --> 31:34.480 good computation. 31:34.480 --> 31:37.600 So we actually introduced a new game representation 31:37.600 --> 31:38.720 for that. 31:38.720 --> 31:42.040 Is that kind of cooperation part of the model? 31:42.040 --> 31:44.560 Are you, do you have, do you have information 31:44.560 --> 31:47.040 about the fact that other players are cooperating 31:47.040 --> 31:50.000 or is it just this chaos that where nothing is known? 31:50.000 --> 31:52.360 So there's some things unknown. 31:52.360 --> 31:55.840 Can you give an example of a collusion type game 31:55.840 --> 31:56.680 or is it usually? 31:56.680 --> 31:58.360 So like bridge. 31:58.360 --> 31:59.640 So think about bridge. 31:59.640 --> 32:02.320 It's like when you and I are on a team, 32:02.320 --> 32:04.480 our payoffs are the same. 32:04.480 --> 32:06.400 The problem is that we can't talk. 32:06.400 --> 32:09.000 So when I get my cards, I can't whisper to you 32:09.000 --> 32:10.320 what my cards are. 32:10.320 --> 32:12.480 That would not be allowed. 32:12.480 --> 32:16.080 So we have to somehow coordinate our strategies 32:16.080 --> 32:19.920 ahead of time and only ahead of time. 32:19.920 --> 32:22.760 And then there's certain signals we can talk about, 32:22.760 --> 32:25.240 but they have to be such that the other team 32:25.240 --> 32:26.840 also understands them. 32:26.840 --> 32:30.440 So that's an example where the coordination 32:30.440 --> 32:33.000 is already built into the rules of the game. 32:33.000 --> 32:35.640 But in many other situations like auctions 32:35.640 --> 32:40.640 or negotiations or diplomatic relationships, poker, 32:40.880 --> 32:44.160 it's not really built in, but it still can be very helpful 32:44.160 --> 32:45.280 for the colluders. 32:45.280 --> 32:48.240 I've read you write somewhere, 32:48.240 --> 32:52.800 the negotiations you come to the table with prior, 32:52.800 --> 32:56.080 like a strategy that you're willing to do 32:56.080 --> 32:58.320 and not willing to do those kinds of things. 32:58.320 --> 33:01.960 So how do you start to now moving away from poker, 33:01.960 --> 33:04.520 moving beyond poker into other applications 33:04.520 --> 33:07.000 like negotiations, how do you start applying this 33:07.000 --> 33:11.640 to other domains, even real world domains 33:11.640 --> 33:12.520 that you've worked on? 33:12.520 --> 33:14.440 Yeah, I actually have two startup companies 33:14.440 --> 33:15.480 doing exactly that. 33:15.480 --> 33:17.800 One is called Strategic Machine, 33:17.800 --> 33:20.000 and that's for kind of business applications, 33:20.000 --> 33:22.880 gaming, sports, all sorts of things like that. 33:22.880 --> 33:27.200 Any applications of this to business and to sports 33:27.200 --> 33:32.120 and to gaming, to various types of things 33:32.120 --> 33:34.240 in finance, electricity markets and so on. 33:34.240 --> 33:36.600 And the other is called Strategy Robot, 33:36.600 --> 33:40.640 where we are taking these to military security, 33:40.640 --> 33:43.520 cyber security and intelligence applications. 33:43.520 --> 33:46.240 I think you worked a little bit in, 33:48.000 --> 33:51.000 how do you put it, advertisement, 33:51.000 --> 33:55.360 sort of suggesting ads kind of thing, auction. 33:55.360 --> 33:57.800 That's another company, optimized markets. 33:57.800 --> 34:00.880 But that's much more about a combinatorial market 34:00.880 --> 34:02.840 and optimization based technology. 34:02.840 --> 34:06.840 That's not using these game theoretic reasoning technologies. 34:06.840 --> 34:11.600 I see, okay, so what sort of high level 34:11.600 --> 34:15.280 do you think about our ability to use 34:15.280 --> 34:18.040 game theoretic concepts to model human behavior? 34:18.040 --> 34:21.640 Do you think human behavior is amenable 34:21.640 --> 34:24.720 to this kind of modeling outside of the poker games, 34:24.720 --> 34:27.520 and where have you seen it done successfully in your work? 34:27.520 --> 34:32.520 I'm not sure the goal really is modeling humans. 34:33.640 --> 34:36.480 Like for example, if I'm playing a zero sum game, 34:36.480 --> 34:39.840 I don't really care that the opponent 34:39.840 --> 34:42.960 is actually following my model of rational behavior, 34:42.960 --> 34:46.400 because if they're not, that's even better for me. 34:46.400 --> 34:50.200 Right, so see with the opponents in games, 34:51.120 --> 34:56.120 the prerequisite is that you formalize 34:56.120 --> 34:57.800 the interaction in some way 34:57.800 --> 35:01.000 that can be amenable to analysis. 35:01.000 --> 35:04.160 And you've done this amazing work with mechanism design, 35:04.160 --> 35:08.160 designing games that have certain outcomes. 35:10.040 --> 35:12.320 But, so I'll tell you an example 35:12.320 --> 35:15.460 from my world of autonomous vehicles, right? 35:15.460 --> 35:17.040 We're studying pedestrians, 35:17.040 --> 35:20.200 and pedestrians and cars negotiate 35:20.200 --> 35:22.160 in this nonverbal communication. 35:22.160 --> 35:25.040 There's this weird game dance of tension 35:25.040 --> 35:27.280 where pedestrians are basically saying, 35:27.280 --> 35:28.800 I trust that you won't kill me, 35:28.800 --> 35:31.840 and so as a jaywalker, I will step onto the road 35:31.840 --> 35:34.720 even though I'm breaking the law, and there's this tension. 35:34.720 --> 35:36.640 And the question is, we really don't know 35:36.640 --> 35:40.720 how to model that well in trying to model intent. 35:40.720 --> 35:43.080 And so people sometimes bring up ideas 35:43.080 --> 35:44.880 of game theory and so on. 35:44.880 --> 35:49.120 Do you think that aspect of human behavior 35:49.120 --> 35:53.080 can use these kinds of imperfect information approaches, 35:53.080 --> 35:57.860 modeling, how do you start to attack a problem like that 35:57.860 --> 36:00.940 when you don't even know how to design the game 36:00.940 --> 36:04.280 to describe the situation in order to solve it? 36:04.280 --> 36:06.800 Okay, so I haven't really thought about jaywalking, 36:06.800 --> 36:10.120 but one thing that I think could be a good application 36:10.120 --> 36:13.000 in autonomous vehicles is the following. 36:13.000 --> 36:16.320 So let's say that you have fleets of autonomous cars 36:16.320 --> 36:18.340 operating by different companies. 36:18.340 --> 36:22.120 So maybe here's the Waymo fleet and here's the Uber fleet. 36:22.120 --> 36:24.320 If you think about the rules of the road, 36:24.320 --> 36:26.560 they define certain legal rules, 36:26.560 --> 36:30.080 but that still leaves a huge strategy space open. 36:30.080 --> 36:32.840 Like as a simple example, when cars merge, 36:32.840 --> 36:36.000 how humans merge, they slow down and look at each other 36:36.000 --> 36:39.240 and try to merge. 36:39.240 --> 36:40.920 Wouldn't it be better if these situations 36:40.920 --> 36:43.480 would already be prenegotiated 36:43.480 --> 36:45.200 so we can actually merge at full speed 36:45.200 --> 36:47.440 and we know that this is the situation, 36:47.440 --> 36:50.540 this is how we do it, and it's all gonna be faster. 36:50.540 --> 36:54.120 But there are way too many situations to negotiate manually. 36:54.120 --> 36:56.400 So you could use automated negotiation, 36:56.400 --> 36:57.780 this is the idea at least, 36:57.780 --> 36:59.840 you could use automated negotiation 36:59.840 --> 37:02.060 to negotiate all of these situations 37:02.060 --> 37:04.320 or many of them in advance. 37:04.320 --> 37:05.460 And of course it might be that, 37:05.460 --> 37:09.180 hey, maybe you're not gonna always let me go first. 37:09.180 --> 37:11.280 Maybe you said, okay, well, in these situations, 37:11.280 --> 37:13.560 I'll let you go first, but in exchange, 37:13.560 --> 37:14.520 you're gonna give me too much, 37:14.520 --> 37:17.260 you're gonna let me go first in this situation. 37:17.260 --> 37:20.680 So it's this huge combinatorial negotiation. 37:20.680 --> 37:24.080 And do you think there's room in that example of merging 37:24.080 --> 37:25.600 to model this whole situation 37:25.600 --> 37:27.160 as an imperfect information game 37:27.160 --> 37:30.120 or do you really want to consider it to be a perfect? 37:30.120 --> 37:32.240 No, that's a good question, yeah. 37:32.240 --> 37:33.080 That's a good question. 37:33.080 --> 37:37.080 Do you pay the price of assuming 37:37.080 --> 37:38.640 that you don't know everything? 37:39.800 --> 37:40.760 Yeah, I don't know. 37:40.760 --> 37:42.120 It's certainly much easier. 37:42.120 --> 37:45.060 Games with perfect information are much easier. 37:45.060 --> 37:49.280 So if you can't get away with it, you should. 37:49.280 --> 37:52.640 But if the real situation is of imperfect information, 37:52.640 --> 37:55.160 then you're gonna have to deal with imperfect information. 37:55.160 --> 37:58.080 Great, so what lessons have you learned 37:58.080 --> 38:00.680 the Annual Computer Poker Competition? 38:00.680 --> 38:03.440 An incredible accomplishment of AI. 38:03.440 --> 38:07.000 You look at the history of Deep Blue, AlphaGo, 38:07.000 --> 38:10.400 these kind of moments when AI stepped up 38:10.400 --> 38:13.960 in an engineering effort and a scientific effort combined 38:13.960 --> 38:16.400 to beat the best of human players. 38:16.400 --> 38:19.480 So what do you take away from this whole experience? 38:19.480 --> 38:22.440 What have you learned about designing AI systems 38:22.440 --> 38:23.960 that play these kinds of games? 38:23.960 --> 38:28.280 And what does that mean for AI in general, 38:28.280 --> 38:30.760 for the future of AI development? 38:30.760 --> 38:32.800 Yeah, so that's a good question. 38:32.800 --> 38:34.560 So there's so much to say about it. 38:35.440 --> 38:39.120 I do like this type of performance oriented research. 38:39.120 --> 38:42.000 Although in my group, we go all the way from like idea 38:42.000 --> 38:44.880 to theory, to experiments, to big system building, 38:44.880 --> 38:47.960 to commercialization, so we span that spectrum. 38:47.960 --> 38:51.080 But I think that in a lot of situations in AI, 38:51.080 --> 38:53.440 you really have to build the big systems 38:53.440 --> 38:55.640 and evaluate them at scale 38:55.640 --> 38:57.520 before you know what works and doesn't. 38:57.520 --> 39:00.080 And we've seen that in the computational 39:00.080 --> 39:02.880 game theory community, that there are a lot of techniques 39:02.880 --> 39:04.280 that look good in the small, 39:05.200 --> 39:07.120 but then they cease to look good in the large. 39:07.120 --> 39:10.160 And we've also seen that there are a lot of techniques 39:10.160 --> 39:13.280 that look superior in theory. 39:13.280 --> 39:16.200 And I really mean in terms of convergence rates, 39:16.200 --> 39:18.440 like first order methods, better convergence rates, 39:18.440 --> 39:20.880 like the CFR based algorithms, 39:20.880 --> 39:24.880 yet the CFR based algorithms are the fastest in practice. 39:24.880 --> 39:28.240 So it really tells me that you have to test this in reality. 39:28.240 --> 39:30.880 The theory isn't tight enough, if you will, 39:30.880 --> 39:34.360 to tell you which algorithms are better than the others. 39:34.360 --> 39:38.600 And you have to look at these things in the large, 39:38.600 --> 39:41.480 because any sort of projections you do from the small 39:41.480 --> 39:43.800 can at least in this domain be very misleading. 39:43.800 --> 39:46.240 So that's kind of from a kind of a science 39:46.240 --> 39:49.120 and engineering perspective, from a personal perspective, 39:49.120 --> 39:51.280 it's been just a wild experience 39:51.280 --> 39:54.160 in that with the first poker competition, 39:54.160 --> 39:57.200 the first brains versus AI, 39:57.200 --> 39:59.840 man machine poker competition that we organized. 39:59.840 --> 40:01.760 There had been, by the way, for other poker games, 40:01.760 --> 40:03.240 there had been previous competitions, 40:03.240 --> 40:06.360 but this was for Heads Up No Limit, this was the first. 40:06.360 --> 40:09.560 And I probably became the most hated person 40:09.560 --> 40:10.880 in the world of poker. 40:10.880 --> 40:12.880 And I didn't mean to, I just saw. 40:12.880 --> 40:13.720 Why is that? 40:13.720 --> 40:15.840 For cracking the game, for something. 40:15.840 --> 40:20.000 Yeah, a lot of people felt that it was a real threat 40:20.000 --> 40:22.760 to the whole game, the whole existence of the game. 40:22.760 --> 40:26.080 If AI becomes better than humans, 40:26.080 --> 40:28.520 people would be scared to play poker 40:28.520 --> 40:30.680 because there are these superhuman AIs running around 40:30.680 --> 40:32.760 taking their money and all of that. 40:32.760 --> 40:36.200 So I just, it's just really aggressive. 40:36.200 --> 40:37.880 The comments were super aggressive. 40:37.880 --> 40:40.920 I got everything just short of death threats. 40:40.920 --> 40:44.000 Do you think the same was true for chess? 40:44.000 --> 40:45.760 Because right now they just completed 40:45.760 --> 40:47.720 the world championships in chess, 40:47.720 --> 40:49.560 and humans just started ignoring the fact 40:49.560 --> 40:52.920 that there's AI systems now that outperform humans 40:52.920 --> 40:55.520 and they still enjoy the game, it's still a beautiful game. 40:55.520 --> 40:56.360 That's what I think. 40:56.360 --> 40:58.800 And I think the same thing happens in poker. 40:58.800 --> 41:01.040 And so I didn't think of myself 41:01.040 --> 41:02.360 as somebody who was gonna kill the game, 41:02.360 --> 41:03.800 and I don't think I did. 41:03.800 --> 41:05.600 I've really learned to love this game. 41:05.600 --> 41:06.960 I wasn't a poker player before, 41:06.960 --> 41:10.520 but learned so many nuances about it from these AIs, 41:10.520 --> 41:12.480 and they've really changed how the game is played, 41:12.480 --> 41:13.320 by the way. 41:13.320 --> 41:16.240 So they have these very Martian ways of playing poker, 41:16.240 --> 41:18.400 and the top humans are now incorporating 41:18.400 --> 41:21.400 those types of strategies into their own play. 41:21.400 --> 41:26.400 So if anything, to me, our work has made poker 41:26.560 --> 41:29.800 a richer, more interesting game for humans to play, 41:29.800 --> 41:32.160 not something that is gonna steer humans 41:32.160 --> 41:34.200 away from it entirely. 41:34.200 --> 41:35.960 Just a quick comment on something you said, 41:35.960 --> 41:39.400 which is, if I may say so, 41:39.400 --> 41:42.400 in academia is a little bit rare sometimes. 41:42.400 --> 41:45.520 It's pretty brave to put your ideas to the test 41:45.520 --> 41:47.200 in the way you described, 41:47.200 --> 41:49.360 saying that sometimes good ideas don't work 41:49.360 --> 41:52.760 when you actually try to apply them at scale. 41:52.760 --> 41:54.200 So where does that come from? 41:54.200 --> 41:58.880 I mean, if you could do advice for people, 41:58.880 --> 42:00.760 what drives you in that sense? 42:00.760 --> 42:02.360 Were you always this way? 42:02.360 --> 42:04.080 I mean, it takes a brave person. 42:04.080 --> 42:06.760 I guess is what I'm saying, to test their ideas 42:06.760 --> 42:08.640 and to see if this thing actually works 42:08.640 --> 42:11.680 against human top human players and so on. 42:11.680 --> 42:12.960 Yeah, I don't know about brave, 42:12.960 --> 42:15.000 but it takes a lot of work. 42:15.000 --> 42:17.320 It takes a lot of work and a lot of time 42:18.400 --> 42:20.360 to organize, to make something big 42:20.360 --> 42:22.920 and to organize an event and stuff like that. 42:22.920 --> 42:24.760 And what drives you in that effort? 42:24.760 --> 42:26.880 Because you could still, I would argue, 42:26.880 --> 42:30.280 get a best paper award at NIPS as you did in 17 42:30.280 --> 42:31.440 without doing this. 42:31.440 --> 42:32.960 That's right, yes. 42:32.960 --> 42:37.640 And so in general, I believe it's very important 42:37.640 --> 42:41.480 to do things in the real world and at scale. 42:41.480 --> 42:46.160 And that's really where the pudding, if you will, 42:46.160 --> 42:48.400 proof is in the pudding, that's where it is. 42:48.400 --> 42:50.080 In this particular case, 42:50.080 --> 42:55.080 it was kind of a competition between different groups 42:55.160 --> 42:59.080 and for many years as to who can be the first one 42:59.080 --> 43:02.040 to beat the top humans at Heads Up No Limit, Texas Holdem. 43:02.040 --> 43:07.040 So it became kind of like a competition who can get there. 43:09.560 --> 43:11.800 Yeah, so a little friendly competition 43:11.800 --> 43:14.040 could do wonders for progress. 43:14.040 --> 43:15.040 Yes, absolutely. 43:16.400 --> 43:19.040 So the topic of mechanism design, 43:19.040 --> 43:22.280 which is really interesting, also kind of new to me, 43:22.280 --> 43:25.680 except as an observer of, I don't know, politics and any, 43:25.680 --> 43:27.600 I'm an observer of mechanisms, 43:27.600 --> 43:31.440 but you write in your paper an automated mechanism design 43:31.440 --> 43:34.000 that I quickly read. 43:34.000 --> 43:37.880 So mechanism design is designing the rules of the game 43:37.880 --> 43:40.200 so you get a certain desirable outcome. 43:40.200 --> 43:44.920 And you have this work on doing so in an automatic fashion 43:44.920 --> 43:46.720 as opposed to fine tuning it. 43:46.720 --> 43:50.680 So what have you learned from those efforts? 43:50.680 --> 43:52.280 If you look, say, I don't know, 43:52.280 --> 43:56.200 at complexes like our political system, 43:56.200 --> 43:58.560 can we design our political system 43:58.560 --> 44:01.800 to have, in an automated fashion, 44:01.800 --> 44:03.360 to have outcomes that we want? 44:03.360 --> 44:08.360 Can we design something like traffic lights to be smart 44:09.000 --> 44:11.800 where it gets outcomes that we want? 44:11.800 --> 44:14.840 So what are the lessons that you draw from that work? 44:14.840 --> 44:17.240 Yeah, so I still very much believe 44:17.240 --> 44:19.400 in the automated mechanism design direction. 44:19.400 --> 44:20.840 Yes. 44:20.840 --> 44:23.000 But it's not a panacea. 44:23.000 --> 44:26.520 There are impossibility results in mechanism design 44:26.520 --> 44:30.240 saying that there is no mechanism that accomplishes 44:30.240 --> 44:33.920 objective X in class C. 44:33.920 --> 44:36.120 So it's not going to, 44:36.120 --> 44:39.000 there's no way using any mechanism design tools, 44:39.000 --> 44:41.000 manual or automated, 44:41.000 --> 44:42.800 to do certain things in mechanism design. 44:42.800 --> 44:43.800 Can you describe that again? 44:43.800 --> 44:47.480 So meaning it's impossible to achieve that? 44:47.480 --> 44:48.320 Yeah, yeah. 44:48.320 --> 44:50.440 And it's unlikely. 44:50.440 --> 44:51.280 Impossible. 44:51.280 --> 44:52.120 Impossible. 44:52.120 --> 44:55.240 So these are not statements about human ingenuity 44:55.240 --> 44:57.120 who might come up with something smart. 44:57.120 --> 44:59.880 These are proofs that if you want to accomplish 44:59.880 --> 45:02.480 properties X in class C, 45:02.480 --> 45:04.880 that is not doable with any mechanism. 45:04.880 --> 45:07.080 The good thing about automated mechanism design 45:07.080 --> 45:10.840 is that we're not really designing for a class. 45:10.840 --> 45:14.160 We're designing for specific settings at a time. 45:14.160 --> 45:16.720 So even if there's an impossibility result 45:16.720 --> 45:18.240 for the whole class, 45:18.240 --> 45:21.360 it just doesn't mean that all of the cases 45:21.360 --> 45:22.560 in the class are impossible. 45:22.560 --> 45:25.080 It just means that some of the cases are impossible. 45:25.080 --> 45:28.240 So we can actually carve these islands of possibility 45:28.240 --> 45:30.920 within these known impossible classes. 45:30.920 --> 45:31.960 And we've actually done that. 45:31.960 --> 45:35.160 So one of the famous results in mechanism design 45:35.160 --> 45:37.360 is the Meyerson Satethweight theorem 45:37.360 --> 45:41.000 by Roger Meyerson and Mark Satethweight from 1983. 45:41.000 --> 45:43.480 It's an impossibility of efficient trade 45:43.480 --> 45:45.200 under imperfect information. 45:45.200 --> 45:48.560 We show that you can, in many settings, 45:48.560 --> 45:51.480 avoid that and get efficient trade anyway. 45:51.480 --> 45:54.160 Depending on how they design the game, okay. 45:54.160 --> 45:55.880 Depending how you design the game. 45:55.880 --> 46:00.240 And of course, it doesn't in any way 46:00.240 --> 46:01.800 contradict the impossibility result. 46:01.800 --> 46:03.920 The impossibility result is still there, 46:03.920 --> 46:08.000 but it just finds spots within this impossible class 46:08.920 --> 46:12.440 where in those spots, you don't have the impossibility. 46:12.440 --> 46:14.760 Sorry if I'm going a bit philosophical, 46:14.760 --> 46:17.480 but what lessons do you draw towards, 46:17.480 --> 46:20.160 like I mentioned, politics or human interaction 46:20.160 --> 46:24.880 and designing mechanisms for outside of just 46:24.880 --> 46:26.960 these kinds of trading or auctioning 46:26.960 --> 46:31.960 or purely formal games or human interaction, 46:33.480 --> 46:34.920 like a political system? 46:34.920 --> 46:39.160 How, do you think it's applicable to, yeah, politics 46:39.160 --> 46:44.160 or to business, to negotiations, these kinds of things, 46:46.280 --> 46:49.040 designing rules that have certain outcomes? 46:49.040 --> 46:51.360 Yeah, yeah, I do think so. 46:51.360 --> 46:54.200 Have you seen that successfully done? 46:54.200 --> 46:56.440 They haven't really, oh, you mean mechanism design 46:56.440 --> 46:57.280 or automated mechanism design? 46:57.280 --> 46:59.000 Automated mechanism design. 46:59.000 --> 47:01.520 So mechanism design itself 47:01.520 --> 47:06.440 has had fairly limited success so far. 47:06.440 --> 47:07.600 There are certain cases, 47:07.600 --> 47:10.200 but most of the real world situations 47:10.200 --> 47:14.680 are actually not sound from a mechanism design perspective, 47:14.680 --> 47:16.920 even in those cases where they've been designed 47:16.920 --> 47:20.000 by very knowledgeable mechanism design people, 47:20.000 --> 47:22.760 the people are typically just taking some insights 47:22.760 --> 47:25.040 from the theory and applying those insights 47:25.040 --> 47:26.280 into the real world, 47:26.280 --> 47:29.280 rather than applying the mechanisms directly. 47:29.280 --> 47:33.520 So one famous example of is the FCC spectrum auctions. 47:33.520 --> 47:36.880 So I've also had a small role in that 47:36.880 --> 47:40.600 and very good economists have been working, 47:40.600 --> 47:42.560 excellent economists have been working on that 47:42.560 --> 47:44.040 with no game theory, 47:44.040 --> 47:47.440 yet the rules that are designed in practice there, 47:47.440 --> 47:49.840 they're such that bidding truthfully 47:49.840 --> 47:51.800 is not the best strategy. 47:51.800 --> 47:52.960 Usually mechanism design, 47:52.960 --> 47:56.160 we try to make things easy for the participants. 47:56.160 --> 47:58.560 So telling the truth is the best strategy, 47:58.560 --> 48:01.480 but even in those very high stakes auctions 48:01.480 --> 48:03.080 where you have tens of billions of dollars 48:03.080 --> 48:05.200 worth of spectrum being auctioned, 48:06.360 --> 48:08.280 truth telling is not the best strategy. 48:08.280 --> 48:10.040 And by the way, 48:10.040 --> 48:12.920 nobody knows even a single optimal bidding strategy 48:12.920 --> 48:14.120 for those auctions. 48:14.120 --> 48:15.960 What's the challenge of coming up with an optimal, 48:15.960 --> 48:18.160 because there's a lot of players and there's imperfect. 48:18.160 --> 48:20.040 It's not so much that a lot of players, 48:20.040 --> 48:22.320 but many items for sale, 48:22.320 --> 48:26.000 and these mechanisms are such that even with just two items 48:26.000 --> 48:28.400 or one item, bidding truthfully 48:28.400 --> 48:30.400 wouldn't be the best strategy. 48:31.400 --> 48:34.560 If you look at the history of AI, 48:34.560 --> 48:37.160 it's marked by seminal events. 48:37.160 --> 48:40.160 AlphaGo beating a world champion human Go player, 48:40.160 --> 48:43.680 I would put Liberatus winning the Heads Up No Limit Holdem 48:43.680 --> 48:45.000 as one of such event. 48:45.000 --> 48:46.040 Thank you. 48:46.040 --> 48:51.040 And what do you think is the next such event, 48:52.560 --> 48:56.640 whether it's in your life or in the broadly AI community 48:56.640 --> 48:59.040 that you think might be out there 48:59.040 --> 49:01.640 that would surprise the world? 49:01.640 --> 49:02.800 So that's a great question, 49:02.800 --> 49:04.520 and I don't really know the answer. 49:04.520 --> 49:06.160 In terms of game solving, 49:07.360 --> 49:08.920 Heads Up No Limit Texas Holdem 49:08.920 --> 49:13.920 really was the one remaining widely agreed upon benchmark. 49:14.400 --> 49:15.880 So that was the big milestone. 49:15.880 --> 49:17.800 Now, are there other things? 49:17.800 --> 49:18.920 Yeah, certainly there are, 49:18.920 --> 49:21.080 but there's not one that the community 49:21.080 --> 49:22.920 has kind of focused on. 49:22.920 --> 49:25.240 So what could be other things? 49:25.240 --> 49:27.640 There are groups working on StarCraft. 49:27.640 --> 49:29.840 There are groups working on Dota 2. 49:29.840 --> 49:31.560 These are video games. 49:31.560 --> 49:36.240 Or you could have like Diplomacy or Hanabi, 49:36.240 --> 49:37.080 things like that. 49:37.080 --> 49:38.640 These are like recreational games, 49:38.640 --> 49:42.040 but none of them are really acknowledged 49:42.040 --> 49:45.840 as kind of the main next challenge problem, 49:45.840 --> 49:50.000 like chess or Go or Heads Up No Limit Texas Holdem was. 49:50.000 --> 49:52.360 So I don't really know in the game solving space 49:52.360 --> 49:55.400 what is or what will be the next benchmark. 49:55.400 --> 49:57.840 I kind of hope that there will be a next benchmark 49:57.840 --> 49:59.560 because really the different groups 49:59.560 --> 50:01.120 working on the same problem 50:01.120 --> 50:05.120 really drove these application independent techniques 50:05.120 --> 50:07.480 forward very quickly over 10 years. 50:07.480 --> 50:09.120 Do you think there's an open problem 50:09.120 --> 50:11.480 that excites you that you start moving away 50:11.480 --> 50:15.000 from games into real world games, 50:15.000 --> 50:17.200 like say the stock market trading? 50:17.200 --> 50:19.320 Yeah, so that's kind of how I am. 50:19.320 --> 50:23.120 So I am probably not going to work 50:23.120 --> 50:27.640 as hard on these recreational benchmarks. 50:27.640 --> 50:30.200 I'm doing two startups on game solving technology, 50:30.200 --> 50:32.320 Strategic Machine and Strategy Robot, 50:32.320 --> 50:34.160 and we're really interested 50:34.160 --> 50:36.560 in pushing this stuff into practice. 50:36.560 --> 50:40.080 What do you think would be really 50:43.160 --> 50:45.920 a powerful result that would be surprising 50:45.920 --> 50:49.960 that would be, if you can say, 50:49.960 --> 50:53.280 I mean, five years, 10 years from now, 50:53.280 --> 50:56.480 something that statistically you would say 50:56.480 --> 50:57.920 is not very likely, 50:57.920 --> 51:01.480 but if there's a breakthrough, would achieve? 51:01.480 --> 51:03.800 Yeah, so I think that overall, 51:03.800 --> 51:08.800 we're in a very different situation in game theory 51:09.000 --> 51:11.760 than we are in, let's say, machine learning. 51:11.760 --> 51:14.360 So in machine learning, it's a fairly mature technology 51:14.360 --> 51:16.480 and it's very broadly applied 51:16.480 --> 51:19.680 and proven success in the real world. 51:19.680 --> 51:22.840 In game solving, there are almost no applications yet. 51:24.320 --> 51:26.680 We have just become superhuman, 51:26.680 --> 51:29.600 which machine learning you could argue happened in the 90s, 51:29.600 --> 51:30.640 if not earlier, 51:30.640 --> 51:32.960 and at least on supervised learning, 51:32.960 --> 51:35.400 certain complex supervised learning applications. 51:36.960 --> 51:39.000 Now, I think the next challenge problem, 51:39.000 --> 51:40.560 I know you're not asking about it this way, 51:40.560 --> 51:42.640 you're asking about the technology breakthrough, 51:42.640 --> 51:44.240 but I think that big, big breakthrough 51:44.240 --> 51:46.120 is to be able to show that, hey, 51:46.120 --> 51:48.280 maybe most of, let's say, military planning 51:48.280 --> 51:50.080 or most of business strategy 51:50.080 --> 51:52.200 will actually be done strategically 51:52.200 --> 51:54.120 using computational game theory. 51:54.120 --> 51:55.800 That's what I would like to see 51:55.800 --> 51:57.640 as the next five or 10 year goal. 51:57.640 --> 51:59.520 Maybe you can explain to me again, 51:59.520 --> 52:01.920 forgive me if this is an obvious question, 52:01.920 --> 52:04.000 but machine learning methods, 52:04.000 --> 52:07.840 neural networks suffer from not being transparent, 52:07.840 --> 52:09.280 not being explainable. 52:09.280 --> 52:12.400 Game theoretic methods, Nash equilibria, 52:12.400 --> 52:15.280 do they generally, when you see the different solutions, 52:15.280 --> 52:19.640 are they, when you talk about military operations, 52:19.640 --> 52:21.800 are they, once you see the strategies, 52:21.800 --> 52:23.880 do they make sense, are they explainable, 52:23.880 --> 52:25.840 or do they suffer from the same problems 52:25.840 --> 52:27.120 as neural networks do? 52:27.120 --> 52:28.720 So that's a good question. 52:28.720 --> 52:31.240 I would say a little bit yes and no. 52:31.240 --> 52:34.560 And what I mean by that is that 52:34.560 --> 52:36.160 these game theoretic strategies, 52:36.160 --> 52:38.520 let's say, Nash equilibrium, 52:38.520 --> 52:40.320 it has provable properties. 52:40.320 --> 52:42.360 So it's unlike, let's say, deep learning 52:42.360 --> 52:44.440 where you kind of cross your fingers, 52:44.440 --> 52:45.680 hopefully it'll work. 52:45.680 --> 52:47.880 And then after the fact, when you have the weights, 52:47.880 --> 52:48.920 you're still crossing your fingers, 52:48.920 --> 52:50.160 and I hope it will work. 52:51.160 --> 52:55.400 Here, you know that the solution quality is there. 52:55.400 --> 52:58.040 There's provable solution quality guarantees. 52:58.040 --> 53:00.920 Now, that doesn't necessarily mean 53:00.920 --> 53:03.480 that the strategies are human understandable. 53:03.480 --> 53:04.720 That's a whole other problem. 53:04.720 --> 53:08.680 So I think that deep learning and computational game theory 53:08.680 --> 53:10.720 are in the same boat in that sense, 53:10.720 --> 53:12.680 that both are difficult to understand. 53:13.760 --> 53:15.680 But at least the game theoretic techniques, 53:15.680 --> 53:19.840 they have these guarantees of solution quality. 53:19.840 --> 53:22.880 So do you see business operations, strategic operations, 53:22.880 --> 53:26.040 or even military in the future being 53:26.040 --> 53:28.320 at least the strong candidates 53:28.320 --> 53:32.760 being proposed by automated systems? 53:32.760 --> 53:34.000 Do you see that? 53:34.000 --> 53:35.040 Yeah, I do, I do. 53:35.040 --> 53:39.640 But that's more of a belief than a substantiated fact. 53:39.640 --> 53:42.320 Depending on where you land in optimism or pessimism, 53:42.320 --> 53:45.720 that's a really, to me, that's an exciting future, 53:45.720 --> 53:48.760 especially if there's provable things 53:48.760 --> 53:50.560 in terms of optimality. 53:50.560 --> 53:54.040 So looking into the future, 53:54.040 --> 53:58.760 there's a few folks worried about the, 53:58.760 --> 54:01.200 especially you look at the game of poker, 54:01.200 --> 54:03.360 which is probably one of the last benchmarks 54:03.360 --> 54:05.480 in terms of games being solved. 54:05.480 --> 54:07.520 They worry about the future 54:07.520 --> 54:10.520 and the existential threats of artificial intelligence. 54:10.520 --> 54:13.840 So the negative impact in whatever form on society. 54:13.840 --> 54:17.440 Is that something that concerns you as much, 54:17.440 --> 54:21.600 or are you more optimistic about the positive impacts of AI? 54:21.600 --> 54:24.720 Oh, I am much more optimistic about the positive impacts. 54:24.720 --> 54:27.560 So just in my own work, what we've done so far, 54:27.560 --> 54:29.920 we run the nationwide kidney exchange. 54:29.920 --> 54:32.960 Hundreds of people are walking around alive today, 54:32.960 --> 54:34.080 who would it be? 54:34.080 --> 54:36.120 And it's increased employment. 54:36.120 --> 54:39.920 You have a lot of people now running kidney exchanges 54:39.920 --> 54:42.200 and at the transplant centers, 54:42.200 --> 54:45.560 interacting with the kidney exchange. 54:45.560 --> 54:49.440 You have extra surgeons, nurses, anesthesiologists, 54:49.440 --> 54:51.400 hospitals, all of that. 54:51.400 --> 54:53.560 So employment is increasing from that 54:53.560 --> 54:55.320 and the world is becoming a better place. 54:55.320 --> 54:59.040 Another example is combinatorial sourcing auctions. 54:59.040 --> 55:04.040 We did 800 large scale combinatorial sourcing auctions 55:04.040 --> 55:08.240 from 2001 to 2010 in a previous startup of mine 55:08.240 --> 55:09.400 called CombineNet. 55:09.400 --> 55:13.080 And we increased the supply chain efficiency 55:13.080 --> 55:18.080 on that $60 billion of spend by 12.6%. 55:18.080 --> 55:21.440 So that's over $6 billion of efficiency improvement 55:21.440 --> 55:22.240 in the world. 55:22.240 --> 55:23.760 And this is not like shifting value 55:23.760 --> 55:25.240 from somebody to somebody else, 55:25.240 --> 55:28.200 just efficiency improvement, like in trucking, 55:28.200 --> 55:31.120 less empty driving, so there's less waste, 55:31.120 --> 55:33.440 less carbon footprint and so on. 55:33.440 --> 55:36.720 So a huge positive impact in the near term, 55:36.720 --> 55:40.680 but sort of to stay in it for a little longer, 55:40.680 --> 55:43.080 because I think game theory has a role to play here. 55:43.080 --> 55:45.320 Oh, let me actually come back on that as one thing. 55:45.320 --> 55:49.400 I think AI is also going to make the world much safer. 55:49.400 --> 55:53.760 So that's another aspect that often gets overlooked. 55:53.760 --> 55:54.920 Well, let me ask this question. 55:54.920 --> 55:56.960 Maybe you can speak to the safer. 55:56.960 --> 55:59.960 So I talked to Max Tegmark and Stuart Russell, 55:59.960 --> 56:02.680 who are very concerned about existential threats of AI. 56:02.680 --> 56:06.240 And often the concern is about value misalignment. 56:06.240 --> 56:10.240 So AI systems basically working, 56:11.880 --> 56:14.680 operating towards goals that are not the same 56:14.680 --> 56:17.920 as human civilization, human beings. 56:17.920 --> 56:21.160 So it seems like game theory has a role to play there 56:24.200 --> 56:27.880 to make sure the values are aligned with human beings. 56:27.880 --> 56:29.960 I don't know if that's how you think about it. 56:29.960 --> 56:34.960 If not, how do you think AI might help with this problem? 56:35.280 --> 56:39.240 How do you think AI might make the world safer? 56:39.240 --> 56:43.000 Yeah, I think this value misalignment 56:43.000 --> 56:46.480 is a fairly theoretical worry. 56:46.480 --> 56:49.960 And I haven't really seen it in, 56:49.960 --> 56:51.840 because I do a lot of real applications. 56:51.840 --> 56:53.920 I don't see it anywhere. 56:53.920 --> 56:55.240 The closest I've seen it 56:55.240 --> 56:57.920 was the following type of mental exercise really, 56:57.920 --> 57:00.720 where I had this argument in the late eighties 57:00.720 --> 57:01.560 when we were building 57:01.560 --> 57:03.560 these transportation optimization systems. 57:03.560 --> 57:05.360 And somebody had heard that it's a good idea 57:05.360 --> 57:08.160 to have high utilization of assets. 57:08.160 --> 57:11.400 So they told me, hey, why don't you put that as objective? 57:11.400 --> 57:14.720 And we didn't even put it as an objective 57:14.720 --> 57:16.480 because I just showed him that, 57:16.480 --> 57:18.480 if you had that as your objective, 57:18.480 --> 57:20.320 the solution would be to load your trucks full 57:20.320 --> 57:21.840 and drive in circles. 57:21.840 --> 57:23.000 Nothing would ever get delivered. 57:23.000 --> 57:25.120 You'd have a hundred percent utilization. 57:25.120 --> 57:27.240 So yeah, I know this phenomenon. 57:27.240 --> 57:29.680 I've known this for over 30 years, 57:29.680 --> 57:33.360 but I've never seen it actually be a problem in reality. 57:33.360 --> 57:35.240 And yes, if you have the wrong objective, 57:35.240 --> 57:37.800 the AI will optimize that to the hilt 57:37.800 --> 57:39.800 and it's gonna hurt more than some human 57:39.800 --> 57:43.800 who's kind of trying to solve it in a half baked way 57:43.800 --> 57:45.480 with some human insight too. 57:45.480 --> 57:49.160 But I just haven't seen that materialize in practice. 57:49.160 --> 57:52.720 There's this gap that you've actually put your finger on 57:52.720 --> 57:57.080 very clearly just now between theory and reality. 57:57.080 --> 57:59.680 That's very difficult to put into words, I think. 57:59.680 --> 58:02.240 It's what you can theoretically imagine, 58:03.240 --> 58:08.000 the worst possible case or even, yeah, I mean bad cases. 58:08.000 --> 58:10.520 And what usually happens in reality. 58:10.520 --> 58:11.960 So for example, to me, 58:11.960 --> 58:15.720 maybe it's something you can comment on having grown up 58:15.720 --> 58:17.680 and I grew up in the Soviet Union. 58:19.120 --> 58:22.120 There's currently 10,000 nuclear weapons in the world. 58:22.120 --> 58:24.200 And for many decades, 58:24.200 --> 58:28.360 it's theoretically surprising to me 58:28.360 --> 58:30.880 that the nuclear war is not broken out. 58:30.880 --> 58:33.760 Do you think about this aspect 58:33.760 --> 58:36.080 from a game theoretic perspective in general, 58:36.080 --> 58:38.440 why is that true? 58:38.440 --> 58:40.720 Why in theory you could see 58:40.720 --> 58:42.600 how things would go terribly wrong 58:42.600 --> 58:44.280 and somehow yet they have not? 58:44.280 --> 58:45.600 Yeah, how do you think about it? 58:45.600 --> 58:47.240 So I do think about that a lot. 58:47.240 --> 58:50.320 I think the biggest two threats that we're facing as mankind, 58:50.320 --> 58:53.320 one is climate change and the other is nuclear war. 58:53.320 --> 58:57.200 So those are my main two worries that I worry about. 58:57.200 --> 58:59.920 And I've tried to do something about climate, 58:59.920 --> 59:01.320 thought about trying to do something 59:01.320 --> 59:02.880 for climate change twice. 59:02.880 --> 59:05.040 Actually, for two of my startups, 59:05.040 --> 59:06.760 I've actually commissioned studies 59:06.760 --> 59:09.480 of what we could do on those things. 59:09.480 --> 59:11.040 And we didn't really find a sweet spot, 59:11.040 --> 59:12.680 but I'm still keeping an eye out on that. 59:12.680 --> 59:15.160 If there's something where we could actually 59:15.160 --> 59:17.800 provide a market solution or optimizations solution 59:17.800 --> 59:20.960 or some other technology solution to problems. 59:20.960 --> 59:23.360 Right now, like for example, 59:23.360 --> 59:26.760 pollution critic markets was what we were looking at then. 59:26.760 --> 59:30.040 And it was much more the lack of political will 59:30.040 --> 59:32.840 by those markets were not so successful 59:32.840 --> 59:34.640 rather than bad market design. 59:34.640 --> 59:37.080 So I could go in and make a better market design, 59:37.080 --> 59:38.600 but that wouldn't really move the needle 59:38.600 --> 59:41.160 on the world very much if there's no political will. 59:41.160 --> 59:43.600 And in the US, the market, 59:43.600 --> 59:47.520 at least the Chicago market was just shut down and so on. 59:47.520 --> 59:48.760 So then it doesn't really help 59:48.760 --> 59:51.040 how great your market design was. 59:51.040 --> 59:53.560 And then the nuclear side, it's more, 59:53.560 --> 59:57.560 so global warming is a more encroaching problem. 1:00:00.840 --> 1:00:03.280 Nuclear weapons have been here. 1:00:03.280 --> 1:00:05.720 It's an obvious problem that's just been sitting there. 1:00:05.720 --> 1:00:07.480 So how do you think about, 1:00:07.480 --> 1:00:09.240 what is the mechanism design there 1:00:09.240 --> 1:00:12.280 that just made everything seem stable? 1:00:12.280 --> 1:00:14.800 And are you still extremely worried? 1:00:14.800 --> 1:00:16.640 I am still extremely worried. 1:00:16.640 --> 1:00:20.040 So you probably know the simple game theory of mad. 1:00:20.040 --> 1:00:23.760 So this was a mutually assured destruction 1:00:23.760 --> 1:00:27.360 and it doesn't require any computation with small matrices. 1:00:27.360 --> 1:00:28.600 You can actually convince yourself 1:00:28.600 --> 1:00:31.480 that the game is such that nobody wants to initiate. 1:00:31.480 --> 1:00:34.600 Yeah, that's a very coarse grained analysis. 1:00:34.600 --> 1:00:36.880 And it really works in a situational way. 1:00:36.880 --> 1:00:40.400 You have two superpowers or small number of superpowers. 1:00:40.400 --> 1:00:41.960 Now things are very different. 1:00:41.960 --> 1:00:43.080 You have a smaller nuke. 1:00:43.080 --> 1:00:47.240 So the threshold of initiating is smaller 1:00:47.240 --> 1:00:51.520 and you have smaller countries and non nation actors 1:00:51.520 --> 1:00:53.760 who may get a nuke and so on. 1:00:53.760 --> 1:00:58.320 So I think it's riskier now than it was maybe ever before. 1:00:58.320 --> 1:01:03.320 And what idea, application of AI, 1:01:03.640 --> 1:01:04.640 you've talked about a little bit, 1:01:04.640 --> 1:01:07.560 but what is the most exciting to you right now? 1:01:07.560 --> 1:01:10.160 I mean, you're here at NIPS, NeurIPS. 1:01:10.160 --> 1:01:14.920 Now you have a few excellent pieces of work, 1:01:14.920 --> 1:01:16.680 but what are you thinking into the future 1:01:16.680 --> 1:01:17.840 with several companies you're doing? 1:01:17.840 --> 1:01:21.120 What's the most exciting thing or one of the exciting things? 1:01:21.120 --> 1:01:23.160 The number one thing for me right now 1:01:23.160 --> 1:01:26.360 is coming up with these scalable techniques 1:01:26.360 --> 1:01:30.440 for game solving and applying them into the real world. 1:01:30.440 --> 1:01:33.160 I'm still very interested in market design as well. 1:01:33.160 --> 1:01:35.400 And we're doing that in the optimized markets, 1:01:35.400 --> 1:01:37.560 but I'm most interested if number one right now 1:01:37.560 --> 1:01:40.000 is strategic machine strategy robot, 1:01:40.000 --> 1:01:41.440 getting that technology out there 1:01:41.440 --> 1:01:45.560 and seeing as you were in the trenches doing applications, 1:01:45.560 --> 1:01:47.120 what needs to be actually filled, 1:01:47.120 --> 1:01:49.800 what technology gaps still need to be filled. 1:01:49.800 --> 1:01:52.040 So it's so hard to just put your feet on the table 1:01:52.040 --> 1:01:53.800 and imagine what needs to be done. 1:01:53.800 --> 1:01:56.280 But when you're actually doing real applications, 1:01:56.280 --> 1:01:59.120 the applications tell you what needs to be done. 1:01:59.120 --> 1:02:00.840 And I really enjoy that interaction. 1:02:00.840 --> 1:02:04.480 Is it a challenging process to apply 1:02:04.480 --> 1:02:07.760 some of the state of the art techniques you're working on 1:02:07.760 --> 1:02:12.760 and having the various players in industry 1:02:14.080 --> 1:02:17.720 or the military or people who could really benefit from it 1:02:17.720 --> 1:02:19.040 actually use it? 1:02:19.040 --> 1:02:21.400 What's that process like of, 1:02:21.400 --> 1:02:23.680 autonomous vehicles work with automotive companies 1:02:23.680 --> 1:02:28.200 and they're in many ways are a little bit old fashioned. 1:02:28.200 --> 1:02:29.240 It's difficult. 1:02:29.240 --> 1:02:31.840 They really want to use this technology. 1:02:31.840 --> 1:02:34.640 There's clearly will have a significant benefit, 1:02:34.640 --> 1:02:37.480 but the systems aren't quite in place 1:02:37.480 --> 1:02:41.080 to easily have them integrated in terms of data, 1:02:41.080 --> 1:02:43.760 in terms of compute, in terms of all these kinds of things. 1:02:43.760 --> 1:02:48.680 So is that one of the bigger challenges that you're facing 1:02:48.680 --> 1:02:50.000 and how do you tackle that challenge? 1:02:50.000 --> 1:02:52.360 Yeah, I think that's always a challenge. 1:02:52.360 --> 1:02:54.520 That's kind of slowness and inertia really 1:02:55.560 --> 1:02:57.920 of let's do things the way we've always done it. 1:02:57.920 --> 1:03:00.120 You just have to find the internal champions 1:03:00.120 --> 1:03:02.120 at the customer who understand that, 1:03:02.120 --> 1:03:04.680 hey, things can't be the same way in the future. 1:03:04.680 --> 1:03:06.960 Otherwise bad things are going to happen. 1:03:06.960 --> 1:03:08.600 And it's in autonomous vehicles. 1:03:08.600 --> 1:03:09.680 It's actually very interesting 1:03:09.680 --> 1:03:11.120 that the car makers are doing that 1:03:11.120 --> 1:03:12.440 and they're very traditional, 1:03:12.440 --> 1:03:14.360 but at the same time you have tech companies 1:03:14.360 --> 1:03:17.120 who have nothing to do with cars or transportation 1:03:17.120 --> 1:03:21.880 like Google and Baidu really pushing on autonomous cars. 1:03:21.880 --> 1:03:23.240 I find that fascinating. 1:03:23.240 --> 1:03:25.160 Clearly you're super excited 1:03:25.160 --> 1:03:29.320 about actually these ideas having an impact in the world. 1:03:29.320 --> 1:03:32.680 In terms of the technology, in terms of ideas and research, 1:03:32.680 --> 1:03:36.600 are there directions that you're also excited about? 1:03:36.600 --> 1:03:40.840 Whether that's on some of the approaches you talked about 1:03:40.840 --> 1:03:42.760 for the imperfect information games, 1:03:42.760 --> 1:03:44.000 whether it's applying deep learning 1:03:44.000 --> 1:03:45.120 to some of these problems, 1:03:45.120 --> 1:03:46.520 is there something that you're excited 1:03:46.520 --> 1:03:48.840 in the research side of things? 1:03:48.840 --> 1:03:51.120 Yeah, yeah, lots of different things 1:03:51.120 --> 1:03:53.240 in the game solving. 1:03:53.240 --> 1:03:56.400 So solving even bigger games, 1:03:56.400 --> 1:03:59.760 games where you have more hidden action 1:03:59.760 --> 1:04:02.040 of the player actions as well. 1:04:02.040 --> 1:04:05.880 Poker is a game where really the chance actions are hidden 1:04:05.880 --> 1:04:07.080 or some of them are hidden, 1:04:07.080 --> 1:04:08.720 but the player actions are public. 1:04:11.440 --> 1:04:14.000 Multiplayer games of various sorts, 1:04:14.000 --> 1:04:18.080 collusion, opponent exploitation, 1:04:18.080 --> 1:04:21.280 all and even longer games. 1:04:21.280 --> 1:04:23.160 So games that basically go forever, 1:04:23.160 --> 1:04:24.680 but they're not repeated. 1:04:24.680 --> 1:04:27.880 So see extensive fun games that go forever. 1:04:27.880 --> 1:04:30.080 What would that even look like? 1:04:30.080 --> 1:04:31.040 How do you represent that? 1:04:31.040 --> 1:04:32.040 How do you solve that? 1:04:32.040 --> 1:04:33.440 What's an example of a game like that? 1:04:33.440 --> 1:04:35.600 Or is this some of the stochastic games 1:04:35.600 --> 1:04:36.440 that you mentioned? 1:04:36.440 --> 1:04:37.320 Let's say business strategy. 1:04:37.320 --> 1:04:40.840 So it's not just modeling like a particular interaction, 1:04:40.840 --> 1:04:44.440 but thinking about the business from here to eternity. 1:04:44.440 --> 1:04:49.040 Or let's say military strategy. 1:04:49.040 --> 1:04:51.000 So it's not like war is gonna go away. 1:04:51.000 --> 1:04:54.280 How do you think about military strategy 1:04:54.280 --> 1:04:55.520 that's gonna go forever? 1:04:56.680 --> 1:04:58.080 How do you even model that? 1:04:58.080 --> 1:05:01.000 How do you know whether a move was good 1:05:01.000 --> 1:05:05.200 that somebody made and so on? 1:05:05.200 --> 1:05:06.960 So that's kind of one direction. 1:05:06.960 --> 1:05:09.800 I'm also very interested in learning 1:05:09.800 --> 1:05:13.440 much more scalable techniques for integer programming. 1:05:13.440 --> 1:05:16.560 So we had an ICML paper this summer on that. 1:05:16.560 --> 1:05:20.280 The first automated algorithm configuration paper 1:05:20.280 --> 1:05:23.560 that has theoretical generalization guarantees. 1:05:23.560 --> 1:05:26.200 So if I see this many training examples 1:05:26.200 --> 1:05:28.560 and I told my algorithm in this way, 1:05:28.560 --> 1:05:30.560 it's going to have good performance 1:05:30.560 --> 1:05:33.200 on the real distribution, which I've not seen. 1:05:33.200 --> 1:05:34.840 So, which is kind of interesting 1:05:34.840 --> 1:05:37.680 that algorithm configuration has been going on now 1:05:37.680 --> 1:05:41.200 for at least 17 years seriously. 1:05:41.200 --> 1:05:45.000 And there has not been any generalization theory before. 1:05:45.960 --> 1:05:47.200 Well, this is really exciting 1:05:47.200 --> 1:05:49.840 and it's a huge honor to talk to you. 1:05:49.840 --> 1:05:51.160 Thank you so much, Tomas. 1:05:51.160 --> 1:05:52.880 Thank you for bringing Labradus to the world 1:05:52.880 --> 1:05:54.160 and all the great work you're doing. 1:05:54.160 --> 1:05:55.000 Well, thank you very much. 1:05:55.000 --> 1:05:55.840 It's been fun. 1:05:55.840 --> 1:06:16.840 No more questions.