Long-Term Planning and Situational Awareness in Openai Five
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Artificial Intelligence in Health Care: the Hope, the Hype, the Promise, the Peril
Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril Michael Matheny, Sonoo Thadaney Israni, Mahnoor Ahmed, and Danielle Whicher, Editors WASHINGTON, DC NAM.EDU PREPUBLICATION COPY - Uncorrected Proofs NATIONAL ACADEMY OF MEDICINE • 500 Fifth Street, NW • WASHINGTON, DC 20001 NOTICE: This publication has undergone peer review according to procedures established by the National Academy of Medicine (NAM). Publication by the NAM worthy of public attention, but does not constitute endorsement of conclusions and recommendationssignifies that it is the by productthe NAM. of The a carefully views presented considered in processthis publication and is a contributionare those of individual contributors and do not represent formal consensus positions of the authors’ organizations; the NAM; or the National Academies of Sciences, Engineering, and Medicine. Library of Congress Cataloging-in-Publication Data to Come Copyright 2019 by the National Academy of Sciences. All rights reserved. Printed in the United States of America. Suggested citation: Matheny, M., S. Thadaney Israni, M. Ahmed, and D. Whicher, Editors. 2019. Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril. NAM Special Publication. Washington, DC: National Academy of Medicine. PREPUBLICATION COPY - Uncorrected Proofs “Knowing is not enough; we must apply. Willing is not enough; we must do.” --GOETHE PREPUBLICATION COPY - Uncorrected Proofs ABOUT THE NATIONAL ACADEMY OF MEDICINE The National Academy of Medicine is one of three Academies constituting the Nation- al Academies of Sciences, Engineering, and Medicine (the National Academies). The Na- tional Academies provide independent, objective analysis and advice to the nation and conduct other activities to solve complex problems and inform public policy decisions. -
Artificial Intelligence: with Great Power Comes Great Responsibility
ARTIFICIAL INTELLIGENCE: WITH GREAT POWER COMES GREAT RESPONSIBILITY JOINT HEARING BEFORE THE SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY & SUBCOMMITTEE ON ENERGY COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HOUSE OF REPRESENTATIVES ONE HUNDRED FIFTEENTH CONGRESS SECOND SESSION JUNE 26, 2018 Serial No. 115–67 Printed for the use of the Committee on Science, Space, and Technology ( Available via the World Wide Web: http://science.house.gov U.S. GOVERNMENT PUBLISHING OFFICE 30–877PDF WASHINGTON : 2018 COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HON. LAMAR S. SMITH, Texas, Chair FRANK D. LUCAS, Oklahoma EDDIE BERNICE JOHNSON, Texas DANA ROHRABACHER, California ZOE LOFGREN, California MO BROOKS, Alabama DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois SUZANNE BONAMICI, Oregon BILL POSEY, Florida AMI BERA, California THOMAS MASSIE, Kentucky ELIZABETH H. ESTY, Connecticut RANDY K. WEBER, Texas MARC A. VEASEY, Texas STEPHEN KNIGHT, California DONALD S. BEYER, JR., Virginia BRIAN BABIN, Texas JACKY ROSEN, Nevada BARBARA COMSTOCK, Virginia CONOR LAMB, Pennsylvania BARRY LOUDERMILK, Georgia JERRY MCNERNEY, California RALPH LEE ABRAHAM, Louisiana ED PERLMUTTER, Colorado GARY PALMER, Alabama PAUL TONKO, New York DANIEL WEBSTER, Florida BILL FOSTER, Illinois ANDY BIGGS, Arizona MARK TAKANO, California ROGER W. MARSHALL, Kansas COLLEEN HANABUSA, Hawaii NEAL P. DUNN, Florida CHARLIE CRIST, Florida CLAY HIGGINS, Louisiana RALPH NORMAN, South Carolina DEBBIE LESKO, Arizona SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY HON. BARBARA COMSTOCK, Virginia, Chair FRANK D. LUCAS, Oklahoma DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois ELIZABETH H. ESTY, Connecticut STEPHEN KNIGHT, California JACKY ROSEN, Nevada BARRY LOUDERMILK, Georgia SUZANNE BONAMICI, Oregon DANIEL WEBSTER, Florida AMI BERA, California ROGER W. MARSHALL, Kansas DONALD S. BEYER, JR., Virginia DEBBIE LESKO, Arizona EDDIE BERNICE JOHNSON, Texas LAMAR S. -
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning Richard Kelly and David Churchill Department of Computer Science Memorial University of Newfoundland St. John’s, NL, Canada [email protected], [email protected] Abstract an enormous financial investment in hardware for training, using over 80000 CPU cores to run simultaneous instances Real-time Strategy (RTS) games provide a challenging en- of StarCraft II, 1200 Tensor Processor Units (TPUs) to train vironment for AI research, due to their large state and ac- the networks, as well as a large amount of infrastructure and tion spaces, hidden information, and real-time gameplay. Star- Craft II has become a new test-bed for deep reinforcement electricity to drive this large-scale computation. While Al- learning systems using the StarCraft II Learning Environment phaStar is estimated to be the strongest existing RTS AI agent (SC2LE). Recently the full game of StarCraft II has been ap- and was capable of beating many players at the Grandmas- proached with a complex multi-agent reinforcement learning ter rank on the StarCraft II ladder, it does not yet play at the (RL) system, however this is currently only possible with ex- level of the world’s best human players (e.g. in a tournament tremely large financial investments out of the reach of most setting). The creation of AlphaStar demonstrated that using researchers. In this paper we show progress on using varia- deep learning to tackle RTS AI is a powerful solution, how- tions of easier to use RL techniques, modified to accommo- ever applying it to the entire game as a whole is not an eco- date actions with multiple components used in the SC2LE. -
Towards Incremental Agent Enhancement for Evolving Games
Evaluating Reinforcement Learning Algorithms For Evolving Military Games James Chao*, Jonathan Sato*, Crisrael Lucero, Doug S. Lange Naval Information Warfare Center Pacific *Equal Contribution ffi[email protected] Abstract games in 2013 (Mnih et al. 2013), Google DeepMind devel- oped AlphaGo (Silver et al. 2016) that defeated world cham- In this paper, we evaluate reinforcement learning algorithms pion Lee Sedol in the game of Go using supervised learning for military board games. Currently, machine learning ap- and reinforcement learning. One year later, AlphaGo Zero proaches to most games assume certain aspects of the game (Silver et al. 2017b) was able to defeat AlphaGo with no remain static. This methodology results in a lack of algorithm robustness and a drastic drop in performance upon chang- human knowledge and pure reinforcement learning. Soon ing in-game mechanics. To this end, we will evaluate general after, AlphaZero (Silver et al. 2017a) generalized AlphaGo game playing (Diego Perez-Liebana 2018) AI algorithms on Zero to be able to play more games including Chess, Shogi, evolving military games. and Go, creating a more generalized AI to apply to differ- ent problems. In 2018, OpenAI Five used five Long Short- term Memory (Hochreiter and Schmidhuber 1997) neural Introduction networks and a Proximal Policy Optimization (Schulman et al. 2017) method to defeat a professional DotA team, each AlphaZero (Silver et al. 2017a) described an approach that LSTM acting as a player in a team to collaborate and achieve trained an AI agent through self-play to achieve super- a common goal. AlphaStar used a transformer (Vaswani et human performance. -
DEEP LEARNING TECHNOLOGIES for AI Considérations
DEEP LEARNING TECHNOLOGIES FOR AI Marc Duranton CEA Tech (Leti and List) Considérations énergétiques de l’IA et perspectives Marc Duranton CEA Fellow 22 Septembre 2020 Séminaire INS2I- Systèmes et architectures intégrées matériel-logiciel pour l’intelligence artificielle KEY ELEMENTS OF ARTIFICIAL INTELLIGENCE “…as soon as it works, no one calls it AI anymore.” “AI is whatever hasn't been done yet” John McCarthy, AI D. Hofstadter (1980) who coined the term “Artificial Intelligence” in 1956 Traditional AI, Analysis of Optimization of energy symbolic, “big data” in datacenters algorithms Data rules… analytics “Classical” approaches ML-based AI: Our focus today: to reduce energy consumption Bayesian, … - Considerations on state of the art systems Deep (learninG + inference) Learning* - Edge computing ( inference, federated learning, * Reinforcement Learning, One-shot Learning, Generative Adversarial Networks, etc… neuromorphic) From Greg. S. Corrado, Google brain team co-founder: – “Traditional AI systems are programmed to be clever – Modern ML-based AI systems learn to be clever. | 2 CONTEXT AND HISTORY: STATE-OF-THE-ART SYSTEMS 2012: DEEP NEURAL NETWORKS RISE AGAIN They give the state-of-the-art performance e.g. in image classification • ImageNet classification (Hinton’s team, hired by Google) • 14,197,122 images, 1,000 different classes • Top-5 17% error rate (huge improvement) in 2012 (now ~ 3.5%) “Supervision” network Year: 2012 650,000 neurons 60,000,000 parameters 630,000,000 synapses • Facebook’s ‘DeepFace’ Program (labs headed by Y. LeCun) • 4.4 millionThe images, 2018 Turing4,030 identities Award recipients are Google VP Geoffrey Hinton, • 97.35% accuracy,Facebook's vs.Yann 97.53% LeCun humanand performanceYoshua Bengio, Scientific Director of AI research center Mila. -
Alphastar: an Evolutionary Computation Perspective GECCO ’19 Companion, July 13–17, 2019, Prague, Czech Republic
AlphaStar: An Evolutionary Computation Perspective Kai Arulkumaran Antoine Cully Julian Togelius Imperial College London Imperial College London New York University London, United Kingdom London, United Kingdom New York City, NY, United States [email protected] [email protected] [email protected] ABSTRACT beat a grandmaster at StarCraft (SC), a real-time strategy game. In January 2019, DeepMind revealed AlphaStar to the world—the Both the original game, and its sequel SC II, have several prop- first artificial intelligence (AI) system to beat a professional player erties that make it considerably more challenging than even Go: at the game of StarCraft II—representing a milestone in the progress real-time play, partial observability, no single dominant strategy, of AI. AlphaStar draws on many areas of AI research, including complex rules that make it hard to build a fast forward model, and deep learning, reinforcement learning, game theory, and evolution- a particularly large and varied action space. ary computation (EC). In this paper we analyze AlphaStar primar- DeepMind recently took a considerable step towards this grand ily through the lens of EC, presenting a new look at the system and challenge with AlphaStar, a neural-network-based AI system that relating it to many concepts in the field. We highlight some of its was able to beat a professional SC II player in December 2018 [20]. most interesting aspects—the use of Lamarckian evolution, com- This system, like its predecessor AlphaGo, was initially trained us- petitive co-evolution, and quality diversity. In doing so, we hope ing imitation learning to mimic human play, and then improved to provide a bridge between the wider EC community and one of through a combination of reinforcement learning (RL) and self- the most significant AI systems developed in recent times. -
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Vol. 10, No. 1 (2019) http://www.eludamos.org Alive: A Case Study of the Design of an AI Conversation Simulator Eric Walsh Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 161–181 Alive: A Case Study of the Design of an AI Conversation Simulator ERIC WALSH On December 19, 2018, DeepMind’s AlphaStar became the first artificial intelligence (AI) to defeat a top-level StarCraft II professional player (AlphaStar Team 2019). StarCraft II (Blizzard Entertainment 2010) is a real-time strategy game where players must balance developing their base and building up an economy with producing units and using those units to attack their opponent. Like chess, matches typically take place between two players and last until one player has been defeated. AlphaStar was trained to play StarCraft II using a combination of supervised learning (i. e., humans providing replays of past games for it to study) and reinforcement learning (i. e., the AI playing games against other versions of itself to hone its skills) (Dickson 2019). The StarCraft series has long been of interest to AI developers looking to test their AI’s mettle; in 2017, Blizzard Entertainment partnered with DeepMind to release a set of tools designed to “accelerate AI research in the real-time strategy game” (Vinyals, Gaffney, and Ewalds 2017, n.p.). Games like StarCraft II are often useful for AI development due to the challenges inherent in the complexity of their decision- making process. In this case, such challenges included the need to interpret imperfect information and the need to make numerous decisions simultaneously in real time (AlphaStar Team 2019). -
V-MPO: On-Policy Maximum a Posteriori Policy Optimization For
Preprint V-MPO: ON-POLICY MAXIMUM A POSTERIORI POLICY OPTIMIZATION FOR DISCRETE AND CONTINUOUS CONTROL H. Francis Song,∗ Abbas Abdolmaleki,∗ Jost Tobias Springenberg, Aidan Clark, Hubert Soyer, Jack W. Rae, Seb Noury, Arun Ahuja, Siqi Liu, Dhruva Tirumala, Nicolas Heess, Dan Belov, Martin Riedmiller, Matthew M. Botvinick DeepMind, London, UK fsongf,aabdolmaleki,springenberg,aidanclark, soyer,jwrae,snoury,arahuja,liusiqi,dhruvat, heess,danbelov,riedmiller,[email protected] ABSTRACT Some of the most successful applications of deep reinforcement learning to chal- lenging domains in discrete and continuous control have used policy gradient methods in the on-policy setting. However, policy gradients can suffer from large variance that may limit performance, and in practice require carefully tuned entropy regularization to prevent policy collapse. As an alternative to policy gradient algo- rithms, we introduce V-MPO, an on-policy adaptation of Maximum a Posteriori Policy Optimization (MPO) that performs policy iteration based on a learned state- value function. We show that V-MPO surpasses previously reported scores for both the Atari-57 and DMLab-30 benchmark suites in the multi-task setting, and does so reliably without importance weighting, entropy regularization, or population-based tuning of hyperparameters. On individual DMLab and Atari levels, the proposed algorithm can achieve scores that are substantially higher than has previously been reported. V-MPO is also applicable to problems with high-dimensional, continuous action spaces, which we demonstrate in the context of learning to control simulated humanoids with 22 degrees of freedom from full state observations and 56 degrees of freedom from pixel observations, as well as example OpenAI Gym tasks where V-MPO achieves substantially higher asymptotic scores than previously reported. -
Koneoppimisen Hyödyntäminen Pelikehityksessä 0 Liitesivua
Antti Leinonen KONEOPPIMISEN HYÖDYNTÄMINEN PELIKEHITYKSESSÄ Opinnäytetyö Tietojenkäsittely 2020 Tekijä/Tekijät Tutkinto Aika Antti Leinonen Tradenomi (AMK) Toukokuu 2020 Opinnäytetyön nimi 29 sivua Koneoppimisen hyödyntäminen pelikehityksessä 0 liitesivua Toimeksiantaja - Ohjaaja Jukka Selin Tiivistelmä Koneoppiminen on viimevuosina noussut yhdeksi kysytyimmistä osa-alueista tietotekniikan parissa. Opinnäytetyössäni käsittelen mahdollisuuksia pelikehityksen tiimoilta. Työn tavoite oli selvittää, onko Unityn Machine Learning Agents -paketilla järkevää rakentaa strategiapai- niotteisen RPG-pelin tekoäly. Työn teoriaosuudessa kerron pelikehityksen perusteista sekä sen parissa tarvittavia käsit- teitä ja konsepteja. Käsittelen tarkemmin AI:n osuutta peleissä, mitä järjestelmiä se vaatii vuorovaikutukseen pelimaailman kanssa sekä millaisia menetelmiä ja konsepteja sen luo- misessa normaalisti käytetään. Käytännönosuudessa selostan vaiheita, jotka koneoppimisen ympäristön asentaminen, sekä sen implementointi Unityllä luotuun peliin vaati. Testien yhteydessä pohdin, mitä hyö- tyjä ja haittoja koneoppimisesta on kyseistä peliä varten sekä minkä tyyppisiin peleihin ko- neoppiminen voisi parhaiten soveltua. Työn tuloksena on toimiva koneoppimisympäristö, jossa python ympäristössä ajettava Machine Learning Agents voi vuorovaikuttaa aiemmin Unitylla luomamme pelin kanssa. Ympäristön avulla koulutusta voisi jatkaa pelikehityksen edetessä. Testailun perusteella kävi kuitenkin ilmi, että muutaman tapaustamme varten kriittisen rajoituksen sekä teknisen -
Serpentine Starcraft II Agent - Danger Noodle
Serpentine StarCraft II Agent - Danger Noodle Team Serpentine, M.R.M. Beurskens, W.J.G.M. van den Bemd June 2019 1 Abstract In June of 2019 team Serpentine submitted a StarCraft II minigame agent to the FruitPunch AI Competition, which was the debut competition of our team. In this competition we designed and implemented a machine learning based agent that was able to play a variation on a StarCraft II game. We managed to end in first place using a reinforcement learning setup with a neural network, implementing Q-learning and an epsilon greedy training policy. We managed to create coherent behaviour that allowed us to win. However scripted tactics still appeared superior and the approach did not generalize well against stationary opponents. A more structured implementation approach, modular enough to test different parts of the algorithm automatically and to debug much more efficiently, is required to solve problems like this in the future. Going forward we believe that separating concerns during implementation for these kinds of algorithms is essential in order for them to be usable. 2 Introduction In June of 2019 team Serpentine submitted a StarCraft II minigame agent to the FruitPunch AI Competition, which was the debut competition of our team. In this competition we designed and implemented a machine learning based agent that was able to play a variation on a StarCraft II game [14]. StarCraft II is a real time strategy game where economy management and unit control play a central role. This challenge focused on the unit management side and abstracted away the economic problem. -
AI in Focus - Fundamental Artificial Intelligence and Video Games
AI in Focus - Fundamental Artificial Intelligence and Video Games April 5, 2019 By Isi Caulder and Lawrence Yu Patent filings for fundamental artificial intelligence (AI) technologies continue to rise. Led by a number of high profile technology companies, including IBM, Google, Amazon, Microsoft, Samsung, and AT&T, patent applications directed to fundamental AI technologies, such as machine learning, neural networks, natural language processing, speech processing, expert systems, robotic and machine vision, are being filed and issued in ever-increasing numbers.[1] In turn, these fundamental AI technologies are being applied to address problems in industries such as healthcare, manufacturing, and transportation. A somewhat unexpected source of fundamental AI technology development has been occurring in the field of video games. Traditional board games have long been a subject of study for AI research. In the 1990’s, IBM created an AI for playing chess, Deep Blue, which was able to defeat top-caliber human players using brute force algorithms.[2] More recently, machine learning algorithms have been developed for more complex board games, which include a larger breadth of possible moves. For example, DeepMind (since acquired by Google), recently developed the first AI capable of defeating professional Go players, AlphaGo.[3] Video games have recently garnered the interest of researchers, due to their closer similarity to the “messiness” and “continuousness” of the real world. In contrast to board games, video games typically include a greater -
Machine Learning for Speech Recognition by Alice Coucke, Head of Machine Learning Research
Machine Learning for Speech Recognition by Alice Coucke, Head of Machine Learning Research @alicecoucke [email protected] Outline: 1. Recent advances in machine learning 2. From physics to machine learning IA en général Speech & NLP Startup 3. Working at Snips (now Sonos) Snips A lot of applications in the real world, quite a difference from theoretical work Un des rares domaines scientifiques où la théorie et la pratique sont très emmêlées Recent Advances in Applied Machine Learning A lot of applications in the real world, quite a difference from theoretical work Reinforcement learning Learning goal-oriented behavior within simulated environments Go Starcraft II Dota 2 AlphaGo (Deepmind, 2016) AlphaStar (Deepmind) OpenAI Five (OpenAI) Play-driven learning for robots Sim-to-real dexterity learning (Google Brain) Project BLUE (UC Berkeley) Machine Learning for Life Sciences Deep learning applied to biology and medicine Protein folding & structure Cardiac arrhythmia prediction Eye disease diagnosis prediction (NHS, UCL, Deepmind) from ECGs AlphaFold (Deepmind) (Stanford) Reconstruct speech from neural activity Limb control restoration (UCSF) (Batelle, Ohio State Univ) Computer vision High-level understanding of digital images or videos GANs for image generation (Heriot Watt Univ, DeepMind) « Common sense » understanding of actions in videos (TwentyBn, DeepMind, MIT, IBM…) GANs for artificial video dubbing GAN for full body synthesis (Synthesia) (DataGrid) From physics to machine learning and back A surge of interest from the physics community