DeepMind
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DeepMind has made it a mission to show that not only can an AI truly become proficient at a game, it can do so without even being told the rules. Its newest AI agent, called MuZero, accomplishes this not just with visually simple games with complex strategies, like Go, Chess and Shogi, but with visually complex Atari games.
The success of DeepMind’s earlier AIs was at least partly due to a very efficient navigation of the immense decision trees that represent the possible actions in a game. In Go or Chess these trees are governed by very specific rules, like where pieces can move, what happens when this piece does that, and so on.
The AI that beat world champions at Go, AlphaGo, knew these rules and kept them in mind (or perhaps in RAM) while studying games between and against human players, forming a set of best practices and strategies. The sequel, AlphaGo Zero, did this without human data, playing only against itself. AlphaZero did the same with Go, Chess and Shogi in 2018, creating a single AI model that could play all these games proficiently.
But in all these cases the AI was presented with a set of immutable, known rules for the games, creating a framework around which it could build its strategies. Think about it: If you’re told a pawn can become a queen, you plan for it from the beginning, but if you have to find out, you may develop entirely different strategies.
This helpful diagram shows what different models have achieved with different starting knowledge. Image: DeepMind
As the company explains in a blog post about their new research, if AIs are told the rules ahead of time, “this makes it difficult to apply them to messy real world problems which are typically complex and hard to distill into simple rules.”
The company’s latest advance, then, is MuZero, which plays not only the aforementioned games but a variety of Atari games, and it does so without being provided with a rulebook at all. The final model learned to play all of these games not just from experimenting on its own (no human data) but without being told even the most basic rules.
Instead of using the rules to find the best-case scenario (because it can’t), MuZero learns to take into account every aspect of the game environment, observing for itself whether it’s important or not. Over millions of games it learns not just the rules, but the general value of a position, general policies for getting ahead and a way of evaluating its own actions in hindsight.
This latter ability helps it learn from its own mistakes, rewinding and redoing games to try different approaches that further hone the position and policy values.
You may remember Agent57, another DeepMind creation that excelled at a set of 57 Atari games. MuZero takes the best of that AI and combines it with the best of AlphaZero. MuZero differs from the former in that it does not model the entire game environment, but focuses on the parts that affect its decision-making, and from the latter in that it bases its model of the rules purely on its own experimentation and firsthand knowledge.
Understanding the game world lets MuZero effectively plan its actions even when the game world is, like many Atari games, partly randomized and visually complex. That pushes it closer to an AI that can safely and intelligently interact with the real world, learning to understand the world around it without the need to be told every detail (though it’s likely that a few, like “don’t crush humans,” will be etched in stone). As one of the researchers told the BBC, the team is already experimenting with seeing how MuZero could improve video compression — obviously a very different problem than Ms. Pac-Man.
The details of MuZero were published today in the journal Nature.
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Brexit has taken over discourse in the UK and beyond. In the UK alone, it is mentioned over 500 million times a day, in 92 million conversations — and for good reason. While the UK has yet to leave the EU, the impact of Brexit has already rippled through industries all over the world. The UK’s technology sector is no exception. While innovation endures in the midst of Brexit, data reveals that innovative companies are losing the ability to attract people from all over the world and are suffering from a substantial talent leak.
It is no secret that the UK was already experiencing a talent shortage, even without the added pressure created by today’s political landscape. Technology is developing rapidly and demand for tech workers continues to outpace supply, creating a fiercely competitive hiring landscape.
The shortage of available tech talent has already created a deficit that could cost the UK £141 billion in GDP growth by 2028, stifling innovation. Now, with Brexit threatening the UK’s cosmopolitan tech landscape — and the economy at large — we may soon see international tech talent moving elsewhere; in fact, 60% of London businesses think they’ll lose access to tech talent once the UK leaves the EU.
So, how can UK-based companies proactively attract and retain top tech talent to prevent a Brexit brain drain? UK businesses must ensure that their hiring funnels are a top priority and focus on understanding what matters most to tech talent beyond salary, so that they don’t lose out to US tech hubs.
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Artificial intelligence applied to information security can engender images of a benevolent Skynet, sagely analyzing more data than imaginable and making decisions at lightspeed, saving organizations from devastating attacks. In such a world, humans are barely needed to run security programs, their jobs largely automated out of existence, relegating them to a role as the button-pusher on particularly critical changes proposed by the otherwise omnipotent AI.
Such a vision is still in the realm of science fiction. AI in information security is more like an eager, callow puppy attempting to learn new tricks – minus the disappointment written on their faces when they consistently fail. No one’s job is in danger of being replaced by security AI; if anything, a larger staff is required to ensure security AI stays firmly leashed.
Arguably, AI’s highest use case currently is to add futuristic sheen to traditional security tools, rebranding timeworn approaches as trailblazing sorcery that will revolutionize enterprise cybersecurity as we know it. The current hype cycle for AI appears to be the roaring, ferocious crest at the end of a decade that began with bubbly excitement around the promise of “big data” in information security.
But what lies beneath the marketing gloss and quixotic lust for an AI revolution in security? How did AL ascend to supplant the lustrous zest around machine learning (“ML”) that dominated headlines in recent years? Where is there true potential to enrich information security strategy for the better – and where is it simply an entrancing distraction from more useful goals? And, naturally, how will attackers plot to circumvent security AI to continue their nefarious schemes?
The year AI debuted as the “It Girl” in information security was 2017. The year prior, MIT completed their study showing “human-in-the-loop” AI out-performed AI and humans individually in attack detection. Likewise, DARPA conducted the Cyber Grand Challenge, a battle testing AI systems’ offensive and defensive capabilities. Until this point, security AI was imprisoned in the contrived halls of academia and government. Yet, the history of two vendors exhibits how enthusiasm surrounding security AI was driven more by growth marketing than user needs.
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Losing to the computer in StarCraft has been a tradition of mine since the first game came out in 1998. Of course, the built-in “AI” is trivial for serious players to beat, and for years researchers have attempted to replicate human strategy and skill in the latest version of the game. They’ve just made a huge leap with AlphaStar, which recently beat two leading pros 5-0.
The new system was created by DeepMind, and in many ways it’s very unlike what you might call a “traditional” StarCraft AI. The computer opponents you can select in the game are really pretty dumb — they have basic built-in strategies, know in general how to attack and defend, and how to progress down the tech tree. But they lack everything that makes a human player strong: adaptability, improvisation, and imagination.
AlphaStar is different. It learned from watching humans play at first, but soon honed its skills by playing against facets of itself.
The first iterations watched replays of games to learn the basics of “micro” (i.e. controlling units effectively) and “macro” (i.e. game economy and long-term goals) strategy. With this knowledge it was able to beat the in-game computer opponents on their hardest setting 95 percent of the time. But as any pro will tell you, that’s child’s play. So the real work started here.
Because StarCraft is such a complex game, it would be silly to think that there’s an single optimal strategy that works in all situations. So once the machine learning agent was essentially split into hundreds of versions of itself, each given a slightly different task or strategy. One might attempt to achieve air superiority at all costs; another to focus on teching up; another to try various “cheese” attempts like worker rushes and the like. Some were even given strong agents as targets, caring about nothing else but beating an already successful strategy.
This family of agents fought and fought for hundreds of years of in-game time (undertaken in parallel, of course). Over time the various agents learned (and of course reported back) various stratagems, from simple things such as how to scatter units under an area-of-effect attack to complex multi-pronged offenses. Putting them all together produced the highly robust AlphaStar agent, with some 200 years of gameplay under its belt.
Most StarCraft II pros are well under 200, so that’s a bit of an unfair advantage. There’s also the fact that AlphaStar, in its original incarnation anyway, has two other major benefits.
First, it gets its information directly from the game engine, rather than having to observe the game screen — so it knows instantly that a unit is down to 20 HP without having to click on it. Second, it can (though it doesn’t always) perform far more “actions per minute” than a human, because it isn’t limited by fleshy hands and banks of buttons. APM is just one measure among many that determines the outcome of a match, but it can’t hurt to be able to command a guy twenty times in a second rather than two or three.
It’s worth noting here that AIs for micro control have existed for years, having demonstrated their prowess in the original StarCraft. It’s incredibly useful to be able to perfectly cycle out units in a firefight so none takes lethal damage, or to perfectly time movements so no attacker is idle, but the truth is good strategy beats good tactics pretty much every time. A good player can counter the perfect micro of an AI and take that valuable tool out of play.
AlphaStar was matched up against two pro players, MaNa and TLO of the highly competitive Team Liquid. It beat them both handily, and the pros seemed excited rather than depressed by the machine learning system’s skill. Here’s game 2 against MaNa:
In comments after the game series, MaNa said:
I was impressed to see AlphaStar pull off advanced moves and different strategies across almost every game, using a very human style of gameplay I wouldn’t have expected. I’ve realised how much my gameplay relies on forcing mistakes and being able to exploit human reactions, so this has put the game in a whole new light for me. We’re all excited to see what comes next.
And TLO, who actually is a Zerg main but gamely played Protoss for the experiment:
I was surprised by how strong the agent was. AlphaStar takes well-known strategies and turns them on their head. The agent demonstrated strategies I hadn’t thought of before, which means there may still be new ways of playing the game that we haven’t fully explored yet.
You can get the replays of the matches here.
AlphaStar is inarguably a strong player, but there are some important caveats here. First, when they handicapped the agent by making it play like a human, in that it had to move the camera around, could only click on visible units, had a human-like delay on perception, and so on, it was far less strong and in fact was beaten by MaNa. But that version, which perhaps may become the benchmark rather than its untethered cousin, is still under development, so for that and other reasons it was never going to be as strong.
AlphaStar only plays Protoss, and the most successful versions of itself used very micro-heavy units.
Most importantly, though, AlphaStar is still an extreme specialist. It only plays Protoss versus Protoss — probably has no idea what a zerg looks like — with a single opponent, on a single map. As anyone who has played the game can tell you, the map and the races produce all kinds of variations which massively complicate gameplay and strategy. In essence, AlphaStar is playing only a tiny fraction of the game — though admittedly many players also specialize like this.
That said, the groundwork of designing a self-training agent is the hard part — the actual training is a matter of time and computing power. If it’s 1v1v1 on Bloodbath maybe it’s stalker/zealot time, while if it’s 2v2 on a big map with lots of elevation, out come the air units. (Is it obvious I’m not up on my SC2 strats?)
The project continues and AlphaStar will grow stronger, naturally, but the team at DeepMind thinks that some of the basics of the system, for instance how it efficiently visualizes the rest of the game as a result of every move it makes, could be applied in many other areas where AIs must repeatedly make decisions that affect a complex and long-term series of outcomes.
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