Real World Games Look Like Spinning Tops
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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. -
Evolutionary Game Theory: ESS, Convergence Stability, and NIS
Evolutionary Ecology Research, 2009, 11: 489–515 Evolutionary game theory: ESS, convergence stability, and NIS Joseph Apaloo1, Joel S. Brown2 and Thomas L. Vincent3 1Department of Mathematics, Statistics and Computer Science, St. Francis Xavier University, Antigonish, Nova Scotia, Canada, 2Department of Biological Sciences, University of Illinois, Chicago, Illinois, USA and 3Department of Aerospace and Mechanical Engineering, University of Arizona, Tucson, Arizona, USA ABSTRACT Question: How are the three main stability concepts from evolutionary game theory – evolutionarily stable strategy (ESS), convergence stability, and neighbourhood invader strategy (NIS) – related to each other? Do they form a basis for the many other definitions proposed in the literature? Mathematical methods: Ecological and evolutionary dynamics of population sizes and heritable strategies respectively, and adaptive and NIS landscapes. Results: Only six of the eight combinations of ESS, convergence stability, and NIS are possible. An ESS that is NIS must also be convergence stable; and a non-ESS, non-NIS cannot be convergence stable. A simple example shows how a single model can easily generate solutions with all six combinations of stability properties and explains in part the proliferation of jargon, terminology, and apparent complexity that has appeared in the literature. A tabulation of most of the evolutionary stability acronyms, definitions, and terminologies is provided for comparison. Key conclusions: The tabulated list of definitions related to evolutionary stability are variants or combinations of the three main stability concepts. Keywords: adaptive landscape, convergence stability, Darwinian dynamics, evolutionary game stabilities, evolutionarily stable strategy, neighbourhood invader strategy, strategy dynamics. INTRODUCTION Evolutionary game theory has and continues to make great strides. -
Econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Banerjee, Abhijit; Weibull, Jörgen W. Working Paper Evolution and Rationality: Some Recent Game- Theoretic Results IUI Working Paper, No. 345 Provided in Cooperation with: Research Institute of Industrial Economics (IFN), Stockholm Suggested Citation: Banerjee, Abhijit; Weibull, Jörgen W. (1992) : Evolution and Rationality: Some Recent Game-Theoretic Results, IUI Working Paper, No. 345, The Research Institute of Industrial Economics (IUI), Stockholm This Version is available at: http://hdl.handle.net/10419/95198 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative Commons Licences), you genannten Lizenz gewährten Nutzungsrechte. may exercise further usage rights as specified in the indicated licence. www.econstor.eu Ind ustriens Utred n i ngsi nstitut THE INDUSTRIAL INSTITUTE FOR ECONOMIC AND SOCIAL RESEARCH A list of Working Papers on the last pages No. -
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. -
Introduction to Game Theory I
Introduction to Game Theory I Presented To: 2014 Summer REU Penn State Department of Mathematics Presented By: Christopher Griffin [email protected] 1/34 Types of Game Theory GAME THEORY Classical Game Combinatorial Dynamic Game Evolutionary Other Topics in Theory Game Theory Theory Game Theory Game Theory No time, doesn't contain differential equations Notion of time, may contain differential equations Games with finite or Games with no Games with time. Modeling population Experimental / infinite strategy space, chance. dynamics under Behavioral Game but no time. Games with motion or competition Theory Generally two player a dynamic component. Games with probability strategic games Modeling the evolution Voting Theory (either induced by the played on boards. Examples: of strategies in a player or the game). Optimal play in a dog population. Examples: Moves change the fight. Chasing your Determining why Games with coalitions structure of a game brother across a room. Examples: altruism is present in or negotiations. board. The evolution of human society. behaviors in a group of Examples: Examples: animals. Determining if there's Poker, Strategic Chess, Checkers, Go, a fair voting system. Military Decision Nim. Equilibrium of human Making, Negotiations. behavior in social networks. 2/34 Games Against the House The games we often see on television fall into this category. TV Game Shows (that do not pit players against each other in knowledge tests) often require a single player (who is, in a sense, playing against The House) to make a decision that will affect only his life. Prize is Behind: 1 2 3 Choose Door: 1 2 3 1 2 3 1 2 3 Switch: Y N Y N Y N Y N Y N Y N Y N Y N Y N Win/Lose: L W W L W L W L L W W L W L W L L W The Monty Hall Problem Other games against the house: • Blackjack • The Price is Right 3/34 Assumptions of Multi-Player Games 1. -
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. -
Long-Term Planning and Situational Awareness in Openai Five
Long-Term Planning and Situational Awareness in OpenAI Five Jonathan Raiman∗ Susan Zhang∗ Filip Wolski Dali OpenAI OpenAI [email protected] [email protected] [email protected] Abstract Understanding how knowledge about the world is represented within model-free deep reinforcement learning methods is a major challenge given the black box nature of its learning process within high-dimensional observation and action spaces. AlphaStar and OpenAI Five have shown that agents can be trained without any explicit hierarchical macro-actions to reach superhuman skill in games that require taking thousands of actions before reaching the final goal. Assessing the agent’s plans and game understanding becomes challenging given the lack of hierarchy or explicit representations of macro-actions in these models, coupled with the incomprehensible nature of the internal representations. In this paper, we study the distributed representations learned by OpenAI Five to investigate how game knowledge is gradually obtained over the course of training. We also introduce a general technique for learning a model from the agent’s hidden states to identify the formation of plans and subgoals. We show that the agent can learn situational similarity across actions, and find evidence of planning towards accomplishing subgoals minutes before they are executed. We perform a qualitative analysis of these predictions during the games against the DotA 2 world champions OG in April 2019. 1 Introduction The choice of action and plan representation has dramatic consequences on the ability for an agent to explore, learn, or generalize when trying to accomplish a task. Inspired by how humans methodically organize and plan for long-term goals, Hierarchical Reinforcement Learning (HRL) methods were developed in an effort to augment the set of actions available to the agent to include temporally extended multi-action subroutines. -
Navigating the Landscape of Multiplayer Games ✉ Shayegan Omidshafiei 1,4 , Karl Tuyls1,4, Wojciech M
ARTICLE https://doi.org/10.1038/s41467-020-19244-4 OPEN Navigating the landscape of multiplayer games ✉ Shayegan Omidshafiei 1,4 , Karl Tuyls1,4, Wojciech M. Czarnecki2, Francisco C. Santos3, Mark Rowland2, Jerome Connor2, Daniel Hennes 1, Paul Muller1, Julien Pérolat1, Bart De Vylder1, Audrunas Gruslys2 & Rémi Munos1 Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better 1234567890():,; informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quanti- fying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games. 1 DeepMind, Paris, France. 2 DeepMind, London, UK. 3 INESC-ID and Instituto Superior Técnico, Universidade de Lisboa, Lisboa, Portugal. 4These authors ✉ contributed equally: Shayegan Omidshafiei, Karl Tuyls. email: somidshafi[email protected] NATURE COMMUNICATIONS | (2020) 11:5603 | https://doi.org/10.1038/s41467-020-19244-4 | www.nature.com/naturecommunications 1 ARTICLE NATURE COMMUNICATIONS | https://doi.org/10.1038/s41467-020-19244-4 ames have played a prominent role as platforms for the games. -
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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).