Tuesday, November 29, 2022

The Cult of Gai

Imagine a religion that believes that one day, soon, the deity "Gai" will appear. This deity (demon?) will destroy all humanity. They are then obsessed with how to stop this happening. Can Gai be controlled? Contained? Can we make it like us? Won't work. Gai is just too smart.

Therefore, the religion devolves into a millenarian cult. Its charismatic leader says that humanity will cease to exist with >99% probability.

People outside this cult may wonder how they are so certain that Gai will appear, and what its attributes are. Followers of the religion point out that this is obvious from the way society is going, and in particular the technology that is invented.

The omens are everywhere. You can see the shape of Gai in this technology. This other technology bears the unmissable marks of Gai. It is unnatural, decadent, and we should stop developing the technology but we cannot because society is so sick. Maybe we deserve Gai's wrath.

But what will Gai look like? What will it want, or like? We cannot imagine this because we are so limited. The only thing we know is that Gai is smarter than any of us could ever be, and will teach itself to be even smarter.

You can tell adherents of this cult that all the other millenarian cults have been wrong so far, and their deities have failed to show up. You can tell them that all their sophisticated arguments only made sense to people who already believed. But that won't convince them.

You can tell them that the deities of the other cults look suspiciously like products of their time and obsessions (warrior gods, fertility gods, justice gods etc), and this cult's deity is Gai only because they as a culture idolize smartness. That won't move them.

In the end, all you can do is to try to prevent that more young souls are swallowed by the cult. And perhaps quietly lament that so many humans seek the bizarre solace of belief in vengeful gods and the end of the world.

Monday, August 08, 2022

Apology for Video Games Research

I just finished reading this excellent history of early digital computing, disguised as a biography of computing researcher and visionary J. C. R. Licklider. One of the things that the book drove home was the pushback, skepticism, and even hostility you faced if you wanted to work on things such as interactive graphics, networking, or time-sharing in the early decades of digital computers. In the fifties, sixties, and even seventies, the mainstream opinion was that computers were equipment for serious data processing and nothing else. Computers should be relatively few (maybe one per company or department), manned by professional computer operators, and work on serious tasks such as payrolls, nuclear explosion simulations, or financial forecasting. Computing should happen in batch mode, and interactive interfaces and graphical output were frivolities and at best a distraction.

In such an environment, Licklider had the audacity to believe in a future of interconnected personal computers with interactive, easy-to-use graphical interfaces and fingertip access to the world's knowledge as well as to your friends and colleagues. He wrote about this in 1960. Through enthusiasm, smart maneuvering, and happenstance he got to lead his own research group on these topics. But more importantly, he became a program manager at the organization that would become DARPA, and not only directed tons of money into this vision of the future but also catalyzed the formation of a research community on interactive, networked computing. The impact was enormous. Indirectly, Licklider is one of the key people in creating the type of computing that permeates our entire society.

When I go out and talk about artificial intelligence and games, I often make the point that games were important to AI research since the very beginning. And that's true if we talk about classical board games such as Chess and Checkers. Turing, von Neumann, and McCarthy all worked on Chess, because it was seen as a task that required real intelligence to do well at. It was also easy to simulate, and perhaps most importantly, it was respectable. Important people had been playing Chess for millennia, and talked about the intellectual challenges of the game. And so, Chess was important in AI research for 50 years or so, leading to lots of algorithmic innovations, until we sucked that game dry.


Video games are apparently a completely different matter. It's a new form of media, invented only in the seventies (if you don't count Spacewar! from 1962), and from the beginning associated with pale teenagers in their parents' basements and rowdy kids wasting time and money at arcade halls. Early video games had such simple graphics that you couldn't see what you were doing, later the graphics got better, and you could see that what you were doing was often shockingly violent (on the other hand, Chess is arguably a very low-fidelity representation of violence). Clearly, video games are not respectable.

I started doing research using video games as AI testbeds in 2004. The first paper from my PhD concerned using a weight-sharing neural architecture in a simple arcade game, and the second paper was about evolving neural networks to play a racing game. That paper ended up winning a best paper award at a large evolutionary computation conference. The reactions I got to this were... mixed. Many people felt that while my paper was fun, the award should have gone to "serious" research instead. Throughout the following years, I often encountered the explicit or implicit question about whether I was going to start doing serious research soon. Something more important, and respectable, than AI for video games. 

Gradually, as a healthy research community has formed around AI for video games, people have grudgingly had to admit that there might be something there after all. If nothing else, the game industry is economically important, and courses on games draw a lot of students. That DeepMind and OpenAI have (belatedly) started using games as testbeds has also helped with recognition. But still, I get asked what might happen if video games go away: will my research field disappear then? Maybe video games are just a fad? And if I want to do great things, why am I working on video games?

Dear reader, please imagine me not rolling my eyes at this point.


As you may imagine, during my career I've had to make the case for why video games research is worthwhile, important even, quite a few times. So here, I'll try to distill this into not-too-many words. And while I'm at it, I'd like to point out that the "apology" in the title of this text should be read more like Socrates' apology, as a forceful argument. I'm certainly not apologizing for engaging in video games research. For now, I will leave it unsaid whether I think anyone else ought to apologize for things they said about video games.

To begin with, video games are the dominant media of the generation that is in school now. Video games, for them, are not just a separate activity but an integrated part of social life, where Minecraft, Roblox, and Fortnite are both places to be, ways of communicating, and activities to do. Before that, two whole generations grew up playing video games to various extents. Now, studying the dominant media of today to try to understand it better would seem to be a worthwhile endeavor. Luckily, video games are eminently studiable. Modern games log all kinds of data with their developers, and it is also very easy to change the game for different players, creating different "experimental conditions". So, a perfect setting for both quantitative and qualitative research into how people actually behave in virtual worlds. While this ubiquitous data collection certainly has some nefarious applications, it also makes behavioral sciences at scale possible in ways that were never before.

People who don't play games much tend to underestimate the variety of game themes and mechanics out there. There are platform games (like Super Mario Bros), first-person shooters (like Call of Duty) and casual puzzle games (like Candy Crush)... is there anything else? Yes. For example, there are various role-playing games, dating simulators, flight simulators, racing games, team-based tactics games, turn-based strategy games, collectible card games, games where you open boxes, arrange boxes, build things out of boxes, and there's of course boxing games. I'm not going to continue listing game genres here, you get the point. My guess is that the variety of activities you can undertake in video games is probably larger than it is in most people's lives.

To me, it sounds ridiculous to suggest that video games would some day "go away" because we got tired of them or something. But it is very possible that in a decade or two, we don't talk much about video games. Not because they will have become less popular, but because they will have suffused into everything else. The diversity of video games may be so great that it might make no sense to refer to them as a single concept (this may already be the case). Maybe all kinds of activities and items will come with a digitally simulated version, which will in some way be like video games. In either case, it will all in some  ways have developed from design, technology, and conventions that already exist.

In general, it's true that video games are modeled on the "real world". Almost every video game includes activities or themes that are taken from, or at least inspired by, the physical world we interact with. But it's also increasingly true that the real world is modeled on video games. Generations of people have spent large amounts of their time in video games, and have learned and come to expect certain standards for interaction and information representation; it is no wonder that when we build new layers of our shared social and technical world, we use conventions and ideas from video games. This runs the gamut from "gamification", which in its simplest form is basically adding reward mechanics to everything, to ways of telling stories, controlling vehicles, displaying data, and teaching skills. So, understanding how video games work and how people live in them is increasingly relevant to understanding how people live in the world in general.


The world of tomorrow will build not only on the design and conventions of video games, but also on their technology. More and more things will happen in 3D worlds, including simulating and testing new designs and demonstrating new products to consumers. We will get used to interacting with washing machines, libraries, highway intersections, parks, cafés and so on in virtual form before we interact with them in the flesh, and sometimes before they exist in the physical world. This is also how we will be trained on new technology and procedures. By far the best technology for such simulations, with an unassailable lead because of their wide deployment, is game engines. Hence, contributing to technology for games means contributing to technology that will be ubiquitous soon.

Now, let's talk about AI again. I brand myself an "AI and games researcher", which is convenient because the AI people have a little box to put me in, with the understanding that this is not really part of mainstream AI. Instead, it's a somewhat niche application. In my mind, of course, video games are anything but niche to AI. Video games are fully-fledged environments, complete with rewards and similar incentives, where neural networks and their friends can learn to behave. Games are really unparalleled as AI problems/environments, because not only do we have so many different games that contain tasks that are relevant for humans, but these games are also designed to gradually teach humans to play them. If humans can learn, so should AI agents. Other advantages include fast simulation time, unified interfaces, and huge amounts of data from human players that can be learned from. You could even say that video games are all AI needs, assuming we go beyond the shockingly narrow list of games that are commonly used as testbeds and embrace the weird and wonderful world of video games in its remarkable diversity.

AI in video games is not only about playing them. Equally importantly, we can use AI to understand players and to learn to design games and the content inside them. Both of these applications of AI can improve video games, and the things that video games will evolve into. Generating new video game content may also be crucial to help develop AI agents with more general skills, and understanding players means understanding humans.


It is true that some people insist that AI should "move on" from games to "real" problems. However, as I've argued above, the real world is about to become more like video games, and build more on video game technology. The real world comes to video games as much as video games come to the real world.

After reading this far, you might understand why I found reading about Licklider's life so inspirational. He was living in the future, while surrounded by people who were either uninterested or dismissive, but luckily also by some who shared the vision. This was pretty much how I felt maybe 15 years ago. These days, I feel that I'm living in the present, with a vision that many younger researchers nod approvingly to. Unfortunately, many of those who hold power over research funding and appointments have not really gotten the message. Probably because they belong to the shrinking minority (in rich countries) who never play video games.

I'd like to prudently point out that I am not comparing myself with Licklider in terms of impact or intellect, though I would love to one day get there. But his example resonated with me. And since we're talking about Licklider, one of his main contributions was building a research community around interactive and networked computing using defense money. For people who work on video games research and are used to constantly disguising our projects as being about something else, it would be very nice to actually have access to funding. Following the reasoning above, I think it would be well-invested money. If you are reading this and are someone with power over funding decisions, please consider this a plea.

If you are a junior researcher interested in video games research and face the problem that people with power over your career don't believe in your field, you may want to send them this text. Maybe it'll win them over. Or maybe they'll think that I am a total crackpot and wonder how I ever got a faculty job at a prestigious university, which is good for you because you can blame me for the bad influence. I don't care, I have tenure. Finally, next time someone asks you why video games research is important, try turning it around. Video games are central to our future in so many ways, so if your research has no bearing on video games, how is your research relevant for the world of tomorrow?

Note: Throughout this text I have avoided using the term "metaverse" because I don't know what it means and neither do you.

Thanks to Aaron Dharna, Sam Earle, Mike Green, Ahmed Khalifa, Raz Saremi, and Graham Todd for feedback on a draft version of this post.

Friday, July 29, 2022

Brief statement of research vision

I thought I would try to very briefly state the research vision that has in some incarnation animated me since I started doing research almost twenty years ago. Obviously, this could take forever and hundreds of pages. But I had some good wine and need to go to bed soon, so I'll try to finish this and post before I fall asleep, thus keeping it short. No editing, just the raw thoughts. Max one page.

The objective is to create more general artificial intelligence. I'm not saying general intelligence, because I don't think truly general intelligence - the ability to solve any solvable task - could exist. I'm just saying considerably more general artificial intelligence than what we have now, in the sense that the same artificial system could do a large variety of different cognitive-seeming things.

The way to get there is to train sets of diverse-but-related agents in persistent generative virtual worlds. Training agents to play particular video games is all good, but we need more than one game, we need lots of different games with lots of different versions of each. Therefore, we need to generate these worlds, complete with rules and environments. This generative process needs to be sensitive to the capabilities and needs/interests of the agents, in the sense that it generates the content that will best help the agents to develop.

The agents will need to be trained over multiple timescales, both faster "individual" timescales and slower "evolutionary" timescales; perhaps we will need many more different timescales. Different learning algorithms might be deployed at different timescales, perhaps with gradient descent for the lifetime learning and evolution at longer timescales. The agents need to be diverse - without diversity we will collapse to learning a single thing - but they will also need to build on shared capabilities. A quality-diversity evolutionary process might provide the right framework for this.

Of course, drawing a sharp line between agents and environments is arbitrary and probably a dead end at some point. In the natural world, the environments largely consists of other agents, or is created by other agents, of the same species or others. Therefore, the environment and rule generation processes should also be agential, and subject to the same constraints and rewards; ideally, there is no difference between "playing" agents and "generating" agents.

Human involvement could and probably should happen at any stage. This system should be able to identify challenges and deliver them to humans, for example to navigate around a particular obstacle, devise a problem that a particular agent can't solve, and things like that. These challenges could be delivered to humans at a massively distributed scale in a way that provides a game-like experience for human participants, allowing them to inject new ideas into the process where the process needs it most and "anchoring" the developing intelligence in human capabilities. The system might model humans' interests and skills to select the most appropriate human participants to present certain challenges to.

Basically, we are talking about a giant, extremely diverse video game-like virtual world with enormous agent diversity constantly creating itself in a process where algorithms collaborate with humans, creating the ferment from which more general intelligence can evolve. This is important because current agential AI is held back by the tasks and environments we present it with far more than by architectures and learning algorithms.

Of course, I phrase this as a project where the objective is to develop artificial intelligence. But you could just as well turn it around, and see it as a system that creates interesting experiences to humans. AI for games rather than games for AI. Two sides of the same coin etc. Often, the "scientific objective" of a project is a convenient lie; you develop interesting technology and see where it leads.

I find it fascinating to think about how much of this plan has been there for almost twenty years. Obviously, I've been influenced by what other people think and do research-wise, or at least I really hope so. But I do think the general ideas have more or less been there since the start. And many (most?) of the 300 or so papers that have my name on them (usually with the hard work done by my students and/or colleagues) are in some way related to this overall vision.

The research vision I'm presenting here is certainly way more mainstream now than it was a decade or two ago; many of the ideas now fall under the moniker "open-ended learning". I believe that almost any idea worth exploring is more or less independently rediscovered by many people, and that there comes a time for every good idea when the idea is "in the air" and becomes obvious to everyone in the field. I hope this happens to the vision laid out above, because it means that more of this vision gets realized. But while I'm excited for this, it would also mean that I would have to actively go out and look for a new research vision. This might mean freedom and/or stagnation.

Anyway, I'm falling asleep. Time to hit publish and go to bed.

Friday, May 13, 2022

We tried learning AI from games. How about learning from players?

Aren't we done with games yet? Some would say that while games were useful for AI research for a while, our algorithms have mastered them now and it is time to move to real problems in the real world. I say that AI has barely gotten started with games, and we are more likely to be done with the real world before we are done with games.

I'm sure you think you've heard this one before. Both reinforcement learning and tree search largely developed in the context of board games. Adversarial tree search took big steps forward because we wanted our programs to play Chess better, and for more than a decade, TD-Gammon, Tesauro's 1992 Backgammon player, was the only good example of reinforcement learning being good at something. Later on, the game of Go catalyzed development of Monte Carlo Tree Search. A little later still, simple video games like those made for the old Atari VCS helped us make reinforcement learning work with deep networks. By pushing those methods hard and sacrificing immense amounts of compute to the almighty Gradient we could teach these networks to play really complex games such as DoTA and StarCraft. But then it turns out that networks trained to play a video game aren't necessarily any good at doing any tasks that are not playing video games. Even worse, they aren't even any good at playing another video game, or another level of the same game, or the same level of the same game with slight visual distortions. Sad, really. A bunch of ideas have been proposed for how to improve this situation, but progress is slow going. And that's where we are.



A Wolf Made from Spaghetti, as generated by the Midjourney diffusion model. All images in this blog post were generated by Midjourney using prompts relevant to the text.












As I said, that's not the story I'm going to tell here. I've told it before, at length. Also, I just told it, briefly, above.

It's not controversial to say that the most impressive results in AI from the last few years have not come from reinforcement learning or tree search. Instead, they have come from self-supervised learning. Large language models, which are trained to do something as simple as predicting the next word (okay, technically the next token) given some text, have proven to be incredibly capable. Not only can they write prose in a wide variety of different styles, but also answer factual questions, translate between languages, impersonate your imaginary childhood friends and many other things they were absolutely not trained for. It's quite amazing really, and we're not really sure what's going on more than that the Gradient and the Data did it. Of course, learning to predict the next word is an idea that goes back at least to Shannon in the 1940s, but what changed was scale: more data, more compute, and bigger and better networks. In a parallel development, unsupervised learning on images has advanced from barely being able to generate generic, blurry faces to creating high-quality high-resolution illustrations of arbitrary prompts in arbitrary styles. Most people could not produce a photorealistic picture of a wolf made from spaghetti, but DALL-E 2 presumably could. A big part of this is the progression in methods from autoencoders to GANs to diffusion models, but an arguably more important reason for this progress is the use of slightly obscene amounts of data and compute.


As impressive as progress in language and image generation is, these modalities are not grounded in actions in a world. We describe the words, and we do things with words. (I take an action when I ask you to pass me the sugar, and you react to this, for example by passing the sugar.) Still, GPT-3 and its ilk do not have a way to relate what it says to actions and their consequences in the world. In fact, it does not really have a way of relating to the world at all, instead it says things that "sound good" (are probable next words). If what a language model says happens to be factually true about the world, that's a side effect of its aesthetics (likelihood estimates). And to say that current language models are fuzzy about the truth is a bit of an understatement; recently I asked GPT-3 to generate biographies of me, and they are typically a mix of some verifiably true statements ("Togelius is a leading game AI researcher") with plenty of plausible-sounding but untrue statements such as that I'm born in 1981 or that I'm a professor at the University of Sussex. Some of these false statements are flattering, such as that I invented AlphaGo, others less flattering, such as that I'm from Stockholm.

We have come to the point in any self-respecting blog post about AI where we ask what intelligence is, really. And really, it is about being an agent that acts in a world of some kind. The more intelligent the agent is, the more "successful" or "adaptive" or something like that the acting should be, relative to a world or a set of environments in a world.

Now, language models like GPT-3 and image generators like DALL-E 2 are not agents in any meaningful sense of the word. They did not learn in a world; they have no environments they are adapted to. Sure, you can twist the definition of agent and environment to say that GPT-3 acts when it produces text and its environment is the training algorithm and data. But the words it produces do not have meaning in that "world". A pure language model never has to learn what its words mean because it never acts or observes consequences in the world from which those words derive meaning. GPT-3 can't help lying because it has no skin in the game. I have no worries about a language model or an image generator taking over the world, because they don't know how to do anything.

Let's go back to talking about games. (I say this often.) Sure, tree search poses unreasonable demands on its environments (fast forward models), and reinforcement learning is awfully inefficient and has a terrible tendency to overfit, so that after spending huge compute resources you end up with a clever but oh so brittle model. For some types of games, reinforcement learning has not been demonstrated to work at all. Imagine training a language model like GPT-3 with reinforcement learning and some kind of text quality-based reward function; it would be possible, but I'll see you in 2146 when it finishes training.


But what games have got going for them is that they are about taking actions in a world and learning from the effects of the actions. Not necessarily the same world that we live most of our lives in, but often something close to that, and always a world that makes sense for us (because the games are made for us to play). Also, there is an enormous variety among those worlds, and the environments within them. If you think that all games are arcade games from the eighties or first-person shooters where you fight demons, you need to educate yourself. Preferably by playing more games. There are games (or whatever you want to call them, interactive experiences?) where you run farms, plot romantic intrigues, unpack boxes to learn about someone's life, cook food, build empires, dance, take a hike, or work in pizza parlors. Just to take some examples from the top of my head. Think of an activity that humans do with some regularity, and I'm pretty certain that someone has made a game that represents this activity at some level of abstraction. And in fact, there are lots of activities and situations in games that do not exist (or are very rare) in the real world. As more of our lives move into virtual domains, the affordances and intricacies of these worlds will only multiply. The ingenious mechanism that creates more relevant worlds to learn to act in is the creativity of human game designers; because originality is rewarded (at least in some game design communities) designers compete to come up with new situations and procedures to make games out of.

Awesome. Now, how could we use this immense variety of worlds, environments, and tasks to learn more general intelligence that is truly agentic? If tree search and reinforcement learning are not enough to do this on their own, is there a way we could leverage the power of unsupervised learning on massive datasets for this?

Yes, there is. But this requires a shift in mindset: we are going to learn as-general-as-we-can artificial intelligence not only from games, but also from gamers. Because while there are many games out there, there are even more gamers. Billions of them, in fact. My proposition here is simple: train enormous neural networks to learn to predict the next action given an observation of a game state (or perhaps a sequence of several previous game states). This is essentially what the player is doing when watching the screen of a game and manipulating a controller, mouse or keyboard to play it. It is also a close analogue of training a large language model on a vast variety of different types of human-written text. And while the state observation from most games is largely visual, we know from GANs and diffusion models that self-supervised learning can work very effectively on image data.

So, if we manage to train deep learning models that take descriptions of game states as inputs and produce actions as output (analogously to a model that takes a text as input and produces a new word, or takes an image as input and produces a description), what does this get us? To paraphrase a famous philosopher, the foundation models have described the world, but the behavior foundation models will change it. The output will actually be actions situated in a world of sorts, which is something very different than text and images.

I don't want to give the impression that I believe that this would "solve intelligence"; intelligence is not that kind of "problem". But I do believe that behavior foundation models trained on a large variety (and volume) of gameplay traces would help us learn much about intelligence, in particular if we see intelligence as adaptive behavior. It would also almost certainly give us models that would be useful for robotics and all kinds of other tasks that involve controlling embodied agents including, of course, video games.



I think the main reason that this has not already been done is that the people who would do it don't have access to the data. Most modern video games "phone home" to some extent, meaning that they send data about their players to the developers. This data  is mostly used to understand how their games are played, as well as balancing and bug fixing. The extent and nature of this data varies widely, with some games mostly sending session information (when did you start and finish playing, which levels did you play) and others sending much more detailed data. It is probably very rare to log data at the level of detail we would need to train foundation models of behavior, but certainly possible and almost certainly already done by some game. The problem is that game development companies tend to be extremely protective about this data, as they see it as business critical.

There are some datasets available out there to start with, for example one used to learn from demonstrations in CounterStrike (CS:GO). Other efforts, including some I've been involved in myself, used much less data. However, to train these models properly, you would probably need very large amounts of data from many different games. We would need a Common Crawl or at least an ImageNet of game behavior. (There is a Game Trace Archive, which could be seen as a first step.)

There are many other things that need to be worked out as well. What are the inputs - pixels, or something more clever? And output also differs somewhat between games (except for consoles, which use standardized controllers and conventions) - should there be some intermediate representations? How frequent does the data capture need to be? And, of course, there's the question of what kind of neural architecture would best support these kinds of models.

Depending on how you plan to use these models, there are some ethical considerations. One is that we would be building on lots of information that players are giving by playing games. This is of course already happening, but most people are not aware that some real-world characteristics of people are predictable from playtraces. As the behavior exhibited by trained models would not be any particular person's playstyle, and we are not interested in identifiable behavior, this may be less of a concern. Another thing to think about is what kind of behavior these models will learn from game traces, given that the default verb in many games is "shoot". And while a large portion of the world's population play video games, the demographics is still skewed. It will be interesting to study what the equivalent of conditional inputs or prompting will be for foundation models of behavior, allowing us to control the output of these models.



Personally, I think this is the most promising road not yet taken to more general AI. I'm ready to get started. Both in my academic role as head of the NYU Game Innovation Lab, and in my role as research director at our game AI startup modl.ai, where we plan to use foundation models to enable game agents and game testing among other things. If anyone reading this has a large dataset of game behavior and wants to collaborate, please shoot me an email! Or, if you have a game with players and want modl.ai to help you instrument it to collect data to build such models (which you could use), we're all ears!

PS. Yesterday, as I was revising this blog post, DeepMind released Gato, a huge transformer network that (among many other things) can play a variety of Atari games based on training on thousands of playtraces. My first thought was "damn, they already did more or less what I was planning to do!". But, impressive as the results are, that agent is still trained on relatively few playtraces from a handful of dissimilar games of limited complexity. There are many games in the world that have millions of daily players, and there are millions of games available across the major app stores. Atari VCS games are some of the simplest video games there are, both in terms of visual representation and mechanical and strategic complexity. So, while Gato is a welcome step forward, the real work is ahead of us!

Thanks to those who read a draft of this post and helped improve it: M Charity, Aaron Dharna, Sam Earle, Maria Edwards, Michael Green, Christoffer Holmgård, Ahmed Khalifa, Sebastian Risi, Graham Todd, Georgios Yannakakis.


Tuesday, May 04, 2021

Rethinking large conferences

As the end of the pandemic draws near, one of the many things I am excited about is to be able to go to physical conferences again. A year of virtual conferences have shown us that videoconferencing is in no way a viable replacement for a real conference; at best it's a complement. I am extremely excited to go and meet my friends and colleagues from all over the world and exchange ideas and experience, but I am perhaps even more excited to be able to introduce a new generation of PhD students to their academic community, see them make friends and brainstorm the ideas that will fuel the next wave of scientific advances. It is mainly for their sake that I hope some in-person events may happen already this year; it's heartbreaking to see a generation of junior researchers being deprived of their opportunities for networking and professional and social growth for any longer.

However, I'm only looking forward to going to the smaller, specialized conferences. In my field (AI and Games), that would be such conferences as FDG, IEEE CoG, and AIIDE. I am not really looking forward to the large, "prestigious" conferences such as AAAI, IJCAI, and NeurIPS. In fact, if I had to choose (and did not worry about the career prospects of my students), I would only go to the smaller gatherings.

Why? Largely because I find the big conferences boring. There's just not much there for me. In a large and diverse field such as artificial intelligence, the vast majority of paper presentations are just not relevant for any given attendee. If I drop into a paper session at random (on, say, constraint satisfaction or machine translation or game theory or something else I'm not working on), there's probably around 20% chance I even understand what's going on, and 10% chance I find it interesting. Sure, I might be less clever than the average AI researcher, but I seriously doubt any single attendee really cares about more than a small majority of the sessions at a conference such as AAAI.

This could to some extent have been remedied if the presentations were made so as to be understood by a broader audience. And I don't mean "broader audience" as in "your parents", but as in "other AI researchers". (Apologies if your parents are AI researchers. It must be rough.) However, that's not how this works. These conglomerate conferences are supposed to be the top venues for technical work in each sub-field, so presenters are mostly addressing the 3% of conference attendees that work on the same topic. Of course, it does not help that AI researchers are generally NOT GOOD at giving talks about their work, and are not incentivized to get better. The game is all about getting into these conferences, not about presenting the work once you were accepted to present it.

Ah yes, this brings us to the topic of acceptance rates. I have long objected to selective conferences. Basically, the top venues in various computer science domains are not only big but also accept a very small percentage of submitted papers. Typically 20% or even less. This was once motivated by the constraints of the venue - there supposedly wasn't space for more presentations. While this was always a questionable excuse, the fact that conferences keep their low acceptance rates even while going virtual (!) shows without any shade of doubt that it is all about the prestige. Hiring, tenure, and promotion committees, particularly in the US, count publications in "top" conferences as a proxy for research quality.

I get the need for proxies when evaluating someone for hiring or promotion because actually understanding someone else's research deeply, unless they're working on exactly the same thing as you, is really hard. Still, we need to stop relying on selective conference publications to judge research quality, because (1)  acceptance into a selective conference does not say much about research quality, (2) the selectiveness makes these conferences worse as conferences. First things first. Why is acceptance into a selective conference not a good signal of research quality? Those of us who have been involved in the process in different roles (author, reviewer, meta-reviewer, area chair etc) over a number of years have plenty of war stories about how random this process can be. Reviewers may be inexperienced, paper matching may be bad, and above all there's a mindset that we are mostly looking for reasons to reject papers. If a paper looks different or smells off, a reason will be found to reject it. (Yes, reader, I see that you are right now reminded about your own unfair rejections.) But we don't have to rely on anecdotes. There's data. Perhaps the largest study on this showed that decisions were 60% arbitrary. Since this experiment was done in 2014, remarkably little has changed in the process. It sometimes seems that computer scientists suffer from a kind of self-inflicted Stockholm syndrome: the system we built for ourselves sucks, but it's our system so we will defend it.

I personally think that what is actually being selected for is partly familiarity: a paper has a better chance of getting in if it looks more or less like what you expect a paper in the field to look like. This means a certain conservatism in form, or even selection for mediocrity. Papers at large conferences are simply more boring. Usually, I find the more interesting and inspiring papers at smaller conferences and workshops than in the corresponding topical sessions at large conferences. I don't have any data to back this up, but the fact that program chairs often urge their reviewers to accept novel and "high-risk" papers point to that they perceive this phenomenon as well. If the most interesting papers were actually accepted, we would not be hearing such things.

Another perspective on low acceptance rates is the following: If a competent researcher has done sound research and written it up in a readable paper, they should not have to worry about getting it published. If the research is not wrong and is a contribution of some sort it should get published, right? It's not like we are running out of pixels to view the papers. No-one benefits from good research not being published. However, in the current state of things, even the best researchers submit work they know is good with the knowledge that there's a good chance it might not get accepted because someone somewhere disliked it or didn't get it. Pretty bizarre when you think about it. Is computer science full of masochists, or why do we do this to ourselves? The emergence of a preprint-first practice, where papers are put on arXiv before or at the same time as they are submitted for review, has helped the matter somewhat by making research more easily accessible, but is perversely also used as an excuse for not dealing with the low acceptance rate problem in the first place.

Back to the conference itself. Ignoring that most papers are uninteresting to most attendees, maybe these large conferences are great for networking? Yes, if you already know everyone. For someone like me, who has been in AI long enough to have drunk beer with authors of many of my favorite papers, AAAI and NeurIPS are opportunities for serial hangovers. For someone new to the community, it certainly seems that a smaller conference where people may actually notice you standing alone by the wall and go up and talk to you would be a much better opportunity to get to know people. Basically, a conference with thousands of attendees does not provide community.

So who, or what, are large conferences for? I honestly do not see a reason for their existence as they currently function. As covid has forced all conferences to go temporarily virtual, maybe we should consider only bringing back the smaller and more specialized conferences? If some imaginary Federal Trade Commission of Science decided to break up every conference with more than 500 attendees, like it was Standard Oil or AT&T, I don't think we would miss much.

But wait. Isn't there a role for a large gathering of people where you could go to learn what happens outside your own narrow domain, absorb ideas from other subfields, and find new collaborators with diverse expertise? I think there is. Current large conferences don't really provide that function very well, because of what gets presented and how it gets presented (as stated above). So I do think there should be something like broad conferences where you could find out what's going in all of AI. But you should not be able to submit papers to such a conference. Instead, you would need to submit your paper to a smaller, more permissive conference for your particular subfield. After the papers are presented at the smaller conference, the organizers and/or audience choose a subset of authors of the most notable papers to go present their papers at the large conference. But that presentation must be explicitly target people outside of their technical subfield. In other words, if I was to present our new work on procedural content generation through reinforcement learning, I would have to present it so that folks working in constraint satisfaction, learning theory, and machine translation all understood it and got something out of it. And I would expect the same of their presentations. This would mean presenting in a very different way than we usually present at a conference. But it would make for a large conference I would want to go to.

Sunday, January 24, 2021

Copernican revolutions of the mind

When Copernicus explained how the earth revolves around the sun rather than the other way around, he figuratively dethroned humanity. Earth, and therefore humanity, was no longer the center of the universe. This change in worldview is commonly referred to as the Copernican Revolution. Like most revolutions, it was met with strong resistance. Like some (not all) revolutions, this resistance seems futile in hindsight.

Various other conceptual re-arrangements have been metaphorically referred to as Copernican Revolutions. Perhaps this moniker is most universally agreed to apply to Darwin's theory of evolution via natural selection. Where Copernicus showed us how humanity is not the literal center of the universe, Darwin showed us how humans are "just" animals, evolved from other animals. This idea is now near-universally accepted among scientists.

What would a Copernican Revolution of our understanding of the mind look like? Freud, never the modest type, explicitly compared the implications of his own model to those of Copernicus' and Darwin's models. The way in which Freud's model of the mind dethrones us is by explaining how the ego is squeezed between the id and the superego, and most of our thinking happens subconsciously; the conscious self falsely believes it is in control. Unfortunately, Freud's model has neither the conceptual clarity, predictive power, nor overwhelming evidence that the two other models have. As a result, it does not enjoy anything like the same degree of acceptance among scientists. This particular Copernican Revolution seems to not quite live up to its promises.


I think that the real Copernican Revolution of the mind will concern intelligence, in particular general intelligence. Actually, I think this is a revolution that has been going on for a while, at least in some academic fields. It just hasn't reached some other fields yet. I'll talk more about AI in a bit. Also, I will caution the reader that everything I'm saying here has been said before and will probably seem obvious to most readers.

The idea that needs to be overthrown is that we are generally intelligent. We keep hearing versions of the idea that human intelligence can, in principle, given enough time, solve any given problem. Not only could we figure out all the mysteries of the universe, we could also learn to build intelligence as great as our own. More prosaically, any given human could learn to solve any practical problem, though of course time and effort would be required.

There are at least two ways in which we can say that human intelligence is not general. The first is the fact that not every human can solve every task. I don't know how to intubate a patient, repair a jet engine, dance a tango, detect a black hole, or bake a princess cake. Most interesting things we do require long training, some of them a lifetime of training. Any individual human only knows how to solve a minuscule proportion of the tasks that humanity as a whole can solve. And for as long as life is finite, no human will get much farther than that.

One way of describing the situation is to use the distinction between fluid and crystallized intelligence. Fluid intelligence refers (roughly) to our ability to think "on our feet", to reason in novel situations. Crystallized intelligence refers to drawing on our experience and memory to deal with recognizable situations in a recognizable way. We (adult) humans use our crystallized intelligence almost all of the time, because trying to get through life using only fluid intelligence would be tiring, maddening, ineffective and, arguably, dangerous. However, crystallized intelligence is not general at all, and by necessity differs drastically between people in different professions and societies.

That human intelligence is not general in this way is obvious, or at least should be, to anyone living in modern society, or any society at all. We've had division of labor for at least thousands of years. However, it may still need to be pointed out just how limited our individual crystallized intelligence is, because we have become so good at hiding this fact. When we go about our lives we indeed feel pretty intelligent and, thus, powerful. You or I could fly to basically any airport in the world and know how to order a coffee or rent a car, and probably also pay for the coffee and drive the car. Either of us could order an item of advanced consumer technology we have never seen before from a retailer and expect to quickly be able to operate it by following the provided instructions. This would make it seem like we're pretty smart. But really, this is just because we have built a world that is tailored to us. Good design is all about making something (a tool, a process etc) usable with only our limited fluid intelligence and shared crystallized intelligence.

Another way of seeing how little each of us individually can do is to ask yourself how much you actually understand about the procedures, machinery, and systems that surround you. In "The Knowledge Illusion", Steven Sloman and Philip Fernbach argue that this is not very much. In multiple studies, people have been shown to not only not understand how simple everyday objects like zippers, bicycles, and toilets operate, but also to overestimate their understanding by a lot. This probably applies to you, too. We seem to be hard-wired to think we know things though we really don't.

The other way in which human intelligence is not general is that there are cognitive tasks which human intelligence cannot perform. (I'm using the word "cognitive task" in a somewhat fuzzy way here for tasks that require correct decisions rather than brute strength.) This might sound like a strange statement. How can I possibly know that such tasks exist? Have aliens landed on Earth and told us deep truths about the universe that we are unable to ever comprehend because of the structure of our brain? Alas, not as far as I know. There is a much easier way to find cognitive tasks that humans cannot perform, namely the tasks we make our computers do for us. It turns out that humans are really, really bad at database search, prime number factorization, shortest path finding and other useful things that our computing machines do for us all the time. For most sizes of these problems, humans can't solve them at all. And it is unlikely that any amount of training would make a human able to, for example, build decision trees of a complexity that would rival even a simple computer from the 1980s.

Now, some people might object that this doesn't mean that these tasks are impossible for humans. "In principle" a human could carry out any task a computer could, simply by emulating its CPU. The human would carry out the machine code instructions one by one while keeping the contents of register and RAM in memory. But that principle would be one that disregarded the nature of actual human minds. For all that we know a human does not possess randomly accessible memory that can reliably store and retrieve millions of arbitrary symbols. Human memory works much differently, and we have been working on figuring out exactly how for quite some time now. Of course, a human could use some external props, like lots and lots of paper (maybe organized in filing cabinets), to store all those symbols. But that would then not be a human doing the computing, but rather a human-plus-filing-cabinets system. Also, it would be extremely slow and error-prone compared to a silicon computer. Even with additional tooling in the form of papers, pens, and filing cabinets, a human would likely be unable to render a complex 3D visual by raytracing, or do any meaningful amount of Bitcoin mining, because the human would terminate before the computation. 

In other words, there are many cognitive tasks that the (unaided) human mind literally cannot perform. Our invention of digital computers has given us one class of examples, but it is reasonable to suppose there are many more. We don't know what percentage of all cognitive tasks that could be performed by the unaided human mind. My guess is that that percentage is pretty low, but that's just a guess. We don't even have a good definition of what a cognitive task is. (Relatedly, I also think that the human mind would score pretty low on any finite computable approximation of Legg and Hutter's Universal Intelligence.)

I've been making the case that human intelligence is not general, both in the sense that that one human cannot do what another human can do, and that humans cannot perform all existing tasks. My arguments are quite straightforward; we can disagree about the exact meaning of the words "intelligence" and "cognitive", but once we've found a vocabulary we can agree on, I think the examples I use for argument are hard to disagree with. Why would this amount to a "Copernican revolution"? Well, because it removes us and our minds from the center of the world. Where the Copernican model of the universe removed the Earth from the center of the universe and made it a planet among others, and the Darwinian model of biological evolution removed humans from a special place in creation and made us animals among others, a reconceptualization of intelligence as non-general removes our specific cognitive capabilities from the imaginary apex position where they would subsume all other cognitive capabilities. The particular functioning of the human brain no longer defines what intelligence is.

Now, you may argue that this does not constitute any kind of "revolution" because it is all kind of obvious. No-one really believes that human intelligence is general in either the first or the second sense. And indeed, economists, sociologists, and anthropologists can tell us much about the benefits of division of labor, the complex workings of organizations, and how our social context shapes our individual cognition. Ethologists, who study animal behavior, will typically view human cognition as a set of capabilities that have evolved to fill a particular ecological niche. They will also point out the uselessness of comparing the cognitive capabilities of one species with those of another, as they are all relative to their particular niche. I am not saying anything new in this blog post.

However, there are some people that seem to believe in general intelligence, in both senses. In other words, that the kind of intelligence we have is entirely fungible, and that an individual person's intelligence could solve any cognitive task. I am talking about AI researchers. In particular, people who worry about superintelligence explicitly or implicitly believe in general intelligence. The idea of an intelligence explosion requires a high degree of fungibility of intelligence, in that the cognitive capabilities exhibited by the artificial systems are assumed to be the same as those needed to create or improve that system. More generally, the discourse around AI tends to involve the pursuit of "generally intelligent" machines, thus assuming that the various cognitive capabilities that we try to build or replicate have something in common with each other. But it is far from clear that this is the case.

My view is that the pursuit of artificial general intelligence, arguably the biggest scientific quest of our time, suffers from the problem that we do not know that general intelligence can exist. We do not know of any examples of general intelligence, either biological or physical. There is also no good argument that general intelligence could exist. An alternative hypothesis is that different intelligences differ in qualitative ways, and do not in general subsume each other. I think both AI research and the debate around AI would stand on sounder footing if we acknowledged this. But hey, that's just, like, my opinion, man.


Friday, October 30, 2020

How many AGIs can dance on the head of a pin?

It is a common trope that we might one day develop artificial intelligence that is so smart that it starts improving itself. The AI thus becomes even smarter and improves itself even more in an exponential explosion of intelligence. This idea is common not only in sci-fi (Terminator, The Matrix etc) but also in the actual debate about the long-term ramifications of AI. Real researchers and philosophers discuss this idea seriously. Also, assorted pundits, billionaires, influencers, VCs, bluechecks and AI fanboys/girls debate this topic with sincere conviction.

Perhaps the most influential treatise on this topic is Nick Boström's book Superintelligence from 2014. It's well-written and contains good arguments. I recommend it. However, the idea goes back at least to I. J. Good's article from 1965, and my favorite analysis of the core argument is in a book chapter by David Chalmers. 

Following on from the main idea that we might create Artificial General Intelligence, or AGI, and that AGI will then likely improve itself into superintelligence and cause an intelligence explosion, is a whole bunch of debates. People discuss how to keep the superintelligence in a box (AI containment), how to make it have good values and not want to exterminate us (AI alignment), and so on.

This all sounds like it would be very exciting. At least for someone like me. I studied philosophy and psychology because I wanted to understand the mind, what intelligence was, and how it related to consciousness. But I got stuck. I could not see how to move forward meaningfully on those questions through just reading and writing philosophy. As I gradually understood that I needed to build minds in order to understand them, I moved on to artificial intelligence. These days I develop algorithms and applications of AI, mostly for games, but I'm still animated by the same philosophical questions. Basically, I build AI that generates Super Mario Bros levels, and then I argue that this helps us understand how the mind works (look, video games are actually excellent testbeds for developing AI...).

So the superintelligence debate should be right up my alley. Yet, I have a hard time engaging with the literature. It feels vacuous. Like a word game where the words have little relation to actual AI research and development. In fact, it reminds me of what I consider the most boring stretch of the history of Western philosophy: the Scholastic philosophy of Catholic Medieval Europe. 

The question "How many angels can dance on the head of a pin?" is commonly used to point out the ridiculousness of Scholastic philosophy. It seems that this particular question was not debated, at least in that form, by the scholastics themselves. However, there were serious discussion about the spatiality of angels from some of the most important philosophers of the time, such as Thomas Aquinas. There was also a lot written about the attributes of God, and of course many proofs of the existence of God.

To someone like me, and doubtlessly many other secular people in modern science-informed society, arguments about the attributes of God or angels appear to be "not even wrong". Quite literally, they seem meaningless. For the argument to make any sense, never mind be worthy of serious discussion, the basic concepts being argued about must have some meaning. If you don't believe in angels, it makes no sense discussing how much space they occupy. It just becomes a word game. Similarly for proofs of God's existence; for example, if the idea of a perfect being does not even make sense to you, it is hard to engage in arguing about which properties this being must have. To a modern onlooker, the various positions one can take in such a debate all seem equally pointless.

When I read about these debates, I must constantly remind myself that the people involved took these debates very seriously. And the people involved included some of the foremost intellectuals of their time. They worked at the most important centers of learning of their time, informing the decisions of kings and rulers.

(At this point it might be worth pointing out that medieval European philosophers were not, in general, stupid and only concerned with nonsense topics. There were also advancements in e.g. logic and epistemology. For example, we all appreciate our favorite philosophical toolmaker, William of Occam.)

So, why does the modern debate about superintelligence and AGI remind me of such nonsense as medieval debates about the spatiality of angels? This is something I had to ask myself and think hard about. After all, I can't deny that there are interesting philosophical questions about artificial intelligence, and designing AI systems is literally my day job. 

But the superintelligence debate is not about the kind of AI systems that I know exist because I work with them on a daily basis. In fact, calling the kind of software that we (and others) build "artificial intelligence" is aspirational. We build software that generates fake fingerprints, plays strategy games, or writes erotic fan fiction. Sure, some other AI researchers' systems might be more impressive. But it's a matter of degrees. No AI system is capable of designing itself from scratch, although some can optimize some of their own parameters. The thought that these systems would wake up and take over the world is ludicrous. But the superintelligence debate is not about any "AI" that actually exists. It's about abstract concepts, many of them badly defined.

The main culprit here is probably the word "intelligence". The meaning of the word tends to be taken for a given. An AI (or a human) has a certain amount of intelligence, and someone/something with more intelligence can do more intelligent things, or do intelligent things faster. But what is intelligence, really? This has been debated for a long time in multiple fields. There are lots of answers but limited agreement. It seems concepts of intelligence are either well-defined or relevant. Some of the best definitions (such as Legg and Hutter's Universal Intelligence) are extremely impractical, incomputable even, and have little correspondence to our common-sense notion of intelligence. Crucially, human beings would have rather low Universal Intelligence. Other definitions, such as the G factor from psychometrics, are just correlations of measures of how well someone performs on various tests. Such measures explain almost nothing, and are very human-centric. The only thing that seems clear is that people mean very different things with the word "intelligence".

In the absence of a good and unequivocal definition of intelligence, how can we discuss AGI and superintelligence?

Well, we can go back to the original argument, which is that an AI becomes so smart that it can start improving itself, and because it therefore will become even better at improving itself, it will get exponentially smarter. To be maximally charitable to this argument, let us simply define intelligence as "whatever is needed to make AI". This way, it is likely (but not necessary) that more intelligence will need to better AI. Arguably, we don't know what will be needed to make the AI systems of the future. But we know what is needed to create the AI systems we have now. And that is a lot.

Leonard E. Read wrote I, pencil, a short autobiography of a pencil, in 1958. Go read it. It is short, and excellent (except for its simplistic politics). It really drives home how many skills, materials, locations, and procedures are involved in something as seemingly simple as a pencil. As it points out, nobody knows how to make a pencil. The know-how needed is distributed among a mind-boggling number of people, and the materials and machinery spread all over the world.

That was a pencil. AI is supposedly more complicated than that. What about the AI software we have today, and the hardware that it runs on? I think it is safe to say that no single person could build a complete software stack for any kind of modern AI application. It is not clear that anyone even understands the whole software stack at any real depth. To put some numbers on this: TensorFlow has 2.5 million lines of code, and the Linux core 28 million lines of code, contributed by around 14 thousand developers. Of course, a complete AI software stack includes hundreds of other components in addition to the OS core and the neural network library. These are just two of the more salient software packages.

As for hardware, Apple has hundreds of suppliers in dozens of countries. These in turn have other suppliers, including mining companies extracting several rare earths that can only be found in a few known deposits on the planet. Only a few companies in the world have the capacity to manufacture modern CPUs, and they in turn depend on extremely specialized equipment-makers for their machinery. This supply chain is not only long and complicated, but also highly international with crucial links in unexpected places.

Interestingly, the history of artificial intelligence research shows that the development of better AI is only partially due to better algorithms for search, learning, etc. Not much progress would have been possible without better hardware (CPUs, GPUs, memory, etc), better operating systems, better software development practices, and so on. There is almost certainly a limit on how much an AI system can be improved by only improving a single layer (say, the neural network architecture) while leaving the others untouched. (I believe this paragraph to be kind of obvious to people with software development experience, but perhaps puzzling to people who've never really written code.)

Going back to the question of what intelligence is, if we define intelligence as whatever is needed to create artificial intelligence, the answer seems to be that intelligence is all of civilization. Or at least all of the supply chain, in a broad sense, for developing modern hardware and software.

From this perspective, the superintelligence argument is trivially true. As a society, we are constantly getting better at creating artificial intelligence. Our better artificial intelligence in turn improves our ability to create better artificial intelligence. For example, better CAD tools help us make better hardware, and better IDEs help us write better software; both include technology that's commonly called "artificial intelligence". Of course, better AI throughout society also indirectly improves our ability to create AI, for example through better logistics, better education, and better visual effects in the sci-fi movies that inspire us to create AI systems. This is the intelligence explosion in action, only that the "intelligent agent" is our entire society, with us as integral parts.

Some people might be unhappy with calling an entire society an intelligent agent, and want something more contained. Fine. Let's take a virus, of the kind that infects humans. Such viruses are able, through co-opting the machinery of our cells, to replicate. And if they mutate so as to become better at replicating themselves, they will have more chances to accumulate beneficial (to them) mutations. If we define intelligence as the ability to improve the intelligent agent, a regular pandemic would be an intelligence explosion. With us as integral parts.

Many would disagree with this definition of intelligence, and with the lack of boundaries of an intelligent agent. I agree. It's a silly definition. But the point is that we have no better definitions. Trying to separate the agent from the world is notoriously hard, and finding a definition of intelligence that works with the superintelligence argument seems impossible. Simply retreating to an instrumental measure of intelligence such as score on an IQ test doesn't help either, because there is no reason to suspect that someone can create AI (or do anything useful at all) just because they score well on an IQ test.

I think that the discussions about AGI, superintelligence, and the intelligence explosion are mostly an artifact of our confusion about a number of concepts, in particular, "intelligence"". These discussions are not about AI systems that actually exist, much like a debate about angels is not about birds (or even humans with wings glued on). I think conceptual clarification can help a lot here. And by "help", I mean that most of the debate about superintelligence will simply go away because it is a non-issue. There are plenty of interesting and important philosophical questions about AI. The likelihood of an intelligence explosion and what to do about it is not one of them.

Philosophical debates about the attributes of angels stopped being meaningful when we stopped believing in angels actually existing (as opposed to being metaphors or ethical inspiration). In the same way, I think debates over artificial general intelligence and superintelligence will stop being meaningful when we stop believing in "general intelligence" as something a human or machine can have.


Monday, August 03, 2020

A very short history of some times we solved AI

1956: Logic Theorist. Arguably, pure mathematics is the crowning achievement of human thought. Now we have a machine that can prove new mathematical theorems as well as a human. It has even proven 38 of the first 52 theorems of Principia Mathematica on its own, and one of the proofs is more elegant than what Russell and Whitehead had come up with. It is inconceivable that anyone could have this mathematical ability without being highly intelligent.

1991: Karl Sims' Creatures. Evolution is the process that created natural intelligence. Now we can harness evolution to create creatures inhabiting a simulated virtual world with realistic physics. These evolved creatures have already developed new movement patterns that are more effective than any human-designed movements, and we have seen an incredible array of body shapes, many unexpected. There is no limit to the intelligence that can be developed by this process; in principle, these creatures could become as intelligent as us, if they just keep evolving.

1997: Deep Blue. Since antiquity, Chess has been seen as the epitome of a task the requires intelligence. Not only do you need to do long-term planning in a complex environment with literally millions of possibilities, but you also need to understand your adversary and take their playing style into account so that you can outsmart them. No wonder that people are good at Chess are generally quite intelligent. In fact, it seems impossible to be good at something as complex as Chess without being intelligent. And now we have a computer that can beat the world champion of Chess!

2016: AlphaGo. Go, the Asian board game, is in several ways a much harder challenge than Chess. There are more moves to choose from, and recognizing a good board state is a very complex task in its own right. Computers can now play Go better than the best human player, and a newer version of this algorithm can also be taught play Chess (after some tweaks). This astonishing flexibility suggests that it could be taught to do basically anything.

2019: GPT-2. Our language is our most important and impactful invention, and arguably what we use to structure and shape our thoughts. Maybe it's what makes thinking as we know it possible. We now have a system that, when prompted with small snippets of text, can produce long and shockingly coherent masses of text on almost any subject in virtually any style. Much of what it produces could have been written by a human, and you have to look closely to see where it breaks down. It really does seem like intelligence.

2020: GPT-3. Our language is our most important and impactful invention, and arguably what we use to structure and shape our thoughts. Maybe it's what makes thinking as we know it possible. We now have a system that, when prompted with small snippets of text, can produce long and shockingly coherent masses of text on almost any subject in virtually any style. Much of what it produces could have been written by a human, and you have to look closely to see where it breaks down. It really does seem like intelligence.

This is obviously a very selective list, and I could easily find a handful more examples of when we solved the most important challenge for artificial intelligence and created software systems that were truly intelligent. These were all moments that changed everything, after which nothing would ever be the same. Because we made the machine do something that everyone agreed required true intelligence, the writing was on the wall for human cognitive superiority. We've been prognosticating the imminent arrival of our new AI overlords since at least the 50s.

Beyond the sarcasm, what is it I want to say with this?

To begin with, something about crying wolf. If we (AI researchers) keep bringing up the specter of Strong AI or Artificial General Intelligence every time we have a new breakthrough, people will just stop taking us seriously. (You may or may not think it is a bad thing that people stop taking AI researchers seriously.)

Another point is that all of these breakthroughs really were worth the attention they were getting at the time. They really were major advances that changed things, and they all brought unexpected performance to tasks that we thought we needed "real" intelligence to perform. And there were many other breakthroughs in AI that could have fit onto this list. These were really just the first five things I could think of.

But we no longer worry that the Logic Theorist or Deep Blue is going to take over the world, or even put us out of jobs. And this is presumably not because humans have gotten much smarter in the meantime. What happened was that we learned to take these new abilities for granted. Algorithms for search, optimization, and learning that were once causing headlines about how humanity was about to be overtaken by machines are now powering our productivity software. And games, phone apps, and cars. Now that the technology works reliably, it's no longer AI (it's also a bit boring).

In what has been called "the moving goalpost problem", whenever we manage to build an AI system that solves (or does really well at) some task we thought was essential for intelligence, this is then taken to demonstrate that you did not really need to be intelligent to solve this task after all. So the goalpost moves, and some other hard task is selected as our next target. Again and again. This is not really a problem, because it teaches us something about the tasks our machines just mastered. Such as whether they require real intelligence.

So when will we get to real general artificial intelligence? Probably never. Because we're chasing a cloud, which looks solid from a distance but scatters in all directions as we drive into it. There is probably no such thing as general intelligence. There's just a bunch of strategies for solving various "cognitive" problem, and these strategies use various parts of the same hardware (brain, in our case). The problems exist in a world we mostly built for ourselves (both our culture and our built environment), and we built the world so that we would be effective in it. Because we like to feel smart. But there is almost certainly an astronomical number of potential "cognitive" problems we have no strategies for, have not encountered, and which our brain-hardware might be very bad at. We are not generally intelligent.

The history of AI, then, can be seen as a prolonged deconstruction of our concept of intelligence. As such, it is extremely valuable. I think we have learned much more about what intelligence is(n't) from AI than we have from psychology. As a bonus, we also get useful technology. In this context, GPT-3 rids us from yet another misconception of intelligence (that you need to be generally intelligent to produce surface-level coherent text) and gives us a new technology (surface-level coherent text on tap).

Lest someone misunderstand me, let me just point out that I am not saying that we could not replicate the same intelligence as a human has in a computer. It seems very likely that we could in the future build a computer system which has approximately the same set of capabilities as a human. Whether we would want to is another matter. This would probably be a very complex system with lots of parts that don't really play well together, just like our brain, and very hard to fine-tune. And the benefits of building such a system would be questionable, as it would not necessarily be any more or less "generally intelligent" than many other systems we could build that perform actual tasks for us. Simply put, it might not be cost-efficient. But maybe we'll build one anyway, for religious purposes or something like that.

Until then, there are lots of interesting specific problems to solve!

Saturday, July 21, 2018

CEC vs GECCO

I've been to both the IEEE Congress on Evolutionary Computation (CEC) and IEEE Genetic and Evolutionary Computation Conference (GECCO) many times now, but this year was probably the first time that I attended both of the two major evolutionary computation conferences back to back. This gave me an opportunity to think about their differences and respective strengths and weaknesses.

To begin with, both conferences feature some very good work and quality of top papers at both is comparable. However, the average paper quality at GECCO is higher. This is almost certainly because CEC has much higher acceptance rate. I'm not a fan of artificially low acceptance rates, as I think it discourages risk-taking and all good research deserves being published. However, I think not all papers at CEC deserve to be full papers with oral presentation. There's just too much noise.

Both conferences have invited talks (called keynotes and plenary talks). However, they differ in their character. Whereas CEC largely invites prominent speakers from within the community, GECCO seems to almost entirely source their speakers from outside the community. I've often been puzzled by the choice of keynote speakers at GECCO, but this year was extreme. The speakers had almost nothing to do with evolutionary computation. I understand that it's good with outside influences, but this felt like random talks on random topics. A research community also has a responsibility to help its researchers grow by giving strong researchers an opportunity to shine, and present them as examples to the community. It is my strong opinion that CEC has a much better keynote selection policy than GECCO. (Yes, I'm biased as I gave one of the CEC keynotes this year. But I also enjoyed the other CEC keynotes way more than the GECCO keynotes.)

 CEC has a number of special sessions whereas GECCO has tracks. I think the GECCO model is somewhat better than the CEC model here. The tracks have more of their own identity, and review and paper selection happens on a per-track basis, which is nice. CEC could easily turn the special sessions into something more like tracks, which would probably be a good thing. However, the difference is not large.  (Aitor Arrieta on Twitter points out that it's nice to be able to have special sessions on hot topics, which is true - tracks are a bit less flexible.)

Then there's the best paper award selection policy. Here GECCO is a clear winner, with awards in each track, and the best paper selected by public vote among a handful of top-reviewed papers. This is infinitely much fairer and more transparent than CEC's "selection by secret cabal". CEC, please fix this problem.

Finally, why are there two main conferences on evolutionary computation? Turns out it's for historical reasons, that at least partly have to do with animosity between certain influential people who are no longer that important in the community. I'm not necessarily a fan of always having a single large conference, but especially for US researchers your papers count more if published in a "large selective" conference. With this in mind, I think CEC and GECCO should merge.

(This blog post is edited from a series of tweets. I'm thinking about doing this more often, as blog posts are perceived as more permanent than tweets.)