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#435707 AI Agents Startle Researchers With ...
After 25 million games, the AI agents playing hide-and-seek with each other had mastered four basic game strategies. The researchers expected that part.
After a total of 380 million games, the AI players developed strategies that the researchers didn’t know were possible in the game environment—which the researchers had themselves created. That was the part that surprised the team at OpenAI, a research company based in San Francisco.
The AI players learned everything via a machine learning technique known as reinforcement learning. In this learning method, AI agents start out by taking random actions. Sometimes those random actions produce desired results, which earn them rewards. Via trial-and-error on a massive scale, they can learn sophisticated strategies.
In the context of games, this process can be abetted by having the AI play against another version of itself, ensuring that the opponents will be evenly matched. It also locks the AI into a process of one-upmanship, where any new strategy that emerges forces the opponent to search for a countermeasure. Over time, this “self-play” amounted to what the researchers call an “auto-curriculum.”
According to OpenAI researcher Igor Mordatch, this experiment shows that self-play “is enough for the agents to learn surprising behaviors on their own—it’s like children playing with each other.”
Reinforcement is a hot field of AI research right now. OpenAI’s researchers used the technique when they trained a team of bots to play the video game Dota 2, which squashed a world-champion human team last April. The Alphabet subsidiary DeepMind has used it to triumph in the ancient board game Go and the video game StarCraft.
Aniruddha Kembhavi, a researcher at the Allen Institute for Artificial Intelligence (AI2) in Seattle, says games such as hide-and-seek offer a good way for AI agents to learn “foundational skills.” He worked on a team that taught their AllenAI to play Pictionary with humans, viewing the gameplay as a way for the AI to work on common sense reasoning and communication. “We are, however, quite far away from being able to translate these preliminary findings in highly simplified environments into the real world,” says Kembhavi.
Illustration: OpenAI
AI agents construct a fort during a hide-and-seek game developed by OpenAI.
In OpenAI’s game of hide-and-seek, both the hiders and the seekers received a reward only if they won the game, leaving the AI players to develop their own strategies. Within a simple 3D environment containing walls, blocks, and ramps, the players first learned to run around and chase each other (strategy 1). The hiders next learned to move the blocks around to build forts (2), and then the seekers learned to move the ramps (3), enabling them to jump inside the forts. Then the hiders learned to move all the ramps into their forts before the seekers could use them (4).
The two strategies that surprised the researchers came next. First the seekers learned that they could jump onto a box and “surf” it over to a fort (5), allowing them to jump in—a maneuver that the researchers hadn’t realized was physically possible in the game environment. So as a final countermeasure, the hiders learned to lock all the boxes into place (6) so they weren’t available for use as surfboards.
Illustration: OpenAI
An AI agent uses a nearby box to surf its way into a competitor’s fort.
In this circumstance, having AI agents behave in an unexpected way wasn’t a problem: They found different paths to their rewards, but didn’t cause any trouble. However, you can imagine situations in which the outcome would be rather serious. Robots acting in the real world could do real damage. And then there’s Nick Bostrom’s famous example of a paper clip factory run by an AI, whose goal is to make as many paper clips as possible. As Bostrom told IEEE Spectrum back in 2014, the AI might realize that “human bodies consist of atoms, and those atoms could be used to make some very nice paper clips.”
Bowen Baker, another member of the OpenAI research team, notes that it’s hard to predict all the ways an AI agent will act inside an environment—even a simple one. “Building these environments is hard,” he says. “The agents will come up with these unexpected behaviors, which will be a safety problem down the road when you put them in more complex environments.”
AI researcher Katja Hofmann at Microsoft Research Cambridge, in England, has seen a lot of gameplay by AI agents: She started a competition that uses Minecraft as the playing field. She says the emergent behavior seen in this game, and in prior experiments by other researchers, shows that games can be a useful for studies of safe and responsible AI.
“I find demonstrations like this, in games and game-like settings, a great way to explore the capabilities and limitations of existing approaches in a safe environment,” says Hofmann. “Results like these will help us develop a better understanding on how to validate and debug reinforcement learning systems–a crucial step on the path towards real-world applications.”
Baker says there’s also a hopeful takeaway from the surprises in the hide-and-seek experiment. “If you put these agents into a rich enough environment they will find strategies that we never knew were possible,” he says. “Maybe they can solve problems that we can’t imagine solutions to.” Continue reading
#435541 This Giant AI Chip Is the Size of an ...
People say size doesn’t matter, but when it comes to AI the makers of the largest computer chip ever beg to differ. There are plenty of question marks about the gargantuan processor, but its unconventional design could herald an innovative new era in silicon design.
Computer chips specialized to run deep learning algorithms are a booming area of research as hardware limitations begin to slow progress, and both established players and startups are vying to build the successor to the GPU, the specialized graphics chip that has become the workhorse of the AI industry.
On Monday Californian startup Cerebras came out of stealth mode to unveil an AI-focused processor that turns conventional wisdom on its head. For decades chip makers have been focused on making their products ever-smaller, but the Wafer Scale Engine (WSE) is the size of an iPad and features 1.2 trillion transistors, 400,000 cores, and 18 gigabytes of on-chip memory.
The Cerebras Wafer-Scale Engine (WSE) is the largest chip ever built. It measures 46,225 square millimeters and includes 1.2 trillion transistors. Optimized for artificial intelligence compute, the WSE is shown here for comparison alongside the largest graphics processing unit. Image Credit: Used with permission from Cerebras Systems.
There is a method to the madness, though. Currently, getting enough cores to run really large-scale deep learning applications means connecting banks of GPUs together. But shuffling data between these chips is a major drain on speed and energy efficiency because the wires connecting them are relatively slow.
Building all 400,000 cores into the same chip should get round that bottleneck, but there are reasons it’s not been done before, and Cerebras has had to come up with some clever hacks to get around those obstacles.
Regular computer chips are manufactured using a process called photolithography to etch transistors onto the surface of a wafer of silicon. The wafers are inches across, so multiple chips are built onto them at once and then split up afterwards. But at 8.5 inches across, the WSE uses the entire wafer for a single chip.
The problem is that while for standard chip-making processes any imperfections in manufacturing will at most lead to a few processors out of several hundred having to be ditched, for Cerebras it would mean scrapping the entire wafer. To get around this the company built in redundant circuits so that even if there are a few defects, the chip can route around them.
The other big issue with a giant chip is the enormous amount of heat the processors can kick off—so the company has had to design a proprietary water-cooling system. That, along with the fact that no one makes connections and packaging for giant chips, means the WSE won’t be sold as a stand-alone component, but as part of a pre-packaged server incorporating the cooling technology.
There are no details on costs or performance so far, but some customers have already been testing prototypes, and according to Cerebras results have been promising. CEO and co-founder Andrew Feldman told Fortune that early tests show they are reducing training time from months to minutes.
We’ll have to wait until the first systems ship to customers in September to see if those claims stand up. But Feldman told ZDNet that the design of their chip should help spur greater innovation in the way engineers design neural networks. Many cornerstones of this process—for instance, tackling data in batches rather than individual data points—are guided more by the hardware limitations of GPUs than by machine learning theory, but their chip will do away with many of those obstacles.
Whether that turns out to be the case or not, the WSE might be the first indication of an innovative new era in silicon design. When Google announced it’s AI-focused Tensor Processing Unit in 2016 it was a wake-up call for chipmakers that we need some out-of-the-box thinking to square the slowing of Moore’s Law with skyrocketing demand for computing power.
It’s not just tech giants’ AI server farms driving innovation. At the other end of the spectrum, the desire to embed intelligence in everyday objects and mobile devices is pushing demand for AI chips that can run on tiny amounts of power and squeeze into the smallest form factors.
These trends have spawned renewed interest in everything from brain-inspired neuromorphic chips to optical processors, but the WSE also shows that there might be mileage in simply taking a sideways look at some of the other design decisions chipmakers have made in the past rather than just pumping ever more transistors onto a chip.
This gigantic chip might be the first exhibit in a weird and wonderful new menagerie of exotic, AI-inspired silicon.
Image Credit: Used with permission from Cerebras Systems. Continue reading