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Noam Brown: AI vs Humans in Poker and Games of Strategic Negotiation | Lex Fridman Podcast #344

Lex Fridman2:29:21

Transcription

a lot of people were saying like oh this

whole idea of Game Theory it's just

nonsense and if you really want to make

money you got to like look into the

other person's eyes and read their soul

and figure out what cards they have but

what happened was where we played our

bot against four top heads up no limit

Hold'em poker players and the bot wasn't

trying to adapt to them it wasn't trying

to exploit them it wasn't trying to do

these Mind Games it was just trying to

approximate the Nash equilibrium and it

crushed them

the following is a conversation with no

Brown research scientists at Fair

Facebook AI research group at meta AI he

co-created the first AI system that

achieved superhuman level performance in

No Limit Texas Hold'em both heads up and

multiplayer and now recently he

co-created an AI system that can

strategically out-negotiate humans using

natural language in a popular board game

called diplomacy which is a war game

that emphasizes negotiation

this is a Lex Friedman podcast to

support it please check out our sponsors

in the description and now dear friends

here's gnome proud

you've been a lead on three amazing AI

projects so we've got libratus that

solved or at least achieved human level

performance on No Limit Texas Hold'em

poker with two players heads up

you got pluribus that solved No Limit

Texas HoldEm Poker with six players and

just now you have Cicero these are all

names of systems that solved or achieved

human level performance on the game of

diplomacy which for people who don't

know is a popular strategy board game it

was loved by JFK John F Kennedy and

Henry Kissinger and many other big

famous people in the decades since so

let's talk about poker and diplomacy

today first poker what is the game of No

Limit Texas Hold'em and how's it

different from chess well no limit Texas

hold 'em poker is the most popular

variant of Poker in the world

so you know you go to a casino you play

sit down at the poker table the game

that you're playing is no limit Texas

Hold'em

if you watch movies about poker like

Casino Royale or rounders the game that

they're playing is no limit Texas hold

in poker

now it's very different from limit

Hold'em in that you can bet any amount

of chips that you want and so the stakes

escalate really quickly you start out

with like one or two dollars in the pot

and then by the end of the hand you've

got like a thousand dollars in there

maybe so the option to increase the

number of very aggressively very quickly

is always there right the No Limit

aspect is there's no limit to how much

you can bet you know you in limit

Hold'em there's like two dollars in the

Pod you you can only bet like two

dollars but if you got ten thousand

dollars in front of you you're always

welcome to put ten thousand dollars into

the pot so I've got a chance to hang out

with uh Phil Hellmuth who plays all

these different variants of Poker and

correct me if I'm wrong but it seems

like no limit rewards crazy versus the

other ones rewards more kind of

calculated strategy or or no because

you're sort of looking from an from an

analytic perspective is is strategy also

rewarded in No Limit taxes hold on I

think both variance reward strategy but

I think what's different about No Limit

Hold'em is it's it's much easier to get

jumpy you know you go in there thinking

you're going to lose you're going to

play for like a hundred dollars or

something and suddenly there's like you

know a thousand dollars in the pot a lot

of people can't handle that can you

define jumpy when you're playing poker

you always want to choose the action

that's going to maximize your expected

value it's kind of like kind of like

with investing right like if you're ever

in a situation where you're the amount

of money that's at stake is

um is going to have a material impact on

your life then you're going to play in a

more risk-averse style you know if

somebody makes a huge bet you're gonna

if you're playing no limit hold them and

somebody makes a huge bet

there might come a point where you're

like this is too much money for me to

handle like I can't risk this amount uh

and that's what throws a lot of people

off

so that's the big difference I think

between No Limit and limit what about on

the action side when you're actually

making that big bet that's what I mean

by crazy I was I was trying to refer to

the technical the the technical term of

crazy meaning use the big jump in the

BET to completely throw off the other

person in terms of

um their ability to reason optimally I

think that's right I think

one of the key strategies in poker is to

put the other person into an

uncomfortable position and if you're

doing that then you're you're playing

poker well and there's a lot of

opportunities to do that in no limit

Hold'em you know you can have like 50 in

there you throw in a thousand dollar bet

and um you know that's sometimes if you

do it right it puts the other person in

a really tough spot now it's also

possible that you make huge mistakes

that way and so it's really easy to lose

a lot of money and no limit hold them if

you don't know what you're doing

um but there's a lot of upside potential

too so when you build systems AI systems

that play these games we'll talk about

poker we'll talk about diplomacy

are you um are you drawn in in part by

the beauty of the game itself AI aside

or is it to you primarily a fascinating

problem set for the eye to solve I'm

drawn in by the beauty of the game uh

when I I started playing poker when I

was in high school and the idea to me

that there is a correct and objectively

correct way of playing poker and if you

could figure out what that is then

you're you know you're making unlimited

money basically

that's like a really fascinating concept

to me

um and so I was fascinated by the

strategy of Poker even when I was like

16 years old it wasn't until like much

later that I actually worked on poker

AIS so there was a sense that you can

solve poker like uh in the way you can

solve chess for example or Checkers I

believe Checkers got solved right yeah

Checkers Checkers are completely solved

up optimal optimal strategy it's

impossible to beat the AI yeah and so in

that same way you could technically

solve chess

you could solve chess you could solve

poker you could solve poker so this is

this gets into the concept of an ash

equilibrium yeah so it is a Nash

equilibrium Okay so

and any finite two-player zero-sum game

there is an optimal strategy that if you

play it you are guaranteed to not lose

an expectation no matter what your

opponent does

and this is kind of a radical concept to

a lot of people

um but it's true in chess it's true in

poker it's true in any finite two-player

zero-sum game

and to give some intuition for this you

can think of rock paper scissors

and rock paper scissors if you randomly

choose between throwing rock paper and

scissors with equal probability then no

matter what your opponent does you are

not going to lose an expectation you're

not going to lose an expectation in the

long run

now the same is true for poker there

exists some strategy some really

complicated strategy that if you play

that you are guaranteed to not lose

money in the long run and I should say

this is for two player poker six player

poker is a different story yeah it's a

beautiful giant mess when you say in

expectation you're guaranteed not to

lose in expectation what does in

expectation mean Poker is a very high

variance game so you're gonna have hands

where you win you're gonna have hands

with your lose even if you're playing

the perfect strategy you can't guarantee

they're going to win every single hand

but if you play for long enough then you

are guaranteed to at least break even

and and practice probably one

so that's an expectation the size of

your stack generally speaking now that

doesn't include anything about the fact

that you can go broke it doesn't include

any of those kinds of normal real world

limitations you're talking you know in

the theoretical world

uh what about this the zero-sum aspect

how big of a constraint is that how big

of a constraint is finite

so

finite's not a huge constraint so I mean

most games that you play are finite in

size

um it's also true actually that there

exists this like perfect strategy in

many infinite games as well technically

the game has to be compact

um there are like some edge cases where

you don't have an ash equilibrium and a

two player zero-sum game so you can

think of a game where you like you know

if we're playing a game where whoever

names the bigger number is the winner

there's no Nash equilibrium to that game

17 yeah 18. but you beat you win again

you're good at this I played a lot of

games

okay uh so that's and then the Zero Sum

aspect the zero zero sum aspects so

there exists a Nash equilibrium in non

two player zero-sum games as well and by

the way just to clarify what I mean by

two player Zero Sum I mean there's two

players and whatever one player wins the

other player loses so if we're applying

poker and I win 50 that means that

you're losing fifty dollars

now outside of two player zero-sum games

there still exists Nash equilibria but

they're not as meaningful because you

know you can think of a game like Risk

if everybody else at the and on the

board decides a team up against you and

take you out there's no perfect strategy

you can play that's gonna guarantee that

you win there there's just nothing you

can do so outside of two players zero

some games there's no guarantee that

you're going to win by playing a

national equilibrium

have you ever tried to model in the

other aspects of the game

which is like the pleasure you draw from

playing the game and then if you're a

professional poker player if you're

exciting even if you lose

uh the you know the money you would get

from the attention you get to the

sponsor and all that kind of stuff is

that that would be a fun thing to model

to model in as I'd be make it sort of

super complex to include the human

factor in this in this full complexity I

think you bring up a couple good points

there so I think a lot of professional

poker players I mean they got a huge

amount of money not from actually

playing poker but from the sponsorships

and having a personality that people

want to tune in and watch that that's a

big that's a big way to to make a name

for yourself in poker I just wanted from

an AI perspective if you create and

we'll talk about this more maybe a AI

system that also talks trash and all

that kind of stuff that that becomes

part of the function to maximize so it's

not just optimal poker play maybe

sometimes you want to be chaotic maybe

sometimes you want to be suboptimal and

you lose

um the the chaos and maybe sometimes you

want to be overly aggressive because

people the audience loves that

that's fascinating I think I think what

you're getting at here is that there's a

difference between making an AI that

wins a game and an AI That's fun to play

with right yeah yeah and more fun to

watch so those are all different things

fun to play with and fun to watch yeah

and I think you know I've I've heard uh

talks from like game designers and and

they say like you know people that work

on AI for actual recreational games that

people play and they say yeah there's a

big difference between trying to make an

area that actually wins and you know you

look at a game like Civilization

um the way that the AIS play is not

optimal for trying to win they're

they're playing a different game they're

trying to have personalities they're

trying to be fun and engaging

um and that makes for a better game yeah

and we also talk about NPCs I just

talked to Todd Howard who is the the

creator of Fallout in the Elder Scrolls

series and

um Starfield the new game coming out and

the Creator what I think is the greatest

game of all time which is Skyrim and the

NPCs there the AI that governs that

whole game is very interesting but the

NPCs also are super interesting and

considering what language models might

do to NPCs in an open world RPG

role-playing game

it's super exciting yeah honestly I'm I

think this is like one of the first

applications where we're going to see

like real consumer interaction with

large language models

um I guess what sky um Elder Scrolls 6

is in development now they're probably

like pretty close to finishing it but I

would not be surprised at all if Elder

Scrolls 7 was using large language

models for their NPCs no they're not

they're I mean I'm not saying anything

not saying anything this is me

speculating not you no but but there's

they're just releasing the star feel

good they do one game at a time yeah and

so uh whatever it is whenever the date

is I don't know what the data is calm

down uh but it would be I don't know

like uh 20 24 25 26 so it's actually

very possible they would include

language models I was listening to this

um this talk by a gaming executive uh

when I was in grad school

and one of the questions that a person

in the audience asked is why are all

these games so focused on fighting and

killing and the person responded that

it's just so much harder to make an AI

that can talk with you and cooperate

with you than it is to make an AI that

can fight you

and I think once this technology

develops further and you can have a you

can reach a point where like not every

single line of dialogue has to be

scripted it unlocks a lot of potential

for new kinds of games like much more

like positive interactions that are not

so focused on fighting and I'm really

looking forward to that well it might

not be positive it might be just drama

you'll be in like a Call of Duty game

instead of doing the shooting you'll

just be hanging out and like arguing

with an AI about like

um like passive aggressive and then you

won't be able to sleep that night you

have to return or continue the argument

that you were uh emotionally hurt uh

I mean yeah I think that's actually an

exciting World whatever whatever is the

drama the chaos that we love the push

and pull of human connection I think

it's possible to do that in the video

game world and I think you could be

Messier and make more mistakes in the

Video Game World which is why it would

be a nice place and and also it doesn't

have a deep of a as deep of a real

psychological impact because inside

video games it's kind of understood that

you're in a not a real world so whatever

crazy stuff AI does we have some

flexibility to play just like with the

game of diplomacy it's a game this is

not real geopolitics not real war it's a

it's a game so you could you can have a

little bit of fun a little bit of chaos

okay back to Natural uh how do we find

the Nash equilibrium

all right so there's different ways to

find an ash equilibrium so um

the way that we do it is with this

process called self-play

um basically we have this algorithm that

starts by playing totally randomly and

it learns how to play the game by

playing against itself

so

um it will start playing the game

totally randomly and then it you know if

it's playing poker it'll eventually like

get to the end of the end of the game

and make fifty dollars

and then it will like review all the

decisions that it made along the way and

say what would have happened if I had

chosen this other action instead you

know if I had raised here instead of

called

um what would the other player have done

and because it's playing against a copy

of itself it's able to do that

counterfactual reasoning so they can say

okay well if I took this action and the

other person takes this action and then

I take this action and eventually I make

150 instead of 50.

and so it updates the regret value for

that action

regret is basically like how much does

it regret having not played that action

in the past

and when it encounters that same

situation again it's going to pick

actions that have higher regret with

higher probability

now

it'll just keep simulating the games

this way it'll keep um you know

accumulating regrets for different

situations

um and in the long run if you pick

actions that have higher regret with

higher probability in the correct way

it's proven to converge to a Nash

equilibrium

even for super complex games even for

imperfect information games it's true

for all games it's true for it's true

for chess it's true for poker it's

particularly useful for poker so this is

the the method of contractual regret

minimization this is counter factual

regret minimization that doesn't have to

do with self-play has to do with just

any any if you follow this kind of

process self-play or not you'll be able

to arrive in an optimal set of actions

so this counterfactual regret

minimization is a kind of self-play it's

a principled kind of self-play that's

proven to converge to Nash equilibria

even in in private information games now

you can have other forms of self-play

and people use other forms of self-play

for perfect information games

um where you have more flexibility the

algorithm doesn't have to be as

theoretically sound in order to converge

to that class of games because there's

uh it's a simpler setting sure so I kind

of in my brain the word self-play has

mapped in you all networks but we're

speaking something bigger than just

neural networks it could be anything

the self-play mechanism is just the

mechanism of a system playing itself

exactly yeah self-play is not tied

specifically to neural Nets it's it's a

kind of reinforcement learning basically

okay and I would also say this process

of like trying to reason oh what would

the value have been if I had taken this

other action instead this is very

similar to how humans learn to play a

game like poker right like you probably

played poker before and with your

friends you probably asked like oh what

do you have called me if I raised there

you know and that's that's a person

trying to do the same kind of like

learning from a counter factual that the

AI is doing okay and if you do that at

scale you're going to be able to learn

an optimal policy yeah now where the

neural nets come in I said like okay if

it's in that situation again then it

will choose the action that has high

regret now the problem is that poker is

such a huge game you know I think no

limit Texas Hold'em the version that we

were playing has 10 to the 161 different

decision points which is more than the

number of atoms in the universe squared

that's heads up that's heads up yeah 10

to the 161 you said yeah I mean it

depends on the number of chips that you

have the stacks and everything but like

the version that we were playing was

tense to the 161. which I assume would

be a somewhat simplified version anyway

because the about there's some like step

function you had for like bets oh no no

that's that's I'm saying like we played

the the full game you can bet whatever

amount you want another thought maybe

was constrained in like what it

considered for bed sizes but the the

person on the other side could bet

whatever they wanted yeah I mean 161

plus or minus 10 doesn't matter yeah

um and so the way neural Nets help out

here is you know you don't have to run

into the same exact situation because

that's never going to happen again the

odds of you running into the same exact

situation are pretty slim but if you run

into a similar situation then you can

generalize from other states that you've

been in that kind of look like that one

and you can say like well these other

situations I had high regret for this

action and so maybe I should play that

action here as well which is the more

complex game chess or poker or go or

poker do you know that is a

controversial question okay um I'm gonna

it's like somebody screaming on Reddit

right now it depends on which subreddit

you're on is it chess or is it poker I'm

sure like David Silver's gonna get

really angry at me yeah I'll say I'm

gonna say poker actually and I think for

a couple reasons

um they're not here to defend themselves

so first of all you have the imperfect

information aspect and so it's um it we

can go into that but like once you

introduce imperfect information uh

things get much more complicated so we

should say

maybe you can describe what is seen to

the players what is not seen uh in the

game of Texas Hold'em yeah so Texas

Hold'em you get two cards face down that

only you see

um and so that's the hidden information

of the game the other players also all

get two cards face down that only they

see

um and so you have to kind of as you're

playing reason about like okay what do

they think I have what do they have what

do they think I think they have that

kind of stuff and

um that's that's kind of where bluffing

comes into play right because the fact

that you can Bluff the fact that you can

bet with a bad hand and still win is

because they don't know what your cards

are right and that's the that's the key

difference between a perfect information

game like poker uh sorry like chess and

go

um and imprint information games like

poker this is what trash talk looks like

the implied statement is the game I

solved is much tougher uh but yeah so uh

when you're playing I'm just gonna do

random questions here so what when

you're playing your opponent

under imperfect information

is there some degree to which you're

trying to estimate the range of hands

that they have

or is that not part of the algorithm so

how what are the different approaches to

the imperfect information game so the

key thing to understand about why in

perfect information makes things

difficult is that you have to worry not

just about which actions to play but the

probability that you're going to play

those actions

so you think about

um rock paper scissors for example rock

paper scissors is an imperfect

information game

um right because you don't know what I'm

about to throw I do but yeah usually not

yeah yeah and so you can't just say like

I'm just gonna throw a rock every single

time because the other person is going

to figure that out and notice a pattern

and then suddenly you're going to start

losing and so you don't just have to

figure out like which action to play you

have to figure out the probability that

you play it and really importantly the

value of an action depends on the

probability that you're going to play it

so if you're playing Rock every single

time that value is really low but if

you're never playing rock you play Rock

like one percent of the time then

suddenly the the other person's probably

gonna be throwing scissors and when you

throw rock the value of that action is

going to be really high

now you take that to Poker what that

means is

the value of bluffing for example if

you're the kind of person that never

Bluffs and you have this reputation as

somebody that never Bluffs and suddenly

you Bluff there's a really good chance

that that bluff is going to work and

you're gonna make a lot of money on the

other hand if you've got a reputation

like if they seen you play for a long

time and they see oh you're the kind of

person that's bluffing all the time

when you Bluff they're not going to buy

it and they're going to call you down

you're going to lose a lot of money

and that finding that balance of how

often you should be bluffing is uh the

key challenge of a game of poker

and um you contrast that with a game

like chess

it doesn't matter if you're opening with

the Queen's Gambit 10 of the time or 100

of the time the value the expected value

is the same

so um so that's that's why we need these

algorithms that understand not just we

have to figure out what actions are good

but the probabilities we need to get the

exact probabilities correct and that's

actually when we created the bot

labradus libratus means balanced because

the algorithm that we designed was

designed to find that right balance of

how often it should play each action

the balance of how often in the key sort

of branching is the bluff or not the

bluff

is that a is that a good crude

simplification of the major decision in

poker it's a good simplification I think

that's like the main tension but it's

it's not just how often the bluff or not

to Bluff it's like how often should you

bet in general how often should you what

what kind of bet should you make

um should you bet big or should you bet

small and with which with which hands uh

and so this is where the idea of a range

comes from because when you are bluffing

with a particular hand in a particular

spot

you don't want there to be a pattern for

the other person to pick up on you don't

want them to figure out oh whenever this

person is in this spot they're always

bluffing and so you have to reason about

okay would I also bet with a good hand

in this spot

you want to be unpredictable so you have

to think about what would I do if I had

this different set of cards is there

explicit estimation of like a theory of

mind that the other person has about you

or is that just a emergent thing that

happens

the way that the Bots handle it that are

really successful they have an explicit

theory of mine so they're explicitly

reasoning about what are what's the

common knowledge belief what does what

do you think I have what do I think you

have what do you think I think you have

um it's explicitly reasoning about that

is there multiple U's there so

maybe that's jumping ahead to six

players but is there a stickiness to the

person to so it's an iterative game

you're playing the same person

there is there's a stickiness to that

right you're gathering information as

you play it's not every every

um every hand is in your hand is there

um a continuation in terms of estimating

what kind of player I'm facing here

that's a good question so

you could approach the game that way the

way that the Bots do it they don't and

the way that humans approach it also

expert human players the way they

approach it is to basically assume that

you know my strategy so

I'm going to try to pick a strategy

where even if I were to play it for 10

000 hands and you could figure out

exactly what it was you still wouldn't

be able to beat it basically what that

means is I'm trying to approximate the

Nash equilibrium I'm trying to be

perfectly balanced because if if I'm

playing the national equilibrium even if

you know what my strategy is like I said

I'm still unbeatable in expectation so

so that's what that's what the bot aims

for and that's actually what a lot of

expert poker players aim for as well to

start by playing the Nash equilibrium

and then maybe if they spot weaknesses

in the way you're playing then they can

deviate a little bit to take advantage

of that

they aim to be unbeatable in expectation

okay

so who's the greatest poker player of

all time and why is it Phil Hellmuth so

this is for Phil uh so he's known

um

at least in part for maybe playing

sub-optimally and he still wins a lot

it's a bit chaotic so maybe

can you speak from an AI perspective

about the genius of his Madness or The

Madness of his genius

so playing sub optimally playing

chaotically

um as a way to make it hard to pin down

about what your strategy is so okay the

thing that I should explain first of all

was like Nash equilibrium it doesn't

mean that it's predictable the whole

point of it is that you're trying to be

unpredictable now I think when somebody

like Phil Hellmuth might be really

successful is not in being unpredictable

but in being able to

um take advantage of the other player

and figure out where they're being

predictable

or guiding the other player into

thinking that you have certain

weaknesses and then and then

understanding how they're going to

change their behavior they're going to

deviate from a Nash equilibrium style of

play to try to take advantage of those

perceived weaknesses and then counter

exploit them so you kind of get into the

Mind Games there so you think about

these heads up poker as a dance between

two agents I guess are you playing the

cards are you playing the the player so

this this gets down to a big argument in

the poker community and the academic

Community for a long time there was this

debate of like what's called GTO Game

Theory optimal poker or exploitative

play

and um up until about like 2017 when we

did the broadest match I think actually

exploitative play had the advantage a

lot of people were saying like oh this

whole idea of Game Theory it's just

nonsense and if you really want to make

money you got to like look into the

other person's eyes and read their soul

and figure out what cards they have but

what happened was people started

adopting the game theory optimal

strategy

um and they were making good money and

they weren't trying to adapt so much to

the other player they were just trying

to play the national equilibrium and

then what really solidified it I think

was the broadest the broadest match

where we played our bot against four top

heads up no limit Hold'em poker players

and the bot wasn't trying to adapt to

them it wasn't trying to exploit them it

wasn't trying to do these Mind Games it

was just trying to approximate the Nash

equilibrium and it crushed them

I think you know

it we've we're playing for 50 100 blinds

and over the course of about 120 000

hands it made close to two million

dollars 120 000 hands 120 000 hands

against humans yeah and this was this

was fake money to be clear so there was

real money at stake there was 200 000

first of all all money is fake but um

that's that's that's a different

conversation

um we give it meaning uh it's an it's a

it's a phenomena that gets meaning from

our uh complex psychology as a human

civilization

um it's emerging from the collective

intelligence of the human species but

that's not what you mean you mean like

there's literally you can't you can't

buy stuff with it okay can you actually

uh step back and take me through that

um competition yeah okay so

when I was in grad school

um there was this thing called the

annual computer poker competition where

every year all the different research

Labs that were working on AI for poker

would get together they would make a bot

they would play them against each other

uh and we made a bot that actually won

the um 2014 competition the 2016

competition uh and so we decided we're

gonna take this bot build on it and play

against Real top professional heads up

no limit Texas hold 'em poker players

so we invited four of the world's best

players in this specialty and we

challenge them to 120 000 hands of poker

over the course of 20 days

um and we had 200 000 200 000 in prize

money at stake where it would basically

be divided among them depending on how

well they did relative to each other

so we wanted to have some incentive for

them to play their best

did you have a confidence

2014-16 that this is even possible how

much doubt was there so and we did a

competition actually in 2015 where we

also played against professional poker

players and the bot lost by by a pretty

sizable margin actually now there were

some big improvements from 2015 to 2017.

and so can you speak to the improvements

is it computational nature is it the

algorithm the the methods it was it was

really an algorithmic approach that was

the difference so 2015 it was much more

focused on trying to come up with a

strategy up front like trying to solve

the entire game of poker like and then

just have a lookup table where you're

saying like oh I'm in this situation

what's the strategy

um the approach that we took in 2017 was

much more search based it was trying to

say okay well let me in real time try to

compute a much better strategy than what

I had pre-computed by playing against

myself during self-play what is the

search space for

poker what are you searching over

what's that look like there's different

actions like raising calling yeah what

are the actions

um is it just a search over actions so

in a game like chess the the search is

like okay I'm in this chess position and

I can like you know move these different

pieces and see where things end up in

poker what you're searching over is the

actions you can take for your hand the

probabilities that you take those

actions and then also the probabilities

that you take other actions with other

hands that you might have

um and and that's kind of like a hard to

wrap your head around like why are you

searching over these like other hands

that you might have and like trying to

figure out what you would do with those

hands

um and the idea is is again you you

wanna

you wanna always be balanced and

unpredictable and so if you're a search

algorithm that's saying like oh I want

to raise with this hand well in order to

know whether that's a good action like

let's say it's a bluff you know let's

say you have a bad hand and you're

saying like oh I I think I should be

betting here with this really bad hand

and bluffing well that all that's only a

good action if you're also

betting with a strong hand otherwise

it's an obvious Bluff so if your action

in some sense maximizes your

unpredictability so that action could be

mapped by your opponent to a lot of

different hands then that's a good

action basically what you want to do is

put your opponent into a tough spot so

you want them to always have some doubt

like should I call here should I fold

here and if you are raising in the

appropriate balance between Bluffs and

good hands then you're putting them into

that tough spot and so that's what we're

trying to do we're always trying to

search for a strategy that would put the

opponent into a difficult position can

you give a metric that you're trying to

maximize or minimize does this have to

do with the regret thing what we're

talking about in terms of putting your

opponent in a maximally tough spot yeah

ultimately what you're trying to

maximize is your expected winnings like

your expected value the amount of money

that you're going to walk away from

assuming that your opponent was playing

optimally in response so you're going to

assume that your opponent is is also

playing um like as as well as possible

Nash equilibrium approach because if

they're not then you're just going to

make more money right like anything that

deviates like by definition the national

equilibrium is the strategy that does

the best in expectation and so if you're

deviating from that then you're just

they're going to lose money and since

it's a two player zero-sum game that

means you're gonna make money so there's

not an explicit like objective function

that maximizes the toughness of the spot

they're put in you're always

this is not from like a self-play

reinforcement learning perspective

you're just trying to maximize winnings

and the rest is implicit that's right

yeah so we're what we're actually trying

to maximize is the expected value given

that the opponent is playing optimally

in response to us now in practice what

that ends up looking like is it's

putting the opponent into difficult

situations where there's no obvious

decision to be made so the the system

doesn't know anything about the

difficulty of the situation not at all

it doesn't care okay yeah all right my

head was getting excited whenever I was

making the other the opponent's sweat

okay so you're in 2015 you didn't do as

well so what's the journey from that to

a system that in your mind could have a

chance so 2015 we we got we got beat

pretty badly and we actually learned a

lot from that competition and in

particular you know what became clear to

me is that the way the humans were

approaching the game was very different

from how the bot was approaching the

game the bot would not be doing search

it would just be trying to compute you

know it would do like months of

self-play it would just be playing

against itself for months but then when

it's actually playing the game it would

just act instantly

um and the humans when they're in a

tough spot they would sit there and

think for sometimes even like five

minutes about whether they're going to

call or fold a hand

um and it became clear to me that that's

there's a good chance that that's what

that's what's missing from our bot so I

actually did some

um initial experiments to try to figure

out how much of a difference this is

actually make and the difference was

huge as a signal to the human player how

long you took to think no no I'm not

saying that there were any timing tells

I was saying when the human like the bot

would always act instantly it wouldn't

try to come up with a better strategy in

real time

um over what it had precomputed during

training whereas the human like they

have all this intuition about how to

play but they're also in real time

leveraging their ability to think just

to search to plan

um and coming up with an even better

strategy than what their intuition would

say so you're saying that there's you're

doing that's what you mean by you're

doing search also you have an you have a

intuition and searched on top of that

looking for a better solution yeah

that's that's what I mean by search that

um instead of acting instantly you know

a neural net usually gives you a

response in like 100 milliseconds or

something it depends on the size of the

of the net but if you can leverage extra

computational resources

you can't possibly get a much better

outcome and we did some experiments in

small scale versions of Poker and what

we what we found was that if you

do a little bit of search even just a

little bit it was the equivalent of

making your you know your pre-computed

strategy like you could kind of think it

as your neural net a thousand times

bigger

with just a little bit of search and it

just like blew away all of the research

that we had been working on and trying

to like scale up this like pre-computed

solution it was dwarfed by the benefit

that we got from search

can you just Linger on what you mean by

search here you're searching over a

space of actions

for your hand and for other hands how

are you selecting the other hands to

search over

and so yeah randomly no it's all the

other hands that you could have so when

you're playing No Limit taxes hold on

you've got two face down cards and so

that's 52 choose two one thousand three

hundred twenty six different

combinations now that's actually a

little bit lower because there's

Facebook cards in the middle and so you

can eliminate those as well but you're

looking at like around a thousand

different possible hands that you can

have and so when we're doing when the

bot's doing search It's thinking

explicitly there are these thousand

different hands that I could have there

are these thousand different hands that

you could have

let me try to figure out what would it

be a better strategy than what I've

pre-computed for these hands and your

hands

Okay so

that search how do you fuse that with

what the neural net is telling you or

what the the the train system is telling

you yeah so

you kind of like where the train system

comes in is is the value

um at the end so there's

um you only look so far ahead you look

like maybe you know one round ahead so

if you're on the Flop you're looking to

the start of the turn

um

and at that point you can use the

pre-computed solution to figure out what

are what's the value here of like of

this strategy

is it of a single action essentially in

that spot you're getting a value or is

it the value of the entire series of

actions well it's kind of both

um because you're trying to maximize the

value for

the hand that you have but in the

process in order to maximize the value

of the hand that you have you have to

figure out what would I be doing with

all these other hands as well okay but

you are you in the search always going

to the end of the game in liberatis we

did uh so we only use search starting on

the turn and then we searched all the

way to the end of the game the turn the

river

uh can we take it through the

terminology yeah there's four rounds of

Poker so there's the pre-flop the Flop

the turn and the river uh and so we

would start doing search halfway through

the game now the first half of the game

that was all pre-computed it would just

act instantly and then when it got to at

the halfway point then it would always

search to the end of the game now we

later improved this so wouldn't have to

search all the way to the end of the

game it would actually search

um just a few moves ahead

um but that that came later and that

drastically reduced the num the amount

of computational resources that we

needed but the moves because you can

keep betting on top of each other that's

what you mean by moves so like that's

where you don't just get one bet

per Turner poker you can have multiple

arbitrary number of bets right right I'm

trying to think like I'm gonna bet and

then what are you gonna do in response

are you gonna raise me are you going to

call and then if you raise what should I

do so it's reasoning about that whole

process up until the end of the game in

the case of liberatis so for liberatis

what's the the most number of re-racists

have you ever seen

uh you probably cap out at like five or

something because at that point you're

basically all in you know I mean is

there like uh interesting patterns like

that that you've seen that the game does

like you you'll have like Alpha zero

doing way more sacrifices than humans

usually do is there something like the

bratis was constantly re-raising or

something like that even noticed there

was there was something really

interesting that we observed with the

broadest

um so

humans when they're playing poker they

usually size their bets relative to the

size of the pot so you know if the pot

has a hundred dollars in there maybe you

bet like 75 or somewhere around there

somewhere between like 50 and 100

um and with libratus we gave it the

option to basically bet whatever it

wanted it was actually really easy for

us to say like oh if you want you can

bet like 10 times the pot and we didn't

think it would actually do that it was

just like why not give it the option and

then during the competition it actually

started doing this and by the way this

is like a very last minute decision on

our part to add this option and so we

did not we did not think the bot would

would do this and uh I was actually kind

of worried when it did start to do this

like oh is this is a problem like humans

don't do this like is it screwing up

um but it would put the humans into

really difficult spots when it would do

that

because you know you can imagine like

you have the second best hand that's

possible given the board and you're

thinking like oh you're in a really

great spot here and suddenly the bot

bets twenty thousand dollars into a you

know a thousand dollar pot and and it's

basically saying like I have the best

hand or I'm bluffing and you having the

second best hand like now you get a

really tough choice to make and so the

humans would sometimes think like five

or ten minutes about like what do you do

should I call should I fold and um and

when I saw the humans like really

struggling with that decision like

that's when I realized like oh actually

this is maybe a good thing to do after

all and of course the system doesn't

know that it's making again like we said

that it's putting them in a tough spot

it's it's it's just that's part of the

optimal the game theory optimal right

from the Bots perspective it's just it's

just doing the thing that's going to

make it the most money

um and the fact that it's putting the

humans in a difficult spot like that's

just um you know a side effect of that

and this was I think the the one thing I

mean there were a few things that the

humans walked away from but this was the

the number one thing that the humans

walked away from the competition saying

like we need to start doing this

um and now these over bats what are

called over bets have become really

common in high level poker play have you

ever talked to like somebody like Danny

on the ground about this he seems to be

a student of the game I did actually

have a conversation with Daniel degrania

once yeah I was uh I was visiting the

Isle of Man to talk to Poker Stars about

AI

um and Daniel legrandi was there when we

had dinner together with uh some other

people and um yeah he was really

interested in it he mentioned that he

was like you know excited about like

learning from these AIS

um so he wasn't scared he was excited he

was excited and uh and he all he

honestly he wanted to play against the

bot he thought he thought he had a

decent chance of beating it

um I I think he's you know

this was like several years ago and I

think it was like not as clear to

everybody that you know the AIS were

taking over I think now people recognize

that like if you're playing against uh a

bot there's like no chance that you have

in a game like Pokemon so consistently

the Bots will win the Bots have heads up

and in in other variants too so multi

multi six player Texas Hold'em No Limit

taxes hold them as the Bots win yeah

that's the case so I think there's some

debate about like is it true for every

single variant of Poker I think I think

for every single variant of Poker if

somebody really put in the effort they

can make an AI that would beat all

humans at it

um we've focused on the most popular

variants so heads up no limit Texas

Hold'em and then we followed it up with

um with uh six player poker as well

where we managed to uh make a bot that

beat expert human players and I think

even there now uh it's pretty clear that

humans don't stand a chance see I would

love to hook up an AI system that looks

at EEG

like how like actually tries to optimize

the toughness of the spot it puts a

human in and I I would I would love to

see how different is that from the game

theory optimal so you try to maximize

the heart rate of the human player like

the freaking out over a long period of

time I wonder if there's going to be

different strategies that emerge uh that

are close in terms of Effectiveness

because something tells me you could

still be

um achieved superhuman level performance

by just making people sweat

I feel like that there's a good chance

that that is the case yeah if you're

able to see like that it's like it's

like a decent proxy for score right

right um and this is actually like the

the common poker wisdom when they're

telling where they're teaching players

before the robots and they were trying

to teach people how to play poker they

would say like the key to the game is to

put your opponent into difficult spots

it's a good um a good estimate for if

you're making the right decision so what

else can you say about the fundamental

role of search in poker and maybe if you

can also relate it to chess and go in

these games

um

what's the role of search to solve in

these games

yeah I think a lot of people under this

is true for the general public and I

think it's true for the AI Community a

lot of people underestimate the

importance of search for these kinds of

game AI results

um an example of this is uh TD Gammon

that came out in 1992 this was the the

first real instance of a neural net

being used in a game AI it's a landmark

achievement it was actually the

inspiration for Alpha zero and it used

search it used two-ply search to figure

out its next move

you got deep blue there he was very

heavily focused on search

um looking many many moves ahead farther

than any human could and that was key

for why it won and then even with

something like alphago I mean alphago is

commonly hailed as a landmark

achievement for neural Nets and it is

but there's also this huge component of

search Monte Carlo tree search to

alphago that was key absolutely

essential for the AI to be able to beat

top humans

um I think a good example of this is you

look at the latest versions of alpha of

alphago like it was called Alpha zero

um and there's this metric called ELO

rating where you can compare different

humans and you can compare Bots to

humans now a top human player is around

3600 ELO maybe a little bit higher now

um Alpha zero the strongest version is

around 5200 ELO

but if you take out the search that's

being done at test time and by the way

what I mean by search is the planning

ahead the thinking of like oh if I move

my if I place the stone here and then he

does this and then you look like five

moves ahead and you see like what the

board state looks like

um that's what I mean by search if you

take out the search that's done during

the game the ELO rating drops to around

three thousand

so even today

what seven years after alphago

if you take out the Monte Carlo research

that's being done at one playing against

the human

the Bots are not superhuman nobody has

made a raw neural net that is superhuman

and go

that's worth lingering on that's that's

quite profound

so without search that just means

looking at the next move

and saying this is the best move so

having a function that estimates

accurately what the best move is that's

right without search yeah and all these

Bots they have the what's called a

policy Network where it will tell you

this is what the neural net thinks is

the next best move

um

and it's kind of like a the intuition

that a human has you know the human

looks at the board and and any uh go or

chess master will be able to tell you

like oh instantly here's what I think

the right move is

um and the bot is able to do the same

thing but just like how a human

Grandmaster can make a better decision

if they have more time to think when you

add on this Monte Carlo tree search the

bot is able to make a better decision

yeah I mean of course a human is doing

something like searching their brain but

it's not

I hesitate to draw a hard line but it's

not like uh Monte Carlo tree search it's

more like

sequential language model generation so

it's like a different it's a the neural

network is doing the searching and I

wonder what the human brain is doing in

terms of searching because you're doing

that like computation the human is

Computing they have intuition they've

got

they have a really strong ability to

estimate you know amongst the top

players of what is a good and not

position without calculating all the

details

but they're still doing search in their

head but it's a different kind of search

have you ever thought about like what is

the difference between the human

the search that the human is performing

versus what

computers are doing I have thought a lot

about that and I think it's a really

important question so the AI in Alpha

and Alphas in alphago or any of these go

AIS they're all doing Monte College

research which is a particular kind of

search and it it's actually a symbolic

tabular search it uses the neural net to

guide its search but it isn't actually

like full full-on neural net

now that kind of search is very

successful in these kinds of like

perfect information board games like

chess and go but if you take it to a

game like poker for example it doesn't

work it can't it can't understand the

concept of hidden information it doesn't

understand the balance that you have to

strike between like the amount that

you're raising versus the amount that

you're calling and in every one of these

games you see a different kind of search

and the human brain is able to plan for

all these different games in a very

general way now I think that's one thing

that we're missing from AI today and I

think it's a really important missing

piece the ability to plan and reason

more generally across a wide variety of

different settings

in a way where the general reasoning

makes you better at each one of the

games not worse yeah so you can kind of

think of it as like neural Nets today

they'll give you like Transformers for

example or super General but you know

they'll give you it'll output an answer

in like 100 milliseconds and if you tell

it like oh you've got five minutes to

give you a decision you know feel free

to take more time to make a better

decision it's not gonna know what to do

with that

um but a human if you're playing a game

like chess they're going to give you a

very different answer depending on if

you say oh you've got 100 milliseconds

or you've got five minutes

yeah there I mean that people have

started using right Transformers the

language models like the in an iterative

way that does improve the answer or like

showing the work the kind of kind of

idea yeah they got this thing called

Chain of Thought reasoning and that's I

think um super promising right yeah I

think and I think it's a good step in

the right direction

um I I would kind of like say it's

similar to Monte Carlo rollouts in in a

game like chess there's a kind of search

that you can do where you're saying like

I'm Gonna Roll Out My intuition and see

like without really thinking you know

what are the better decisions I can make

farther down the path

um what would I do if I just acted

according to intuition for the next 10

moves

um and that gets you an improvement but

I think that there's much uh much richer

kinds of of planning that we could do

so when the broadest actually beat the

poker plays what did I feel like what

was that I mean actually on that day

what were you feeling like were you were

you nervous

I mean Poco was one of the games that he

thought like is not going to be solvable

because it's the human factor so at

least in the narratives we tell

ourselves the human factor so

fundamental to the game of poker

yeah the liberatis competition was super

stressful for me

um also I mean I was working on this

like basically continuously for a year

leading up to the competition I mean for

me it became like very clear like okay

this is the search technique this is the

approach that we need and then I spent a

year working on this pretty much like

non-stop oh can we actually get into

details like what programming language

is it written in what's some interesting

uh implementation details that are like

fun slash painful yeah so one of the

interesting things about liberatis is

that we had no idea what the bar was to

actually beat top humans yeah we could

play against like our prior Bots and

that kind of gives us some sense of like

are we making progress are we going in

the right direction uh but we had no

idea like what the bar actually was and

so we threw a huge amount of resources

at trying to make the strongest bot

possible so we use C plus plus it was

parallelized we were using I think like

a thousand CPUs uh maybe maybe more

actually

um and you know today that sounds like

nothing but for a grad student back in

2016 that was a huge amount of resources

but still a lot for even any gratitude

today it's still tough to to get

or even to allow yourself to think in

that in terms of scale at CMU at MIT

anything like that yeah and you know

talking about terabytes of memory

um so it's a very paralyzed

um and it had to be very fast too

because the more games that you could

simulate uh the stronger the bot would

be so is there some like John Carmack

Style

like efficiencies you have to come up

with like an efficient way to represent

a hand all that kind of stuff there were

all sorts of optimizations that I had to

make to try to get this thing to run as

fast as possible they were like how do

you minimize the latency how do you like

you know package things together so that

like you minimize the amount of

communication between the different

nodes

um how do you like optimize the

algorithm so that you can you know try

to squeeze out more and more from the

game that you're actually playing all

these kinds of different decisions that

that I you know had to make uh just a

fun question what what id did you use

what uh for for C plus plus

I think I used a visual studio actually

yeah okay yeah is that still carried

through to today vs code is is what I

use today it seems like it's pretty the

community basically converged on Okay

cool so you got you got this

super optimized C plus plus system

and then you show up to the day of

competition

yeah

humans versus machine

um how did it feel throughout the day

super stressful

um I mean I thought going into it that

we had like a 50 50 chance because

basically I thought if if they play in a

totally normal style I think we'll

squeak out a win but there's always a

chance that they can find some weakness

in the bot and if they do and we're

playing like for 20 days 120 000 hands

of poker they have a lot of time to find

weaknesses in the system and if they do

we're gonna get crushed and that's

actually what happened in the previous

competition

um the humans you know they started out

it wasn't like a they were winning from

the start but then they found these

weaknesses that they could take

advantage of and for the next they know

like 10 days they were just just

crushing the bot stealing money from it

what were the weaknesses they found like

maybe over betting was effective that

kind of stuff so certain betting

strategies worked what they found is

yeah over betting like betting certain

amounts the bot would have a lot of

trouble dealing with those sizes and

then also

um when it the bot got into really

difficult all-in situations it wasn't

able to because it wasn't doing search

it had to Clump different hands together

and it wouldn't it would treat them

identically yeah um and so it wouldn't

be able to distinguish you know like

having a king High flush versus an ace

high flush and in some situations that

really matters a lot and so they could

put the bot into those situations and

then the bot would would just bleed

money clever humans yeah okay so I

didn't realize it was over 20 days so

um

what were the humans like over those 20

days and what was the bot like so we had

set up the competition you know like I

said there was two hundred thousand

dollars in prize money and they would

get paid a fraction of that depending on

how well they did relative to each other

yeah so I was kind of hoping that they

wouldn't work together to try to find

weaknesses in the bot but they entered

the competition with their like number

one objective being to beat the bot and

they didn't care about like individual

Glory they were like we're all going to

work as a team to try to take down the

spot yeah and so they immediately

started comparing notes what they would

do is they would coordinate looking at

different parts of the strategy to try

to try to you know find out weaknesses

um and then at the end of the day we

actually sent them a log of all the

hands that were played and what cards

the bot had on each of those hands oh

wow yeah that's that's gutsy yeah it was

honestly and I'm not sure why we did

that in retrospect but um I mean I'm

glad we did it because we ended up

winning anyway but that if if you've

ever played poker before like that is

golden information I mean to know

usually when you play poker you see

about a third of the hands to Showdown

um and to just hand them all the cards

that the bot had on every single hand

that was

um just just a gold mine for them yeah

and so then they would review the hands

and try to see like okay could they find

patterns in the bot the weaknesses and

could they then then they would

coordinate and study together and try to

figure out okay now this person's gonna

explore this part of the strategy for

weaknesses this person's gonna explore

this part of the strategy for weaknesses

it's a kind of psychological warfare

showing in the hands yeah

um I mean I'm sure you didn't think of

it that way but like doing that means

you're confident in the possibility to

win well that's that's one way of

putting it I wasn't uh super confident

yeah so

you know going in like I said I think I

had like 50 50 odds on us winning the

when we actually when we announced the

competition the poker Community decided

to gamble on who would win and their

initial odds against us were like four

to one they were really convinced that

the humans were gonna

pull out a win

um the bot ended up winning for three

days straight and even then after three

days the betting odds were still just 50

50.

um

and then at that point it started to

look like the humans were coming back

um they started to like you know but but

poker is a very high variance game

um and I think what happened is like

they thought that they spotted some

weaknesses that weren't actually there

and then around day eight it was just

very clear that they were getting

absolutely crushed

um and and from that point I mean for

for a while there I was super stressed

out thinking like oh my God the humans

are coming back and we're just they've

found weaknesses and now we're just

gonna lose the whole thing but no it

ended up going in the other direction

and the bot ended up like crushing them

in the long run

how did it uh feel at the end like as a

human being what it as a person who

loves appreciates the beauty of the Game

of Poker and the person who appreciates

the beauty of AI is there did you feel a

certain kind of way about it

uh I felt a lot of a lot of things man

um I mean at that point in my life I had

spent five years working on this project

and um it was a huge sense of

accomplishment I mean to spend five

years working on something and finally

see it succeed

um yeah I wouldn't trade that for

anything in the world yeah because it's

uh that's a real Benchmark it's not like

uh getting us some percent accuracy and

a data set this is like real this is

real world it's it's just a game but

it's also a game it means a lot to a lot

of people and this is humans doing their

best to beat the machine so this is a

real Benchmark unlike anything else yeah

and I mean this is this is what I have

been dreaming about since I was like 16

playing poker you know with my friends

in high school the idea that you could

find a strategy

um you know approximate the national

equilibrium be able to beat all the

poker players in the world with it you

know so to actually see that come to

fruition and be realized uh that was

is kind of magical

yeah especially money is on the line too

it's a different it's different than

chess

and that aspect like people get that's

why you want to look at Betty Marcus if

you want to actually understand what

people really think in the same sense

poker it's really high stakes because

it's money and to solve that game that's

that's an amazing accomplishment so the

leap from that to

multi-way six player poker what's how

difficult does that jump

and what are some interesting

differences between heads up poker and

and multi-way poker yeah so I mentioned

you know Nash equilibrium and two player

zero-sum games

if you play that strategy you are

guaranteed to not lose an expectation no

matter what your opponent does now once

you go to six player poker you're no

longer playing a two player zero-sum

game and so there was a lot of debate

among the academic community and among

the poker Community about how well these

techniques would extend beyond just

two-player heads-up poker now

what I have come to realize is that

um the techniques actually I thought

really would extend to six player poker

because even though in theory they don't

give you these guarantees outside of two

player zero some games in practice it

still gives you a really strong strategy

now there were a lot of complications

that would come up with six player poker

besides like the game theoretic aspect I

mean for one the game is Just

exponentially larger

um so the main thing that allowed us to

go from two player to six player was the

idea of depth limited search

so I said before like you know we would

do search we would plan out the bot

would plan out like what what it's going

to do next and for the next several

moves and in liberatis that search was

done extending all the way to the end of

the game so it would have to start

um it from from the turn onwards like

looking maybe 10 moves ahead

um it would have to figure out what it

was doing for all those moves

now when you get to six player poker it

can't do that exhaustive search anymore

because the game is just way too large

um but by only having to look a few

moves ahead and then stopping there and

substituting a Value Estimate of like

how good is that strategy at that point

then we're able to do a much more

scalable form of search

is there something cool looking at the

paper right now is there something cool

in the paper in terms of Graphics a game

tree Traverse of via Monte Carlo I think

if you go down a bit uh

uh figure one an example of equilibrium

selection problem ooh so yeah uh what do

we know about equilibria one is there's

multiple players so when you go outside

of two players you're a sum so a Nash

equilibrium is a set of strategies like

one strategy for each player where no

player has an incentive to switch to a

different strategy

um and so you can kind of think of it as

like imagine you have a game where

there's a ring that's actually the

visual here you got a ring and the

object of the game is to be as far away

from the other players as possible

there's an ash equilibrium is for all

the players to be spaced equally apart

around this ring

but there's infinitely many different

Nash equilibria right there's infinitely

many ways to space four dots along a

ring

And if every single player independently

computes a Nash equilibrium

then there's no guarantee that the joint

strategy that they're all playing is

going to result is going to be in Ash

equilibrium there they're just going to

be like random dots scattered along this

ring rather than four coordinated dots

being equally spaced apart is it

possible to sort of optimally do this

kind of selection

to do the selection about

um of the equilibrium you're chasing so

is there like a meta problem to be

solved here so the meta problem is in

some sense

um how do you how do you understand the

national equilibria that the other

players are going to play

um and and even if you do that again

there's no guarantee that you're going

to win so

you know if you're playing

uh if you're playing risk like I said

and and all the other players decide to

team up against you You're Gonna Lose

Nash equilibrium doesn't help you there

and so there was this big debate about

whether Nash equilibrium and all these

techniques that compute it are even

useful once you go outside of two player

zero some games now I think for many

games there is a valid criticism here

and I think when we talk about when we

go to something like diplomacy we run

into this issue that the approach of

trying to approximate a Nash equilibrium

doesn't really work anymore but it turns

out that in six player poker

um because six player poker is such an

adversarial game

um where none of the players really try

to work with each other

the techniques that were used in

two-player poker to try to approximate

an equilibrium those still end up

working in practice in in six player

poker there's some

deep way in which six player poker is

just a bunch of heads up poker like

games in one it's like uh it's like

embedded in it so the competitiveness

um is more fundamental to Poker than the

cooperation right yeah poker is just

such an adversarial game there's no real

cooperation in fact you're not even

allowed to cooperate in poker it's

considered collusion it's against the

rules

um

and so for that reason the techniques

end up working really well and I think

that's true more more broadly in

extremely adverse serial games in

general but that's sort of in practice

versus being able to prove something

that's right nobody has a proof that

that's the case and it could be that

that six player poker belongs to some

class of games where a pro approximating

an Azure equilibrium through self-play

provably works well

um and you know there are other classes

of games Beyond just two player Zero Sum

where this is proven to work well so

there are these you know kinds of games

called potential games which I won't go

into it's kind of like a complicated

concept but

um there are classes of games where uh

this approach to approximating an ash

equilibrium is proven to work well now

six player poker is not known to belong

to one of those classes but it is

possible that there is some classic

games where it either provably performs

well or provably performs not that badly

so what are some interesting things

about uh pluribus that was able to

achieve human level performance on this

or superhuman level performance on the

six player version of Poker I personally

I think the most interesting interesting

thing about pluribus is that it was so

much cheaper than libratus I mean

libratus if you had to put a price tag

on on the computational resources that

went into it I would say the final

training run took about a hundred

thousand dollars

you go to pluribus the final training

run would cost like less than 150 on AWS

is this normalized to computational

inflation so meaning uh this is is this

just does this just have to do with the

fact that pluribus was trained like a

year later

no no it's not it's I mean first of all

like yeah Computing resources are are

getting cheaper every day and like but

you're not going to see a thousand-fold

decrease in the computational resources

over two years

um or even anywhere close to that the

the real Improvement was algorithmic

improvements and in particular the

ability to do depth limited search

so it does depth limited search also

work for libratus yeah yes so where this

deploymented search came from is you

know I I developed this technique and

um ran it on two-player poker first and

that reduced the computational resources

needed to make an AI that was superhuman

from you know a hundred thousand dollars

for the broadest to something you could

train on your laptop what do you learn

from that

um from that discovery

what I would take away from that is that

algorithmic improvements really do

matter how would you describe the more

General case of limited Dev search

so it's basically constraining the scale

a temporal or in some other way of the

computation you're doing in some clever

way

so like with like how else can you

significantly constrain computation

right

well I think the idea is that we want to

be able to leverage search as much as

possible and the way that we were doing

it in liberatis required us to search

all the way to the end of the game now

if you're playing a game like chess the

idea that you're going to search always

to the end of the game is kind of

unimaginable right like there's just so

many situations where you just won't be

able to use search in that case or the

cost would be

um you know prohibitive

and this technique allowed us to

leverage search and without having to

pay such a huge computational cost for

it and be able to apply it more broadly

so to what degree did you use neural

nets for uh libratus and pluribus and

more generally what role do neural Nets

have to play

in um in super human level performance

in poker so we actually did not use

neural Nets at all for libratus or

pluribus and a lot of people found this

surprising back in 2017 I think they

found it surprising today

um that we were able to do this without

using any neural Nets um

and I think the reason for that I mean I

think neural Nets are

um incredibly powerful and the

techniques that are used today even for

poker AIS do rely uh quite heavily on

neural Nets

um but it wasn't the main challenge for

poker like I think what neural Nets are

really good for if you're in a situation

where finding features for a value

function is really difficult then neural

Nets are really powerful and this was

the problem in go right like the problem

and go

was that or the final problem in go at

least was that nobody had a good way of

looking at a board and figuring out who

was winning or describing

um through a simple algorithm who was

winning or losing

and so there neural Nets were super

helpful because you could just feed in a

ton of different board positions into

this neural net and it would be able to

predict then who was winning or losing

but in poker the features weren't the

challenge the the challenge was how do

you design a scalable algorithm that

would allow you to find this balance

strategy that would understand that you

have to Bluff with the right probability

so can that be somehow incorporated into

the value function this

the complexity of polka that you've

described yeah so the way the value

functions work in like the latest and

greatest poker AIS they do use neural

nets for the value function the way it's

done is is very different from how it's

done in a game like chess or go because

in poker you have to reason about

beliefs and so the value of a state

depends on the beliefs that players have

about what the different cards are like

if you have pocket aces then whether

that's a really really good hand or just

an okay hand depends on whether you know

I have pocket aces where like if you

know that I have pocket aces then if I

bet you're going to fold immediately but

if you think that I have a really bad

hand then I could bet with pocket aces

and make a ton of money so

the value function in poker these days

takes the beliefs as an input which is

very different from like how how chess

and go AIS work

so as a person who appreciates the game

uh

who do you think is the greatest poker

player of all time

that's a that's a tough question

um Can an AI help answer that question

can you can actually add analyze the

quality of play right so the AHS engines

can

can give estimates of the quality of

play right

um

I wonder if there's a is there an ELO

rating type of system for poker

I suppose you could but there's just not

enough

you would have to play a lot of games

right a very large number of games like

more than you would in chess the

deterministic game makes it easier to

estimate yellow

I think I think it is much harder to

estimate something like ELO rating in

poker I think it's doable the problem is

that the game is very high variants so

you could play you could be profitable

in poker for a year and you could

actually be a bad player just because

the variance is so high I mean you've

got top professional poker players that

would lose for a year just because

they're on a really bad

um bad streak so yeah so for ELO you

have to have a nice clean way of saying

if player a played player B

and a B's B that says something that's a

signal in poker it's a very noisy signal

it's a very noisy signal now there is a

signal there and so you could do this

this calculation it would just be much

harder

um but the same way that AIS have now

taken over chess and you know all the

top professional chess players train

with with AIS the same is true for poker

the game has become a very computational

um people trained with AIS to try to

find out where they're making mistakes

try to learn from the AIS to improve

their strategy so

now yeah so the game has been

revolutionized in the past five years by

by the development of AI in this sport

the skill with which you avoided the

question of the greatest of all time was

impressive so my feeling is that it's a

difficult it's a difficult question

because just like in chess where you

can't really compare Magnus Carlson

today to Gary Kasparov

um because the game has evolved so much

um the poker players today are so far

beyond the the skills of like people

that were playing even 10 or 20 years

ago

um so you look at the kinds of like

All-Stars that were on ESPN at like the

height of the poker boom

pretty much all those players are

actually not that good at the game today

at least at least the the strategy

aspect I mean there might be still be

good at like reading the player at the

other side of the table and trying to

figure out like are they bluffing or not

but in terms of the actual like

computational strategy of the game

um a lot of them have really struggled

to keep up with that development now

so for that reason I'll give an answer

and I'm gonna say Daniel negranio who

you actually had on the podcast recently

I saw was a great episode and I love

this so much and Phil's gonna hate this

so much and I'm gonna give him I'm gonna

give him credit because he is one of the

few like old school really strong

players that have kept up with the

development of AI so he is trying to

he's constantly studying the the game

theory optimal way of playing exactly

yeah and I think a lot of a lot of the

old school poker players are just kind

of given up on that aspect and and I got

to give them the ground you credit for

for keeping up with all the developments

that are happening in the sport yeah

it's fascinating to watch it's

fascinating to watch where it's headed

um yeah so there you go some love for

Daniel

quick pause bathroom break yeah let's do

it

let's go from poker to diplomacy

what is at a high level the game of

diplomacy

yeah so I talked a lot about two player

zero some games and what's interesting

about diplomacy is that it's very

different from these like adversarial uh

games like chess go poker even Starcraft

and DOTA diplomacy has a much bigger

Cooperative element to it it's a seven

player game it was actually created in

the 50s

um and it takes place

uh before World War one it's like a map

of Europe with seven Great Powers

um and they're all trying to form

alliances with each other there's a lot

of negotiation going on

um and so the whole focus of the game is

on

forming alliances with the other players

to take on the other players England

Germany Russia turkey Austria Hungary

Italy and France that's right yeah

so the way the game works is

on each turn you spend about you know

five to fifteen minutes talking to the

other players in privates and you make

all sorts of deals with them you say

like hey let's work together

um you know let's team up against this

other player because the only way that

you can make progress is by working with

somebody else against the others

um and then after that negotiation

period is done all the players

simultaneously submit their moves and

they're all executed at the same time

and so you can tell people like hey I'm

going to support you this turn

um but then you don't follow through

with it and they're only going to figure

that out once they see the moves being

read off how much of it is natural

language like written actual text how

much is like uh you're actually saying

phrases that are structured so there's

different ways to play the game you know

you can play it in person and in that

case it's all natural language freeform

communication there's no constraints on

the kinds of deals that you can make the

kinds of things that you can discuss

um it can also play it online so you can

you know send along emails back and

forth you can play it like live online

or over voice chat but the the focus the

important thing to understand is that

this is unstructured communication you

can say whatever you want

um you can make any sorts of deals that

you want and everything is done

privately so it's not like you're all

around the board together having a

conversation you're grabbing somebody

going off into a corner and conspiring

behind everybody else's back about what

you're planning and uh there's no limit

in theory to the conversation you can

have directly with one person that's

right you can make all sorts of you can

talk about anything you could say like

hey let's have a long-term alliance

against this guy you can say like hey

can you support me this turn and in

return I'll do this other thing for you

next turn or um you know yeah just you

can talk about like what you talked

about with somebody else and gossip

about like what they're planning

um the way that I would describe the

game is that it's kind of like a mix

between risk poker and the TV show

Survivor there's like this big element

of like trying to

um yeah there's a big social element and

the best way that I would describe the

game is that it's really a game about

people rather than the pieces

so risk because it is a map it's kind of

war game like

uh poker because there's a game theory

component that's very kind of strategic

so you could convert it into an

artificial intelligence problem and then

survive it because of the social

component that's a strong social

component I saw that somebody said

online that the internet version of the

game has this quality of that is easier

to almost to do like role playing

as opposed to being yourself you can

actually like be the like really imagine

yourself as the leader of France or

Russia and so on like really pretend to

be that person it's actually fun to

really lean into being that that leader

yeah so some some players do go this

route where they just like kind of view

it as a strategy game but also a

role-playing game where they can like

act out like what would I be like if I

was you know a leader of France in 1900

a forfeit right away no I'm just kidding

um

and they sometimes use like the

old-timey language to like

um or how they imagine the elites would

talk at that time anyway so the what are

the different turns of the game like

what are the rounds yeah so on on every

turn you got like a bunch of different

units that you start out with so you

start out um controlling like just a few

units and the object of the game is to

gain control of a majority of the map if

you able if you're able to do that then

you've won the game but like I said the

only way that you're able to do that is

by working with other players so on

every turn you can issue a move order so

for each of your units you can move them

to an adjacent territory

or you can keep them where they are or

you can support a move or a hold of a

different units so what are the

territories how how is the map divided

up it's kind of like Risk where the the

map is divided up into like 50 different

territories

um now you can enter a territory if

you're moving into that territory with

more supports than the person that's in

there or the person that's trying to

move in there so if you're moving in and

there's somebody already there

um then if neither of you have support

it's a one versus one and you'll bounce

back another if you'll make progress if

you have a unit that's supporting that

move into the territory then it's a two

versus one and you'll kick them out and

they'll have to retreat somewhere what

does support mean support is like it's

it's an action that you can issue in the

game so you can say this unit you write

down this unit is supporting this other

unit into this territory are these units

from opposing forces they could be they

could be and this is this is where the

interesting aspect of the game comes in

because you can support your own units

into territory but you can also support

other people's units into territories

and so that's what the negotiations

really revolve around but you don't have

to do the thing you say you're going to

do and this yeah and so you can say I'm

going to support you but then backstab

the person yeah that's absolutely right

and that tension is core to the game the

attention is absolutely core to the game

the the fact that you can make all sorts

of promises but you have to reason about

the fact that like hey they might not

trust you if you say you're going to do

something or they might be lying to you

when they say they're going to support

you

so maybe just just to jump back what's

what's the history of the game in

general is it true that Henry Kissinger

loved the game and JFK and all those

I've heard like a bunch of different

people that or is that just one of those

things that the cool kids say they do

but they don't actually play so the game

was created in the 50s yeah

um and from what I understand it was um

JFK's it was played in like the JFK

White House Henry Kissinger's favorite

game I don't know if it's true but um

that's definitely what I've heard it's

interesting that they went with World

War One

when it was created after World War II

so the story that I've heard for the

creation of the game is it was created

by

um somebody that had looked at the

history of the 20th century and they saw

World War one as a failure of diplomacy

so sure you know they saw the fact that

this war broke out as like the the

diplomats of all these countries like

really failed to prevent a war and he

wanted to create a game that would

basically teach people about diplomacy

um and it's really fascinating that like

in his ideal version of the game of

diplomacy nobody actually wins the game

because the whole point is that if

somebody is about to win then the other

players should be able to work together

to stop that person from winning and so

the ideal version of the game is just

one where nobody actually wins and you

know it kind of has a nice like

wholesome take-home message then that

you know war war is ultimately futile

and uh

and that optimal

that feudal optimal could be achieved

through great diplomacy yeah so uh is

there some asymmetry in in terms of

which is more powerful Russia versus

Germany versus

France and so on so I think the general

consensus is that France is the

strongest power in the game but the

beautiful thing about diplomacy is that

it's it's self-balancing right so it's

the fact that France has an inherent

Advantage from the beginning means that

the other players are less likely to

work with it I saw that Russia has four

units or four of something that the

others have three of something that's

true yeah so Russia starts off with four

units while all the other players start

with three but Russia is also in a much

more vulnerable position because they

have to like

um they have a lot more neighbors as

well got it larger territory more uh

yeah right more border to defend okay uh

what else is what else is important to

know about the rules so there how many

rounds are there like is this iterative

game is there is it is it finite you

just keep going indefinitely usually the

game lasts uh I would say about

15 or 20 turns

um there's in theory No Limit it could

last longer but at some point I mean if

you're playing a house game with friends

at some point you just get tired and you

all agree like okay we're gonna end the

game here and call it a draw

um if you're playing online there's

usually like set limits on when the game

will actually end and what's the end

what's the termination condition like

this this one country have to conquer

everything else so if somebody is able

to actually gain control of a majority

of the map then then they've won the

game and that is a solo Victory as it's

called now that pretty rarely happens

especially with strong players because

like I said the game is designed to

incentivize the other players to put a

stop to that and all work together to

stop the superpower

um usually what ends up happening is

that you know all the players agree to a

draw and then the the score the the win

is divided among the remaining players

um there's a lot of different scoring

systems the one that we used in our

research

um basically

um gives a score relative to how much

control you have of the map so the more

that you control the higher you score

what's the history of using this game as

a benchmark for AI research do people

use it yeah so people have been working

on AI for diplomacy since about the 80s

um there was some really exciting

research back then but the approach that

was taken was very different from what

we see today I mean the research in the

80s was a very rule-based approach kind

of kind of a heuristic approach it was

very in line with the kind of research

that was being done in the 80s you know

basically trying to encode human

knowledge into the strategy of the AI

sure

um and you know it's understandable I

mean the game is so incredibly different

and so so much more complicated than the

kinds of games that people were working

on like chess and go uh and poker that

it was honestly even hard to like start

getting making any progress in in

diplomacy can you just formulate what is

the problem from an AI perspective and

why is it hard why is it a challenging

game to solve so there's a lot of

aspects in diplomacy that make it a huge

challenge first of all you have the

natural language components and I think

this really is what makes it are really

the most difficult

game among like the major benchmarks the

fact that you have to it's not about

moving pieces on the board

your action space is basically all the

different sentences that you could

communicate to somebody else in this

game and um is there can we just like

Linger on that so

is part of it like the ambiguity in the

language

if it was like very strict

if you narrowed the set of possible

sentences you could do it would that

simplify the game significantly the the

real

difficulty is the breadth of things that

you can talk about

um you can have natural language and

other games and like Sellers of Catan

for example like you could have a

natural language Settlers of Catan AI

but the things that you're going to talk

about are basically like am I trading

you two sheep for a wood or three sheep

for a wood

um whereas in a game like diplomacy the

breadth of conversations that you're

going to have are like you know am I

going to support you are you going to

support me in return which units are

going to do what uh what did this other

person say promise you uh they're lying

because they told this other person that

they're going to do this instead

um if you help me out this turn then in

the future I'll do these things that

will help you out

um the the depth and breadth of these

conversations is is really complicated

and it's all being done in natural

language

um now you could approach it and we

actually consider doing this like you

you know having a simplified language to

make this complexity uh smaller But

ultimately we thought the most impactful

way of doing this research would be to

address the natural language component

head-on and just try to go for the full

game up front

just looking at sample games and what

the conversations look like greetings

England this should prove to be a fun

game since all the private press is

going to be made public at the end

at the least it will be interesting to

see if the Press changes because of that

anyway good okay so there's like uh yeah

that's just kind of like the generic

readings at the beginning of the game I

think that the meat comes a little bit

later when you're starting to talk about

like specific strategy and stuff

I agree there are a lot of advantages to

the two of us keeping in touch in our

Nations makes strong natural allies in

the middle game so that kind of stuff uh

making friends making enemies yeah or

like if you look at the next line so the

person's saying like I've heard uh bits

about a Lepanto and an octopus opening

and basically telling Austria like hey

just a heads up you know I've heard

these whispers about like what might be

going on behind your back yeah but so

there's all kinds of complexities in

that

in the in the language of that right

like to interpret what that what the

heck that means it's hard for us humans

but for yeah it's even harder because

you have to understand like at every

level the the semantics of that right I

mean there's there's a complexity and

understanding when somebody is saying

this to me what does that mean and then

there's also the complexity of like

should I be telling this person this

like I've overheard these these Whispers

should I be telling this person that

like hey you might be getting attacked

by by this other power Okay so

what how we're supposed to think about

okay so that's the natural language how

do you even begin trying to solve this

game it seems like this seems like the

touring test on steroids yeah and I mean

there's there's the natural language

aspect and then even besides the natural

language aspect you also have the The

Cooperative elements of the game and I

think this is actually

um something that I find really

interesting if you look at all the

previous game AI uh breakthroughs

they've all happened in these purely

adversarial games where you don't

actually need to understand how humans

play the game it's all just AI versus AI

right like you look at uh Checkers chess

go poker Starcraft Dota 2 like in some

of those cases they leveraged human data

but they never needed to they were

always just trying to have a scalable

algorithm that then they could throw a

lot of computational resources out a lot

of memory at and then eventually it

would converge to an approximation of a

Nash equilibrium this

perfect strategy that in the two player

zero some game guarantees that they're

going to be able to not lose to any

opponent so you can't leverage self-play

to solve this game you you can leverage

self-play but it's no longer sufficient

to beat humans so how do you integrate

the human into the loop of this so what

you have to do is incorporate human data

and to kind of give you some intuition

for why this is the case like imagine

you're playing a negotiation game like

like diplomacy

um but you're training completely from

scratch

without any human data the AI is not

going to suddenly like figure out how to

communicate in English it's going to

figure out some weird robot language

that only it will understand yeah and

then when you stick that in a game with

six other humans they're gonna think

this person's talking gibberish and

they're just going to Ally with each

other and team up against the bot

or not even team up against the ball but

just not work with the bot and so in

order to be able to play this game with

humans it has to understand the human

way of playing the game not this machine

way of playing the game yeah yeah that's

fascinating so right the the there's a

nuanced thing to understand because the

a chess playing program doesn't need to

play like a human to beat a human

exactly but here you have to play like a

human in order to beat them or at least

you have to understand how humans play

the game so that you can understand how

to work with them if they have certain

expectations about what does it mean to

be a good Ally what does it mean to have

like a reciprocal relationship where

we're working together you have to abide

by those conventions and if you don't

they're just going to work with somebody

else instead do you think of this as a

clean in some deep sense of the spirit

of the touring test is formulated by

Alan Turing is is it in some sense this

is what the Turing test actually looks

like

so because of open-ended natural

language conversation seems like

very difficult to evaluate like here at

a high stakes where humans are trying to

win a game that seems like how you

actually

perform the Turing test I think it's

different from the touring test like the

way that the touring test is formulated

it's about trying to distinguish a human

from a machine and seeing Oh could the

machine uh successfully pass as a human

in this adversarial setting where the

eight where the player is trying to

figure out whether it's a machine or a

human whereas in diplomacy it's not

about trying to figure out whether this

player is a human or a machine it's

ultimately about whether I can work with

this player regardless of whether they

are a human or machine and can the

machine do that better than a human can

yeah I'm going to think about that but

that just feels like

the implied requirement for that is for

the machine to be human-like

I think that's I think that's true that

if you're going to play in this human

game

you have to somehow adapt to the to the

human surroundings and the human

playstyle and to win you have to adapt

so you can't if you're the outsider

if you're not human-like I feel like

that's a losing strategy I think that's

I think that's correct yeah yeah so okay

uh

what what are the complexities here what

was your approach to it before I get to

that one thing I should explain like why

we decided to work on diplomacy so

basically what happened is in 2019

um I was wrapping up the work on six

player poker on pluribus and was trying

to think about what to work on next and

I had been seeing like all these other

breakthroughs happening in AI I mean

like 2019 you have Starcraft you have

Alpha star beating humans and Starcraft

you've got the Dota 2 stuff happening at

open AI you have GPT 2 or GPD 3 coming I

think it was gpd2 at the time and it

became clear that AI was progressing

really really rapidly

and people were throwing out these like

other games about you know what should

be the next challenge for for

multi-agent AI and I just felt like we

had to aim bigger

um

if you look at a game like chess or a

game like go they took decades for

researchers to to ultimately reach

superhuman performance at I mean like

chess took 40 Years of AI research go

took another 20 years

um and

we we thought that diplomacy would be

this incredibly difficult challenge that

could easily take a decade to make an AI

that could play competently

um but we felt like that was that was a

goal worth aiming for

um

and so honestly I was kind of reluctant

to work on it at first because I thought

it was like too far out of the realm of

possibility but you know I was talking

to a co-worker of mine Adam Lear and he

was basically saying like yeah why not

aim for it you know we'll learn some

interesting things along the way and

maybe it'll be possible

um and so so we decided to go for it and

I think I think it was the right choice

considering just how much progress there

there was in Ai and that that progress

has continued in the years since so

winning in diplomacy what does that

really look like it means talking to six

other players six other entities agents

and convincing

and convincing them of stuff that you

want them to be convinced of like what

what exactly I'm trying to get like to

deeply understand what the problem is

ultimately

the problem is it's simple to to

quantify right like you're going to play

this game with humans and you want your

score on average to be

um as high as possible you know if you

can say like I am winning more than any

any human alive

um then you're a champion diplomacy

player

um now ultimately we haven't we didn't

reach that we got to human level

performance we actually so we played

about 40 games with with real humans

online uh the bot came in second out of

all players that played five or more

games and um so not like number one but

way way higher than well what was the

expertise level are the beginners are

they intermediate players Advanced

players so no sense that's a great

question and so I think

this kind of goes into how do you

measure the performance in diplomacy and

I would argue that when you're measuring

performance in a game like this you

don't actually want to measure it in

games with all expert players uh it's

kind of like if you're developing a

self-driving car you don't want to

measure that car on the road with a

bunch of expert stunt drivers you want

to put it on a road of like an actual

American city and see is this car

crashing less often than an expert

driver would

so so that's the metric that we've used

we we're saying like we're going to

stick this game we're gonna stick this

bot in games with a wide variety of

skill levels and then are we doing

better than a strong or expert human

player would in the same situation

that's quite brilliant because I played

a lot of sports in my life like as a

tennis Judo whatever

and it's it's somehow almost easier to

go against experts almost always I don't

I think they're more predictable in the

quality of play the the space of

strategies you're operating under is

narrower against experts it's more fun

it's really frustrating to go against

beginners also because beginners talk

trash to you when they somehow do beat

you so that's a human thing that AI

doesn't have to be worry about that but

yeah the variants and strategies right

is greater especially with natural

language it's just all over the place

then true yeah and honestly when you

look at what makes a good human

diplomacy player

um obviously they're able to handle

themselves in games with other expert

humans but where they really shine is

when they're playing with these weak

players and they know how to take

advantage of the fact that they're a

weak player that they won't be able to

like pull off a stab as well or that

they have certain Tendencies and they

can take them under their wing and

persuade them to do things that might

not even be in their interest

um the really good diplomacy players are

able to to take advantage of the fact

that there is that there are some weak

players in the game okay so if you have

to incorporate human play data how do

you do that how do you do that in order

to train an AI system to play diplomacy

yeah so that's that's really the Crux of

the problem how do we

um leverage the benefits of self-play

that have been so successful in all

these other previous games while keeping

the strategy as uh as human compatible

as possible

and so what we did is we first trained a

language model

um and then we made that language model

controllable on a set of in a set of

intents what we call intense which are

basically like an action that we want to

play and an action that we would like

the other player to play and so this

gives us a way to generate dialogue

that's not just trying to imitate the

human style

um whatever a human would say in the

situation but to actually give it a a an

intent of purpose in its communication

we can talk about a specific move or we

can make a specific request and the

determination of what that move is that

we're discussing comes from

um strategic strategic reasoning model

that uses reinforcement learning and

planning so the Computing the intents

for all the players

how's that done just so as a starting

point is that with reinforcement

learning or is that just optimal

determining what the optimal is for

intents It's a combination of

reinforcement learning and planning

um actually very similar to how you

approach how we approached poker and how

people approached like chess and go as

well we're using self-play and and

search to try to figure out what are

what is an optimal move for us and what

is a desirable move that we would like

this other player to play now the the

difference between the way that we

approached reinforcement learning and

search in this game versus those

previous games is that we have to keep

it human compatible we have to

understand how the other person is

likely to play rather than just assuming

that they're going to play like a

machine and how language gets them to

play

um in a way that maximize the chance of

following the intent you want them to

follow okay how do you do that how do

you how do you connect language to

intent so the way that RL and and

planning is done is actually not using

language so we're coming up with this

like plan for the action uh that we're

gonna play and the other person's gonna

play and then we feed that action into

the dialogue model that will then send a

message according to those plans so the

language model there is mapping

action to to message to message

one word at a time

uh basically one message at a time so

we'll we'll feed into the dialogue model

like here are the actions that you

should be discussing here's the message

here's like the the

content of the message that we would

like you to send and then it will

actually generate a message that

corresponds to that okay does this

actually work it works surprisingly well

okay how

oh man the the number of ways it

probably goes horribly I would have

imagined it goes horribly wrong

um so how the heck is it effective at

all I mean there are a lot of ways that

this could fail so for example I mean

you could have a situation where you're

you're basically like

we don't tell the the language model

like here are the pieces of our action

or the other person's action that you

should be communicating and so like

let's say you're about to attack

somebody you probably don't want to tell

them that you're going to attack them

but there's nothing in the language like

the language model is not very smart at

the end of the day so it doesn't really

have a way of knowing like well what

should I be talking about should I tell

this person I'm about to attack them or

not

um so we have to like develop a lot of

other techniques that that deal with

that

um like one of the things we do for

example is we try to calculate if I'm

going to send this message what would I

expect the other person to do in

response so if it's a message like hey

I'm going to attack you this turn

they're probably gonna you know attack

us or or defend against that attack and

so we have a way of recognizing like hey

sending this message is a negative

expected value action and we should not

send this message

so yes for particular kinds of messages

you have like an extra function that

does the uh estimates the value of that

message yeah so we have these kinds of

filters that like so it's a filter so

there's a there's a good and is that

filter in your network or is it rule

based that's that's a that's a neural

network so we're well it's a it's a

combination it's a neural network but

it's also using planning

um it's trying to compute like what is

the policy that the other players are

going to play Given that this message

um has been sent and then is that better

than not sending the message or not I

feel like that's how my brain works too

like there's a language model that

generates random crap and then there's

these other neural Nets they're

essentially filters at least that's when

I tweet

I'll usually my process of tweeting I'll

think of something and it's hilarious to

me and then about five seconds later the

filter Network comes in and says no no

that's not funny at all I mean there's

some something interesting to that kind

of process so you have a set of actions

that you you want you have an intent

that you want to achieve an intent that

you want your opponent to achieve then

you generate messages and then you

evaluated those messages will achieve

the the the

uh the goal you want yeah and we're

filtering for several things we're

filtering like is this a sensible

message you know so sometimes language

models will send will generate messages

that are just like totally nonsense

um and we try to filter those out we

also try to filter out messages that

that are basically lies

um so you know diplomacy has this

reputation as a game that's really about

um deception and lying but we try to

actually minimize the amount that the

bot would lie

um this was actually mostly or are you

no I'm just kidding okay

I mean like part of the reason for this

is that we actually found that lying

would make the bot perform worse in the

long run it would end up with a lower

score because once the bot lies

um people would never trust it again

and and trust is a huge aspect of the

game of diplomacy taking notes here

because I think this is applies to

to life lessons too oh I think it's a

really yeah really strong so like lying

is a dangerous thing to do like you you

want to avoid

obvious lying yeah I mean I think when

people play diplomacy for the first time

they approach it as a game of deception

and lying and and they

ultimately if you talk to top diplomacy

players what they'll tell you is that

diplomacy is a game about trust and

being able to build trust in an

environment that encourages people to

not trust anyone

so so that's the ultimate tension in

diplomacy how can this AI reason about

whether you are being honest in your

communication and how can the AI

persuade you that it is being honest

when it is telling you that hey I'm

actually going to support you this turn

is there some sense I don't know if you

step back and think that this process

well

indirectly help us study human

psychology

so like if trust is the ultimate goal

wouldn't that help us understand what

are the fundamental aspects of forming

trust between humans and between humans

and AI I mean that's a really really

important question that's much bigger

than the strategy games it's how can

that that's fundamental to the human

robot interaction problem how do we form

Trust

between intelligent entities

so one of the things I'm really excited

about with diplomacy

um there's never really been a good

domain to investigate these kinds of

questions yeah

um and diplomacy gives us a domain where

trust is really at the center of it

um and it's not just like you've hired a

bunch of mechanical turkers that you

know are being paid and trying to get

through the task as quickly as possible

you have these people that are really

invested in the outcome of the game and

they're really trying to do the best

that they can

um and so I'm really excited that we're

able to we actually like have put

together this we're open sourcing all of

our models we're open sourcing uh all of

the all the code and we're making the

data that we've used available to

researchers

um so that they can investigate these

kinds of questions so the data of the

different the human and the AI play of

diplomacy and the models that you use

for the generation of the messages and

the filtering yeah not not just even the

data of the AI playing with the humans

but all the training data that we that

we had that we used to train the AI to

understand how humans play the game

we're setting up a system where

researchers will be able to apply

um to be able to gain access to that

data and be be able to to use it in

their own research we should say what is

the name of the system

we're calling the bot Cicero Cicero and

what's the name like you're open

sourcing what's the name of the

repository and and the like the the

project is it also just called Cicero

the big project or are you still coming

up with the name the the data set comes

from this website web diplomacy.net is

this site that's been online for like 20

years now and uh it's one of the main

sites that people use to play diplomacy

on it we've got like 50 000 games of

diplomacy with you know natural language

communication

um over 10 million messages so it's a

pretty massive data set that people can

use to um we're hoping that the the

academic Community the research

Community is able to use it for for all

sorts of interesting research questions

so do you from having studied this game

is this

a sufficiently rich problem space to

explore this kind of human AI

interaction yeah absolutely and I think

it's

I think it's maybe the best data set

that I can think of out there to to

investigate these kinds of questions of

um negotiation trust

um persuasion I wouldn't say it's the

best data set in the world for

um human AI interaction that's a very

broad field but I think that it's

definitely up there is like you know if

you're really interested in language

models interacting with humans in you

know a setting where their incentives

are not fully aligned this seems like an

ideal data set for investigating that

so you have

um you have a paper with some impressive

results and just an impressive paper

they're taking this problem on

what's the most exciting thing to you in

terms of the results from the the paper

well I think there's ideas or results

yeah I think there's a few aspects of

the results and um that I think are

really exciting so first of all the fact

that we were able to achieve such strong

performance

um I was

surprised by and pleasantly surprised by

um so we played 40 games of diplomacy

with real humans and the bot placed

second out of all players that have

played five or more games so it's about

80 players total

um 19 of whom played five or more games

and the bot was ranked second out of

those players

um and the bot was was really good in

two Dimensions one being able to

establish strong connections with the

other players on the board being able to

like persuade them to work with it

um being able to coordinate with them

about like how it's going to work with

them and then also the Raw

tactical and strategic aspects of the

game you know being able to understand

what the other players are likely to do

being able to model their behavior and

respond appropriately to that the bot

also really excelled at what are some

interesting things that the bot said

by the way are you allowed to swear in

the um okay are there rules to what

you're allowed to say and not in

diplomacy you can say whatever you want

I think the site will get very angry at

you if you start like threatening

somebody and if we actually like if

you're threaten somebody you're supposed

to do it politely yeah politely you know

keep it in character

um

we actually had a researcher watching

the bot 24 7 for well whenever we play a

game we had a bot watching it to make

sure that it wouldn't go off the rails

and start like threatening somebody or

something like that I would just love it

if the boss started like mocking

mocking everybody like some weird quirky

strategies would emerge have you seen

anything interesting that you huh that's

a weird that's a

that's a behavior either of the filter

or the language model

that was weird to you that was yeah they

were definitely like things that the bot

would would do that were not in line

with like how humans would approach the

game and that in a good way the humans

actually you know we we've talked to

some expert diplomacy players about

these results and their takeaways that

well maybe humans are approaching this

the wrong way and this is actually like

the right way to play the game

um so what's required to win like what

um what does it mean to mess up or to

exploit the sub-optimal behavior of a

player like uh is there is there

optimally rational behavior and

irrational behavior that you need to

estimate that kind of stuff like what

what stands out to you like is there a

crack that you can exploit is there like

um a weakness that you can exploit in

the game that that everybody's looking

for

well I I think

you're asking kind of two questions

there so one like modeling the

irrationality and the suboptimality of

humans

um

you can't in diplomacy you can't treat

all the other players like they're

machines and if you do that you're

you're going to end up playing really

poorly and so we actually ran this

experiment so we we trained a bot in a

two-player zero-sum version of diplomacy

um the same way that you might approach

a game like chess or poker and the bot

was superhuman it would crush any

competitor and then we took that same

training approach and we trained a bot

for the full Seven Player version of the

game through self-play without any human

data and we stuck it in a game with six

humans and it got destroyed even in the

version of the game where there's no

explicit natural language communication

it still got destroyed because it just

wouldn't be able to understand how the

other players were approaching the game

and be able to to work with that

can you just Linger on that meeting like

there's an individual there's an

individual personality each player and

then you're supposed to remember that

but Woody means it's not able to

understand the the players well it would

for example expect the human to support

it in a certain way when the human men

would simply like think like no I'm not

supposed to support you here

um it's kind of like you know if you

develop a self-driving car and it's

trained completely from scratch with

other self-driving cars it might learn

to drive on the left side of the road

that's a totally reasonable thing to do

if you're with these other self-driving

cars that are also driving on the left

side of the road but if you put it in an

American city it's gonna crash but I

guess the intuition I'm trying to build

up is why does it then crush a human

play on heads up

this is multiple this is an aspect of

two player zero song versus games that

involve cooperation so in a two-player

zero-sum game

um you can do self-play from scratch and

you will arrive at the Nash equilibrium

where you don't have to worry about the

other player

playing in a very human sub-optimal

style that's just going to be that the

only way that deviating from an ash

equilibrium

would would change things is if it

helped you so I what's the dynamic of

cooperation that's effective in

diplomacy

do you always have to to have one friend

in the game you always want to maximize

your friends and minimize your enemies

got it and

boy in the the lying comes into play

there

so the more friends you have the better

yeah I mean I guess you have to attack

somebody or else you're not going to

make progress all right so that's the

tension but man this is too real this is

too real to this is too too close to

geopolitics of actual military conflict

in the world okay

uh that's fascinating so that

cooperation element is what makes the

game really really hard yeah and to give

you an example of of how this

sub-optimality and irrationality comes

into play there's a really common

situation in a game of diplomacy

um that where one player starts to win

and they're like at the point where

they're controlling about half the map

yeah um and the remaining players who

have all been fighting each other the

whole game all have to like work

together now to stop this other player

from winning or else everybody's gonna

lose

um and it's kind of like you know Game

of Thrones like I don't know if you've

seen the show like you know you got the

the others coming from the north and

like all the people have to start work

out their differences and stop them from

from taking over

um

and the bot will do this like the bot

will work with the other players to stop

the superpower from winning but if it

doesn't really if it's trained from

scratch or it doesn't really have a good

grounding in how humans approach it it

will also at the same time attack the

other players with its extra units so

all the units that are not necessary to

stop the superpower from winning it will

use those to grab as many centers as

possible from the other players and

in totally rational play the other

players should just live with that you

know they have to understand like hey a

score of one is better than a score of

zero so

um so okay he's grabbed my centers but I

I'll just deal with it

but humans don't act that way right the

human gets really angry at the bot and

ends up throwing the game because you

know I'm gonna screw you over because

you did something that's not fair to me

got it and are you supposed to model

that is the boss supposed to model that

kind of human frustration yeah exactly

and so that is something that seems

almost impossible to model purely from

scratch without any human data it's a

very cultural thing yeah um and so you

need

human data to be able to understand that

hey that's how humans behave and you

have to work around that it might be

suboptimal it might be rational but but

that's an aspect of humanity that you

have to have you have to deal with so

how difficult is it to train on human

data given that human data is very

limited versus what the US a purely

self-play mechanism can generate that's

actually one of the major challenges

that we faced in the research that we

had a good amount of human data we had

about 50 000 games what we try to do is

leverage as much soft play as possible

while still leveraging the human data so

what we do is we do self-play very

similar to how it's been done in poker

and go but we try to regularize the

self-play towards the human data

basically the way to think about it is

um we penalize the bot for choosing

actions that are very unlikely under how

under the human data set

and how do you know is there is this

some kind of function that says this is

human-like enough yeah so we we train a

bot through supervised learning to model

the human play as much as possible so we

basically like train a neural net

um on those 50 000 games and that gives

us an approximate that gives us a policy

that resembles to some extent how humans

actually play the game now this isn't a

perfect model of human play because we

don't have unlimited data we don't have

unlimited neural net capacity

um but it gives us some approximation uh

is there some data on the internet

that's useful besides just diplomacy so

on the language side of things is there

some can you go to like Reddit

and

um so sort of background model

formulation that that's useful for the

game of diplomacy yeah absolutely and so

for the language model which

um it's kind of like a separate question

you know we didn't use the language

model during self-play training but we

pre-trained the language model on you

know tons of internet data as much as

possible and then we fine-tuned it

specifically on the diplomacy games so

we are able to like Leverage The Wider

data set in order to fill in

some of the gaps in like how

communication happens more broadly

besides just like specifically in these

diplomacy games Okay cool so what what's

some what are some interesting things

that came to life from this from this

work uh to you like what are some

insights

about

um

about games where natural language is

involved and cooperation deep

cooperation is involved well I think

there's a few insights um so first of

all

the fact that you can't rely purely or

even largely on self-play that you

really have to have an understanding of

how humans approach the game

um I think that that's one of the major

conclusions that I'm drawing from this

work

um and that is I think applicable more

broadly to a lot of different games so

we've actually already taken the

approaches that we've used in diplomacy

and tried them on uh Cooperative card

game called Hanabi and we've had a lot

of success in that game as well

um on the language side

I think the fact that we were able to

control the language model through this

intense approach was very effective

um and it allowed us instead of just

imitating how humans would communicate

were able to go beyond that and able to

feed into it superhuman strategies that

it can then um you know generate

messages corresponding to

is there something you could say about

detecting whether a person or AI is

lying or not

the bot doesn't explicitly try to

calculate whether somebody is lying or

not but what it will do is try to

predict what actions they're going to

take given the communications given the

messages that they've sent to us so

given our conversation what do I think

you're going to do and implicitly there

is a calculation about whether you're

lying to me in that

you know if if you're based on your

messages if I think you're going to

attack me this turn

um even though your messages say that

you're not then you know essentially the

bot is predicting that you're lying but

it doesn't view it as as lying the same

way that we would view it as lying

but you could probably reformulate with

all the same data and make a classifier

lying or not yeah I think I think you

could do that um that was not something

that we were focused on but I think that

it is possible that you know if you came

up with some measurements of like what

does it mean to tell a lie because

there's there's a spectrum right like if

you're withholding some information is

that a lie

um if you're mostly telling the truth

but you forgot to mention this like one

action out of like 10 is that a lie

um it's hard to draw the line but you

know if you're willing to do that and

then you could possibly use it to uh

dude this feels like an argument inside

a relationship now what constitutes a

lie

um depends what you mean by the

definition of the word is okay

um

still it's fascinating because trust and

lying is all intermixed into this and

it's language models that are becoming

more and more sophisticated it's just a

fascinating space to explore

um

what do you see as the future of this

work

um that is inspired by the Breakthrough

performance that you're getting here

with diplomacy

uh

I think there's a few different

directions to take this work

um

I I think really what it's showing us is

the potential that language models have

I mean I think a lot of people didn't

think that this kind of result was

possible even today despite all the

progress that's been made in language

models and so it shows us how we can

Leverage The Power of things like

self-play on top of language models to

get

um increasingly better performance and

the ceiling is really

much higher than what we have right now

is this transferable somehow to

to chat Bots

for the more General task of dialogue

so because there is a kind of

negotiation here a dance between

entities that are trying to cooperate

and at the same time a little bit

adversarial which I think Maps somewhat

to the general

you know the entire process of Reddit or

like internet communication you're

cooperating you're adversarial you're

having debates you're having uh

camaraderie all that kind of stuff

I think one of the things that's really

useful about diplomacy is that we have a

well-defined value function there is a

well-defined score that the bot is

trying to optimize and and in a in a

setting like a general chatbot setting

it needs it would need that kind of

um objective in order to fully leverage

the techniques that we've developed

what about like what we talked about

earlier with NPCs inside video games

like how can it be used to create

for Elder Scrolls 6 more compelling um

NPCs

that you could talk to instead of

instead of committing all kinds of

violence with a sword and fighting

dragons just sitting in a Tavern and

drink all day and talk to the chatbot

the way that we've approached AI

diplomacy is you condition the language

on an intent now that intent and

diplomacy is an is an action but it

doesn't have to be and you can imagine

you know you could have NPCs in video

games or the metaverse or whatever where

there's some intent or there's some

objective that they're trying to

maximize and you can specify what that

is

um and and then the language can

correspond to that intent now I'm not

saying that this is you know happening

imminently but um I'm saying that this

is like a future application potentially

of this direction of research so what's

the more General formulation of this

making self-play be able to scale the

way self-play does and still maintain

human-like Behavior

the way that we've approached self-play

in diplomacy is like

we're we're trying to

come up with good intents to condition

the language model on and the space of

intents is actions that can be played in

the game now there is like the potential

to have a broader set of intents things

like you know long-term cooperation or

long-term uh objectives or you know

gossip about what another player was

saying

um these are things that we're currently

not conditioning the language model on

and so it's not able to we're not able

to control it to say like oh you should

be talking about this thing right now

but it's quite possible that you could

expand the scope of intents to be able

to allow it to talk about those things

now in the process of doing that the

self-play would become much more

complicated

um and so that is a potential for for

future work okay the increasing the

number of intents I still am not quite

clear

how you keep the self-play

integrated into the human world yeah I'm

a little bit loose on the uh uh on

understanding how you do that so we

train a neural Nets to

um imitate the human data as closely as

possible and that's what we call the

anchor policy and now when we're doing

self-play

the the problem with the anchor policy

is that it's not a perfect approximation

of how humans actually play because we

don't have infinite data because we

don't have unlimited neural network

capacity it's actually a relatively

sub-optimal approximation of how humans

actually play and we can improve that

approximation by adding planning and RL

and so what we do is we get a better

approximation a better model of human

play by

during the self-play process we say you

can deviate from this human anchor

policy if there is an action that has

you know particularly High expected

value

um but it would have to be a really high

expected value in order to to deviate

from from this human-like policy so you

basically say try to maximize your

expected value while at the same time

stay as close as possible to the human

policy and there is a parameter that

controls those the the relative

weighting of those Computing objectives

so the question I have

is how sophisticated can the anchor

policy get

to have a policy that approximates human

behavior right yeah so as you increase

the number of intents as you generalize

the the space in which this is

applicable

and given that the human data is limited

try to anticipate a policy that works

for in a much larger number of cases

like how how difficult is the process of

forming a damn good anchor policy

well it really comes down to how much

human data you have so it's all boss

scale in the human data I think the more

human data you have the better and I

think that that's going to be the major

bottleneck in in scaling to to more

complicated

um domains but that said

you know there might be the potential

just like in the language model where we

leveraged you know tons of data on the

internet and then specialized it for

diplomacy

um there is the future potential that

you can leverage huge amounts of data

across the board and then specialize it

in the data set that you have for

diplomacy and in that way you're

essentially augmenting the amount of

data that you have

to what degree does this apply

to the general the real world diplomacy

the geopolitics

you know there's a game theory has a

history of being applied to understand

and to give us hope about nuclear

weapons for example the mutually assured

destruction is a game theoretic concept

that you can formulate some people say

it's oversimplified but nevertheless

here we are and we somehow haven't blown

ourselves up do you see a future where

this kind of

this kind of system can be used to help

us make decisions geopolitical decisions

in the world

well like I said the original motivation

for the game of diplomacy was the

failures of World War One The Diplomatic

failures that led to War uh and the real

take-home message of diplomacy is that

you know if people approach diplomacy

the right way then war is ultimately

unsuccessful

um the way that I see at war is an

inherently negative sum game right

there's always a better outcome than War

for all the parties involved and my hope

is that you know as AI progresses then

maybe this technology could be used to

help people make better decisions

um across the board and you know

hopefully avoid negative some outcomes

like War

yeah I mean I just came back from

Ukraine I'm going back there on deep

personal levels

think a lot about

how peace can be achieved and I'm a big

believer in conversation or leaders

getting together and having

conversations and trying to understand

each other

yeah it's fascinating to think um

whether each one of those leaders can

run a simulation ahead of time like if

I'm an

what are the possible consequences if

I'm nice what are the possible

consequences

um my guess

is that if the president of the United

States got together with uh

Vladimir zielinski and Vladimir Putin

that there will be significant benefits

to

um the president United States not

having an ego

of kind of

playing down of giving away a lot of

chips for the future successful world so

giving a lot of power to the two

presidents of the competing Nations to

achieve peace that's my guess but it'd

be nice to run a bunch of simulations

but then you have to have human data

right you really because it's like the

game of diplomacy is fundamentally

different than geopolitics you need data

you need like I guess that's the

question I have like how transferable is

this to uh like I don't know any kind of

negotiation right like to any kind of

look some local I don't know a bunch of

lawyers like arguing like at a divorce

like divorce lawyers like how

transferable this all kinds of human

negotiation well I feel like this isn't

a question that's unique to diplomacy I

mean I think you look at RL

breakthroughs reinforcement learning

breakthroughs in previous games as well

like you know AI for Starcraft AI for

Atari you haven't really seen it

deployed in the real world because you

have these problems of it's really hard

to collect a lot of data

um and you don't have a you don't have a

well-defined action space you don't have

a well-defined reward function these are

all things that you really need for

reinforcement learning and planning to

be really successful today now there are

some domains where you do have that

um code generation is one example

theorem proving mathematics that's

another example where you have a

well-defined action space you have a

well-defined reward function and those

are the kinds of domains where I can see

RL in the short term being incredibly

powerful but

yeah I think that those are the barriers

to deploying this at scale in the real

world but and the hope is that in the

long run we'll be able to get there yeah

but you see diplomacy feels like closer

to the real world than does Starcraft

like because it's natural language right

you're operating in a space of intense

and in a space of natural language that

feels very close to the real world and

it also feels like you could get data on

that from the internet

yeah and that's why I do think that

diplomacy is taking a big step closer to

the real world than anything that's came

before in terms of game AI breakthroughs

the fact that

you know we're we're communicating in

natural language we've we're leveraging

the fact that we have this like General

data set of uh dialogue and

communication from a breadth of the

internet

um that is that is a big step in that

direction we're not 100 there but um but

we're getting closer at least

so if we actually return back to Poker

and chess are some of the ideas that

you're learning here with diplomacy

could you construct AI systems that play

like humans

like um make for a fun opponent

in a game with Jess yeah absolutely

we've already started looking into this

direction a bit so we tried to use the

techniques that we've developed for

diplomacy uh to make chess and go AIS

and what we found is that it led to much

more human-like strong chess and go

players the way that

AIS like stockfish today play is in a

very inhuman style it's very strong but

it's very different from how humans play

and so we can take the techniques that

we've developed for diplomacy we do

something similar in um in chess and go

and we end up with the bot that's both

strong and human-like

um to elaborate on this a bit like one

way to approach making a human-like AI

for chess is to collect a bunch of human

games like a bunch of human Grand Master

games and just do supervised learning on

those games but the problem is that if

you do that what you end up with is an

AI That's substantially weaker than the

human Grand Masters that you've trained

on because the neural net is not able to

approximate the the Nuance of the

strategy this goes back to the planning

thing that I mentioned the search thing

that I talked about before that these

human Grand Masters when they're playing

they're using search and they're using

planning and the neural net alone unless

you have a massive neural net that's

like a thousand times bigger than what

we have right now it's not able to

approximate those details very

effectively

and on the other hand you can leverage

search and planning very heavily but

then what you end up with is an AI that

plays in a very different style from how

humans play the game

now if you strike this intermediate

balance by setting the um the

regularization parameters correctly and

say you can do planning but try to keep

it close to the human policy then you

end up with an AI that plays in both a

very human-like style and a very strong

style and you can actually even tune it

to have a certain ELO rating so you can

say play in the style of like a 2800

elohuman

um I wonder if you could do specific

type of humans or categories of humans

so not just skill but Style

yeah I think so and so this is this is

where the the research gets interesting

like you know one of the things that I

was thinking about is and this is

actually already being done I think

there's a researcher at the University

of Toronto that's working on this

um is to make an ad that plays in the

style of a particular player like Magnus

Carlson for example you can make an AI

that plays like Magnus Carlson and then

where I think this gets interesting is

like maybe you're up against Magnus

Carlson in the world championship or

something you can play against this

Magnus Carlson bot to prepare against

the real Magnus Carlson and you can try

to explore strategies that he might

struggle with

um and try to figure out like how do you

beat this player in particular

um on the other hand you can also have

Magnus Carlson working with this bot to

try to figure out where he's weak um and

where he needs to improve his strategy

um and so I can Envision this future

where data on specific chess and go

players becomes extremely valuable

because you can use that data to create

specific models of how these particular

players play so increasingly human-like

behavior and Bots however

as you've mentioned makes cheating cheat

detection much harder it it does yeah

the way that sheet detection Works in a

game like poker and a game like chess

and go from what I understand is trying

to see like is this person making moves

that are very common among chess AIS or

you know AIS in general

um but very uncommon among top human

players

and if you have the development of these

AIS that play in a very strong style but

also a very human-like style then that

poses serious challenges for cheat

detection and it makes you now ask

yourself a hard question about what is

the role of AI systems as they become

more and more integrated in our society

and this kind of human AI

um

integration has has some deep ethical

issues that we should be aware of and

also it's a kind of cyber security

challenge right for to make you know one

of the assumptions we have when we play

games is that there's a trust that is

only humans involved and there

the better AI systems to create which

makes it super exciting human-like AI

systems with different styles of humans

is really exciting but then we have to

have the defenses better and better and

better if we're to trust that we uh can

enjoy human versus human game in a

deeply Fair way it's fascinating so it's

just uh it's humbling yeah I think there

is a lot of like negative potential for

this kind of Technology but you know at

the same time there's a lot of upside

for it as well so you know for example

right now it's really hard to learn how

to get better in games like chess and

poker and go because the way that the AI

plays is so foreign and incomprehensible

but if you have these AIS that are

playing you know you can say like Oh I'm

a 2000 ELO human how do I get to 2200

now you can have an AI that plays in the

style of a 2200 elohiman and that will

help you get better or you know you

mentioned this problem of like how do

you know that you're actually playing

with humans when you're playing like

online in video games well now we have

the potential of populating these like

Virtual Worlds with

um agents like AI agents that are

actually fun to play with and you don't

have to always be playing with other

humans to to you know have a fun time

so yeah a lot a lot of upside potential

too and I think you know with any sort

of tool there's there's the potential

for a lot of greatness and a lot of uh

downsides as well so in the paper they

got a chance to look at there's a

section on uh ethical considerations

what's in that section what are some

ethical considerations here is it some

of the stuff we've already talked about

there's some things that we've already

talked about

um I think

specific to diplomacy you know there's

there's also the the challenge that the

game is

you know there is a deception aspect to

the game

um and so

you know have developing language models

that are capable of deception is I think

a dicey issue and something that you

know makes research on diplomacy

particularly challenging

um and

you know so so those kinds of issues of

like should we even be developing AIS

that are capable of lying to people

that's something that we have to you

know think carefully about uh that's so

cool I mean that you have to do that

kind of stuff in order to figure out

where the ethical lines are but I can

see in the future it being illegal to

have a consumer product that

lies

yeah yeah like your personal assistant

AI system is not a lot is always have to

tell the truth but if if I ask it do I

do I look did I get fatter over the past

month I sure as hell want that AI system

to lie to me uh so there's a trade-off

between lying and being and being nice

after somehow find

where's the ethics in that and we're

back to discussions inside relationships

anyway what were you saying oh yeah I

was getting like yeah this yeah that's

kind of going to the question of like

what what is a lot you know is a white

lie a bad lie is it an ethical lie yeah

you know those kinds of questions uh boy

we return time and time again to deep

human questions as we design AI systems

that's exactly what they do they put a

mirror to humanity to help us understand

ourselves

there's there's also the issue of like

you know in these diplomacy experiments

in order to do

a fair comparison you know what we found

is that there's an inherent anti-ai bias

in these kinds of games so we actually

played a tournament in a non-language

version of the game where you know we we

told the participants like hey in every

single game there's going to be an AI

and what we found is that the humans

would spend basically the entire game

like trying to figure out who the bot

was and then as soon as they thought

they figured it out they would all team

up and try to kill it

um and you know overcoming that inherent

anti-ai bias is is a challenge um on the

flip side

I think when robots become the enemy

that's when we get to heal our human

divisions and then we can become one as

long as we have one enemy it's it's that

Reagan thing when aliens show up that's

when we we put our side our divisions

we've become one one human species right

you might have our differences but we're

at least all human at least we all hate

the robots no no no I think there will

be actually in the future something like

a civil rights movement for robots I

think that's the fascinating things

about AI systems and is they ask they

force us to ask about

ethical questions about what is

sentience what is uh how do we feel

about systems that are capable of

suffering or capable of displaying

suffering and how do we design products

that show emotion and not how do we feel

about that lying is another topic are we

going to allow Bots to lie and not and

where's the balance between being nice

and and telling the truth I mean these

are all fascinating human questions it's

like so exciting to be in the century

when we create systems that

take these philosophical questions that

have been asked for centuries and now we

can engineer them inside systems where

like you really have to answer them

because you'll have

transformational impact on human society

depending on what you design inside

those systems it's fascinating and like

you said I feel like diplomacy is a step

towards the direction of the real world

applying these RL methods towards the

real world

from from all the Breakthrough

performances and go and chess and

Starcraft and DOTA this is this feels

like the real world especially now my

mind's been on war in military conflict

this feels like it can give us some deep

insights about human behavior at the

large geopolitical scale

um

what do you think

is the um breakthrough

or

the directions of work that will take us

towards solving intelligence towards

creating AGI systems you've been a part

of creating

um by the way we should say a part of

great teams that do this of creating

systems that achieve breakthrough

performances on before thought

unsolvable problems like poker uh

multiplayer poker diplomacy

we're taking steps towards that

direction what do you think it takes to

go all the way to create superhuman

level intelligence

you know there's a lot of people trying

to figure that out right now

um and you know I should say like the

amount of progress that's been made

especially in the past few years is

truly phenomenal I mean you look at

where AI was 10 years ago and the idea

that you could have AIS that can

generate language and generate images

the way they're doing today and able to

play a game like diplomacy was just like

Unthinkable

um even even five years ago let alone

ten years ago

um

now there are there are aspects of AI

that I think are still lacking um

I think there's General agreements that

one of the major issues with AI today is

that it's very data inefficient it's

very it requires a huge number of

samples of training examples to be able

to train you know you look at an AI that

plays go and it needs millions of games

of go to uh to learn how to play the

game well whereas a human can pick it up

in like you know I don't know how many

games does a human go player go go Grand

Master play in their lifetime probably

you know in the thousands or tens of

thousands I guess

um

so that's that's one issue overcome

efficiency overcoming this challenge of

data efficiency and this is particularly

important if we want to deploy AI

systems in real world settings

um where they're interacting with humans

because you know for example with

robotics it's really hard to generate a

huge number of samples it's it's a

different story when you're working in

these you know totally virtual games

where you can play a million games and

it's no big deal I was planning on just

launching like a thousand of these

robots in Austin I don't think it's

illegal for Lego robots to roam the

streets and just collect data that's not

of course the worst that could happen

yeah I kind of I mean that's one way to

overcome the data efficiency problem is

like scale it yeah like I actually tried

to see if there's a law against robots

like Lego robots just operating

in in this in the streets of a major

city and there isn't I couldn't find any

so

um I'll take it all the way to the

Supreme Court

robot rights okay anyway sorry you were

saying so the so what what are the ideas

for getting becoming more data efficient

uh I mean that's that's the trillion

dollar question in AI today I mean if

you can figure out how to make AI

systems more more data efficient then

that's

a huge breakthrough so nobody really

knows right now it could be just a

gigantic background model language model

and then you do

um the training becomes like prompting

that model

to uh

to essentially do a kind of querying a

search into the space of the things it's

learned to customize that to whatever

problem you're trying to solve so maybe

if you form a large enough language

model you can go quite quite a long way

that you know I think there's some truth

to that I mean you look at the way

humans approach

um a game like poker they're not coming

at it from scratch they're coming at it

with a huge amount of background

knowledge about you know how humans work

how the world Works

um the idea of money so they're able to

leverage that kind of information to uh

to to pick up the game faster uh so it's

not really a fair comparison to then

compare it to an AI That's like learning

from scratch and maybe one of the ways

that we address this uh sample

complexity problem is by allowing AIS to

leverage that general knowledge across a

ton of different domains

so like I said you did uh a lot of

incredible work in the space of research

and actually Building Systems what

advice would you give to uh let's start

with beginners what advice would you

give to beginners interested in machine

learning just there at the very start of

their Journey they're in high school and

college thinking like this seems like a

fascinating world what advice would you

give them

um I I would say

that there are a lot of people working

on similar aspects of machine learning

and to not be afraid to try something a

bit different my own path

in AI is pretty atypical for a machine

learning researcher today I mean I

started out working on Game Theory and

um and then shifting more towards

reinforcement learning as time went on

and that actually had a lot of benefits

I think because it allowed me to look at

these problems in a very different way

from the way a lot of machine learning

researchers view it and that comes with

um drawbacks in some respects like I

think there's definitely aspects of

machine learning where you know I'm

weaker than most of the researchers out

there but I think that diversity of

perspective

um you know when I'm working with my

teammates

um there's something that I'm bringing

to the table and there's something that

they're bringing to the table and that

kind of collaboration becomes very

fruitful for that reason so there could

be problems like like poker like you've

chosen diplomacy that could be problems

like that still out there that you can

just tackle even if it seems extremely

difficult

um I think that there's a lot of

challenges challenges left and I think

having a diversity of viewpoints and

backgrounds is really helpful for

working together to figure out how to

tackle those kinds of challenges so as a

beginner so that I would say that's

that's more for like a grad student they

already built up a base like a complete

beginner what's a good journey so for

you that was doing some more on the math

side of things doing Game Theory all

that good so it's basically build up a

foundation in something so programming

mathematics it could even be physics but

build build that Foundation

yeah I would say build a strong

foundation in math and computer science

and statistics in these kinds of areas

but but don't be afraid to try something

that's different and learn something

that's different from you know the the

thing that everybody else is doing to

get into machine learning um you know

there's there's value in having a

different background than everybody else

um yeah so but certainly having a strong

math background especially in things

like linear algebra and statistics and

probability

um are incredibly helpful today for for

learning about and understanding machine

learning do you think one day we'll be

able to since you're taking steps from

poker to diplomacy one day we'll be able

to uh

figure out how to live life optimally

well what is it like in in poker and

diplomacy you need a value function you

need to have a reward system and so what

does it mean to live a life that's

optimal so okay so then you can exactly

like lay down a reward function being

like I want to be rich or I want to be

um

I want to be in a happy relationship and

then you'll say well

do X

you know there's there's a lot of uh

talk today about in in AI safety circles

about like this specification of you

know reward functions so you you say

like okay my objective is to be rich and

maybe the AI tells you like okay well if

you want to maximize the probability

that you're rich go rob a bank sure and

so you wanna is that is that really what

you want is your objective really to be

rich at all costs or is it more nuanced

than that so the understand the

consequences yeah

yeah so yeah that that's so maybe life

is more about defining the reward

function that minimizes the unintended

consequences

than it is about the actual policy that

gets you to the rewards function maybe

life is just about constantly updating

the reward function

I think one of the challenges in life is

is figuring out exactly what that reward

function is sometimes it's pretty hard

to specify the same way that you know

trying to handcraft the optimal policy

in a game like chess is really difficult

it's not so clear-cut what the reward

function is for for life

I think one day AI will figure it out

and I wonder what that would be until

then

I just really appreciate the kind of

work you're doing and um it's it's

really fascinating taking a leap into a

more and more real world like

um problem space and just achieving

incredible results by applying

reinforcement learning no since I saw

you work on poker you've been in

constant inspiration it's an honor to

get to finally talk to you and uh this

is really fun thanks for having me

thanks for listening to this

conversation with no Brown

to support this podcast please check out

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let me leave you with some words from

Sun Tzu and the Art of War

the whole secret lies in confusing the

enemy so that he cannot fathom our real

intent

thank you for listening and hope to see

you next time