The one exception is self driving. I listened to the Lex Fridman interview with ceo of waymo recently and he made a case for the controlled environment (e.g. separate detection from decision making and planning) and pushed back against the end to end approach that doesn't make any preconceived assumptions about the environment. As an example he takes red lights. They're clearly human engineered signals, so it makes sense to have a module that can explicitly determine the signal as opposed to learning the behavior
But that's true about other games as well and end to end methods still outperform. Which makes me ask, is end to end learning an inevitability for self driving as well or is this the one domain special due to complexity or other aspects?
In order for a machine to learn driving the same way it learns Atari games, it seems that it would need an extremely high fidelity virtual environment to learn in. The high fidelity requirement would necessitate a lot of up-front investment in trying to get the simulations right. You might spend a whole career just trying to build a drivable Virtual Philadelphia as challenging as the real thing. The details would also make it much more expensive to run training sessions at high multiples of real time.
Given those factors, I'm not surprised that self-driving vehicle experiments just use real environments and don't try to learn the fundamental rules from scratch. But it's an interesting point that these choices may make it harder for agents to keep improving.
I wonder if Google would be willing to pay people to add cameras to their cars to collect real world data in far larger scale.
Whether this will work remains very much an open question.
And the coolest thing is that this could also be used as a basis for a AAA video game, and these tend to make billions as well these days, so it's a win win for everyone. AI companies with funding should invest heavily into virtual reality and gaming, because they will need to perfect this to train their models.
It wouldn't translate to the real world; unless maybe you add enough noise to the simulation to prevent the AI from using too simple cues, but at that point, it's questionable how much insight the AI could still distill from the simulation.
Without any concept of the rules you have no way of even knowing that you’ve set up the pieces for a legal starting position, never mind executing a legal move to open the game.
This is really bizarre.
Basically, AlphaZero was provided with a simulator that was able to distinguish legal and illegal moves and determine which future game states would be wins or losses. This was used to generate the search tree of possible states and actions.
MuZero doesn't have access to a simulator, it only has access to its direct environment. MuZero excludes actions that are immediately illegal, which solves the problem you mention in your penultimate paragraph, but it needs to learn the game's dynamics in order to determine which future moves and states are possible.
> AlphaZero used the set of legal actions obtained from the simulator to mask the policy network at interior nodes. MuZero does not perform any masking within the search tree, but only masks legal actions at the root of the search tree where the set of available actions is directly observed. The policy network rapidly learns to exclude actions that are unavailable, simply because they are never selected.
MuZero still masks legal moves, but only at the root. All its parts are eventually trained on the output of its root, and so learn the legal moves.
The justify this root level masking by how the Atari will only allow you to perform legal moves, while a weak enough player may consider illegal moves while planning in your head.
The main thing that's slightly "hidden under the rug" is that for "masking" to make sense in the first place, MuZero needs to know a set of all moves that may be legal at some point in the games.
I would love to see how this might go for more complicated games such as NES adventure games and RPGs.
This isn't just weak players. E.g. strong chess players often consider moves as if blocking pawns weren't there. They might consider a bishop to be on a strong diagonal despite there being a blocking pawn because they can imagine moves that would happen if that pawn would disappear.
It's no different than a monkey operating a chess computer that makes sure the monkey only performs legal moves. Your suggestion would be akin to suggesting that the chess computer would be affecting the monkey's mind so that it can only think in terms of legal chess moves.
It may be true, or perhaps it was a story concocted in order to emphasize his innate talent.
Unless they've changed a lot of things since the original paper, this is a bit exaggerated.
MuZero learns what moves are allowed in a given position/situation, but it still needs to know a finite overall set of possible actions.
E.g. for chess, it isn't told which fourty moves a available at each point in its search tree, but it still knows to only consider 64x64 discrete options.
It wouldn't know that moving its King from e1 to g1 must be accompanied by moving its rook from h1 to f1.
Or that moving a white pawn from e5 to d6 must in some cases be accompanied by removing the black pawn on e6.
I guess the environment does these in response. That doesn't suffice for
moving its pawn from b7 to b8 must be accompanied by replacing said pawn by some other piece.
> "For the first time, we actually have a system which is able to build its own understanding of how the world works, and use that understanding to do this kind of sophisticated look-ahead planning that you've previously seen for games like chess.
> "[It] can start from nothing, and just through trial and error both discover the rules of the world and use those rules to achieve kind of superhuman performance."
> [...] MuZero is effectively able to squeeze out more insight from less data than had been possible before, explained Dr Silver.
https://www.bbc.com/news/technology-55403473
It seems like we're getting much closer to artificial general intelligence from two directions: reinforcement learning (such as MuZero), and sequence prediction (such as GPT-3 and iGPT). Very interesting times to be in the AI field.