How to get better at video games, according to babies - Brian Christian

551,493 views ・ 2021-11-02

TED-Ed


Please double-click on the English subtitles below to play the video.

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In 2013, a group of researchers at DeepMind in London
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had set their sights on a grand challenge.
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They wanted to create an AI system that could beat,
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not just a single Atari game, but every Atari game.
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They developed a system they called Deep Q Networks, or DQN,
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and less than two years later, it was superhuman.
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DQN was getting scores 13 times better
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than professional human games testers at “Breakout,”
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17 times better at “Boxing,” and 25 times better at “Video Pinball.”
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But there was one notable, and glaring, exception.
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When playing “Montezuma’s Revenge” DQN couldn’t score a single point,
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even after playing for weeks.
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What was it that made this particular game so vexingly difficult for AI?
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And what would it take to solve it?
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Spoiler alert: babies.
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We’ll come back to that in a minute.
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Playing Atari games with AI involves what’s called reinforcement learning,
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where the system is designed to maximize some kind of numerical rewards.
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In this case, those rewards were simply the game's points.
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This underlying goal drives the system to learn which buttons to press
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and when to press them to get the most points.
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Some systems use model-based approaches, where they have a model of the environment
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that they can use to predict what will happen next
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once they take a certain action.
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DQN, however, is model free.
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Instead of explicitly modeling its environment,
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it just learns to predict, based on the images on screen,
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how many future points it can expect to earn by pressing different buttons.
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For instance, “if the ball is here and I move left, more points,
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but if I move right, no more points.”
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But learning these connections requires a lot of trial and error.
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The DQN system would start by mashing buttons randomly,
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and then slowly piece together which buttons to mash when
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in order to maximize its score.
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But in playing “Montezuma’s Revenge,”
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this approach of random button-mashing fell flat on its face.
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A player would have to perform this entire sequence
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just to score their first points at the very end.
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A mistake? Game over.
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So how could DQN even know it was on the right track?
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This is where babies come in.
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In studies, infants consistently look longer at pictures
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they haven’t seen before than ones they have.
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There just seems to be something intrinsically rewarding about novelty.
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This behavior has been essential in understanding the infant mind.
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It also turned out to be the secret to beating “Montezuma’s Revenge.”
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The DeepMind researchers worked out an ingenious way
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to plug this preference for novelty into reinforcement learning.
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They made it so that unusual or new images appearing on the screen
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were every bit as rewarding as real in-game points.
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Suddenly, DQN was behaving totally differently from before.
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It wanted to explore the room it was in,
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to grab the key and escape through the locked door—
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not because it was worth 100 points,
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but for the same reason we would: to see what was on the other side.
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With this new drive, DQN not only managed to grab that first key—
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it explored all the way through 15 of the temple’s 24 chambers.
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But emphasizing novelty-based rewards can sometimes create more problems
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than it solves.
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A novelty-seeking system that’s played a game too long
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will eventually lose motivation.
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If it’s seen it all before, why go anywhere?
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Alternately, if it encounters, say, a television, it will freeze.
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The constant novel images are essentially paralyzing.
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The ideas and inspiration here go in both directions.
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AI researchers stuck on a practical problem,
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like how to get DQN to beat a difficult game,
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are turning increasingly to experts in human intelligence for ideas.
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At the same time,
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AI is giving us new insights into the ways we get stuck and unstuck:
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into boredom, depression, and addiction,
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along with curiosity, creativity, and play.
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