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	<title>Ardi Tampuu &#8211; Robohub</title>
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		<title>How friendly is your AI? It depends on the rewards</title>
		<link>https://robohub.org/how-friendly-is-your-ai-it-depends-on-the-rewards/</link>
		
		<dc:creator><![CDATA[Ardi Tampuu]]></dc:creator>
		<pubDate>Fri, 08 Jan 2016 22:58:12 +0000</pubDate>
				<category><![CDATA[news]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AI-cognition]]></category>
		<category><![CDATA[DeepMind]]></category>
		<category><![CDATA[machine learning]]></category>
		<category><![CDATA[neural networks]]></category>
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					<description><![CDATA[Two years after the small London-based startup DeepMind published their pioneering work on “Playing Atari with Deep Reinforcement Learning”, they have become one of the leaders in the chase for Artificial General Intelligence. In short, their AI learns to play video games based only on the pixel values from the screen and the reward signal. [&#8230;]]]></description>
										<content:encoded><![CDATA[<a href="http://robohub.org/wp-content/uploads/2016/01/circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition.jpg" data-wpel-link="internal"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-58571" src="http://robohub.org/wp-content/uploads/2016/01/circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition.jpg" alt="circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition" width="1000" height="664" srcset="https://robohub.org/wp-content/uploads/2016/01/circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition.jpg 1000w, https://robohub.org/wp-content/uploads/2016/01/circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition-425x282.jpg 425w, https://robohub.org/wp-content/uploads/2016/01/circuit_board_brain_neural_AI_machine_learning_DeepMind_Pong_Cooperation_competition-452x300.jpg 452w" sizes="(max-width: 1000px) 100vw, 1000px" /></a>
<p>Two years after the small London-based startup DeepMind published their pioneering work on <a href="http://arxiv.org/abs/1312.5602" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">“Playing Atari with Deep Reinforcement Learning”</a>, they have become one of the leaders in the chase for Artificial General Intelligence. In short, their AI learns to play video games based only on the pixel values from the screen and the reward signal. The task is quite complicated because the system has to learn to recognize objects on the screen and figure out what the goal of the game is all by itself. A more thorough peek inside their technology can be found in our previous <a href="http://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/" data-wpel-link="internal">RoboHub article</a>. In 2015 DeepMind made their source code available online, allowing anyone to implement and explore new scenarios for Deep Reinforcement Learning &#8211; the algorithm that combines deep neural networks and reinforcement learning to guide the actions of an AI agent.<span id="more-58559"></span></p>
<p>In our research group we decided to study what happens when multiple AI agents are learning in the same environment. Multiagent systems are interesting because they allow a task to be distributed among several autonomous interacting agents, similar to when a goal is to be achieved by a team of people but without any boss or captain saying what each person should do. While the decentralized nature of multi-agent systems makes them robust, flexible and easily maintained, challenges emerge in any collaboration or competition between independent agents.</p>
<p>There are no guarantees that Deep Reinforcement Learning algorithms can provide meaningful results when two or more autonomous agents share an environment. The goal of an agent in a reinforcement learning system is to find a strategy (policy) that yields the most rewards possible. This comes down to learning which actions are the best in each situation. For a single agent in an unchanging environment the best action in a given situation is always the same. With more than one learning agent in the same environment, however, the world is in a constant state of change. Whenever one of the agents learns something new, the other agents must adapt to this new reality and change their behaviour accordingly. When they do so, the first agent must again change itself to adapt. This means the strategies may be in constant evolution, and it is not clear whether it’s even possible to define what the “best” strategy might be.</p>
<a href="http://robohub.org/wp-content/uploads/2016/01/cooperative.jpg" data-wpel-link="internal"><img decoding="async" class="aligncenter size-full wp-image-58569" src="http://robohub.org/wp-content/uploads/2016/01/cooperative.jpg" alt="cooperative" width="1000" height="226" srcset="https://robohub.org/wp-content/uploads/2016/01/cooperative.jpg 1000w, https://robohub.org/wp-content/uploads/2016/01/cooperative-425x96.jpg 425w, https://robohub.org/wp-content/uploads/2016/01/cooperative-500x113.jpg 500w" sizes="(max-width: 1000px) 100vw, 1000px" /></a>
<p>To study such scenarios, we modified DeepMind’s framework to allow two agents to share an environment and learn to either compete or collaborate. In our experiments we focused on the behaviour of the agents in well-known Pong game environment. First, we asked two AI agents to play the game against each other. Later, we changed how we rewarded the agents to promote collaboration instead of competition. We also explored the behaviour with rewarding schemes lying between competition and collaboration. To compare the emerging strategies we collected descriptions of their behaviour (e.g. how many times the players touch the ball before it goes out of play, how long they wait before serving the ball, etc &#8230;).</p>
<p>In the competitive mode, the two agents were rewarded for putting the ball past the opponent. As we let the agents play against each other, both of them got better and better with time. Eventually the agents learned to ward off even difficult fast-flying shots and send the ball back with speed. The behaviour at different stages of training and the final behaviour are illustrated in the video below;  the graph on the right describes how highly the agents themselves evaluate the current game situation (quality or Q-value) &#8212; the higher the Q-value, the more rewards the agent expects to receive in near future.</p>
<div class="keep-aspect"><iframe title="Multiagent DeepMind: Competitive Mode" width="500" height="281" src="https://www.youtube-nocookie.com/embed/nn6_GUVDnVw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<p>In the collaborative game mode both agents were penalized (received negative rewards) whenever the ball went out of play. These were the only rewards the agents received. Starting from a random behaviour, agents quickly learned that the best way to avoid losing the ball is to never launch the ball in the first place. When we nevertheless forced them to serve the ball, they developed a collaborative strategy where they could keep the ball alive indefinitely. To do so they positioned themselves directly facing each other and kept the ball flying in a straight line between themselves. Note that the agents were not explicitly told what the goal was, but generated  these strategies themselves as an effect of trying to avoid penalties. The learning process and the learned collaborative behaviour are illustrated by the video below:</p>
<div class="keep-aspect"><iframe title="Multiagent DeepMind: Cooperative Mode" width="500" height="281" src="https://www.youtube-nocookie.com/embed/Gb9DprIgdGw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<p>The only difference between the above two cases was the reward an agent received for putting the ball past the opponent. In the competitive case this was rewarded positively, yielding +1 points; in the collaborative scheme this was rewarded negatively, with -1 points. We went on to explore what happens if this reward is given different values between -1 and +1. The results show that as we gradually increased the reward, the changes in behavioural descriptors were smooth. The transition from competition to collaboration seems to happen without abrupt changes.</p>
<p>This preliminary study of multi-agent systems using DeepMind’s AI leaves many interesting questions untouched. How rapidly can an agent switch from collaborative to competitive behaviour? What happens if one agent tries to compete and the other collaborate? Do agents learn faster when they play against an already proficient opponent (student and teacher)? How will our agents learn to behave if asked to compete or collaborate with a human player?</p>
<p>The future will show whether AI and humans can learn to collaborate or are destined to compete. In any case it is clear that the AI-s will always try that maximize their rewards &#8211; it is therefore our responsibility to define these rewards ethically and clearly enough to avoid costly surprises.</p>
<p>Our multi-agent version of DeepMind’s code and the necessary installation instructions are made public <a href="https://github.com/NeuroCSUT/DeepMind-Atari-Deep-Q-Learner-2Player" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">on Github</a> and research paper is available <a href="http://arxiv.org/abs/1511.08779" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">on Arxiv</a>. A Python implementation of the DeepMind algorithm can be found <a href="https://github.com/tambetm/simple_dqn" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">here</a>. You can also find couple of more technical blog post on our website at <a href="http://neuro.cs.ut.ee" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Computational Neuroscience Lab</a> in University of Tartu, Estonia.</p>
<hr class="xh2  ">
<p><em><em>If you liked this article, you may also be interested in:</em></em></p>
<ul>
<li><a class=" " href="http://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/">Artificial General Intelligence that plays Atari video games: How did DeepMind do it?</a></li>
<li><a title="Why robots will not be smarter than humans by 2029" href="http://robohub.org/why-robots-will-not-be-smarter-than-humans-by-2029/" rel="bookmark" data-wpel-link="internal">Why robots will not be smarter than humans by 2029</a></li>
<li><a title="Talking Machines: The Master Algorithm, with UW’s Pedro Domingos" href="http://robohub.org/talking-machines-the-master-algorithm-with-uws-pedro-domingos/" rel="bookmark" data-wpel-link="internal">The Master Algorithm, with UW’s Pedro Domingos</a></li>
<li><a title="Talking Machines: On ‘solving intelligence’, with DeepMind’s Nando de Freitas" href="http://robohub.org/talking-machines-solving-intelligence-with-deepminds-nando-de-freitas/" rel="bookmark" data-wpel-link="internal">On ‘solving intelligence’, with DeepMind’s Nando de Freitas</a></li>
<li><a title="Talking Machines: The economic impact of machine learning, with Baidu’s Andrew Ng" href="http://robohub.org/talking-machines-the-economic-impact-of-machine-learning-with-baidus-andrew-ng/" rel="bookmark" data-wpel-link="internal">The economic impact of machine learning, with Baidu’s Andrew Ng</a></li>
</ul>
<p><em>See all <a href="http://robohub.org/" data-wpel-link="internal">the latest robotics news</a> on Robohub, or <a class="ext-link" title="" href="http://eepurl.com/t-UEf" target="_blank" rel="external follow noopener noreferrer" data-wpel-link="external">sign up for our weekly newsletter</a>.</em></p>
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		<title>Artificial General Intelligence that plays Atari video games: How did DeepMind do it?</title>
		<link>https://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/</link>
		
		<dc:creator><![CDATA[Ardi Tampuu]]></dc:creator>
		<pubDate>Thu, 25 Sep 2014 19:42:28 +0000</pubDate>
				<category><![CDATA[education]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[DeepMind]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[machine learning]]></category>
		<category><![CDATA[research]]></category>
		<guid isPermaLink="false">http://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/</guid>

					<description><![CDATA[Last December, an article named “Playing Atari with Deep Reinforcement Learning” was uploaded to arXiv by employees of a small AI company called DeepMind. Two months later . Currently our team is trying to replicate their artificial mind, and in this post we describe its inner workings. The paper describes a single system that learns [&#8230;]]]></description>
										<content:encoded><![CDATA[<img decoding="async" class="wp-image-38590 aligncenter" alt="Deep_Mind_Atari_AI_algorithm" src="http://robohub.org/wp-content/uploads/2014/09/Deep_Mind_Atari_AI_algorithm.jpg" width="800" height="452" srcset="https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_Atari_AI_algorithm.jpg 800w, https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_Atari_AI_algorithm-425x240.jpg 425w, https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_Atari_AI_algorithm-175x100.jpg 175w, https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_Atari_AI_algorithm-500x282.jpg 500w" sizes="(max-width: 800px) 100vw, 800px" />
<p>Last December, an article named “<a href="http://arxiv.org/abs/1312.5602" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Playing Atari with Deep Reinforcement Learning</a>” was uploaded to arXiv by employees of a small AI company called DeepMind. Two months later <span  class="tweetquote"><a href="https://twitter.com/home/?status=Google bought DeepMind for 500 million euros, and this article is almost the only thing we know about the company https://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/ @Robohub " target="_blank" data-wpel-link="external" rel="follow external noopener noreferrer"> Google bought DeepMind for 500 million euros, and this article is almost the only thing we know about the company&nbsp;</a></span>. Currently our team is trying to replicate their artificial mind, and in this post we describe its inner workings.</p>
<p><span id="more-38579"></span></p>
<p>The paper describes a single system that learns to play several old video games by selecting actions based on only the screen images and the reward signal (whether the score in the game is increased or not).</p>
<img decoding="async" class="size-full wp-image-38582 aligncenter" alt="Deep_Mind_RL1" src="http://robohub.org/wp-content/uploads/2014/09/Deep_Mind_RL1.jpg" width="375" height="217" srcset="https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_RL1.jpg 375w, https://robohub.org/wp-content/uploads/2014/09/Deep_Mind_RL1-175x100.jpg 175w" sizes="(max-width: 375px) 100vw, 375px" />
<p>At first (before training), the program does not know anything about the game: it doesn’t know the objective of the game (if it should just stay alive, kill something or solve a puzzle), it has no understanding about its influence on the game (the consequences of its actions) and one could even say that it cannot see the objects in the game. By trial and error the system gradually learns how it should behave to receive a reward. Also note that the system uses the same architecture for all different games without any game-specific hints from the programmers other than how many possible actions there are in the game, e.g. left, right, up, down, space (fire) etc.</p>
<div class=" "><iframe title="Deepmind artificial intelligence @ FDOT14" width="500" height="281" src="https://www.youtube-nocookie.com/embed/EfGD2qveGdQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
<p></p>
<p>The reported results show that the system was able to master several games and play some of them better than a human player. This result can be seen as a step towards artificial general intelligence (<a href="http://en.wikipedia.org/wiki/Artificial_general_intelligence" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">AGI</a>), which is really fascinating. Let us see in more detail how this was achieved.</p>
<p><strong>The Task</strong><br />
The system receives a picture of the game screen (this example image is from the simplest game, Breakout) and after analyzing it, it has to choose an action to take. The action is executed and the system is told whether the score increased, decreased or did not change. Based on this information and playing a large number of games, the system needs to learn to improve its performance in the game.</p>
<img decoding="async" class=" wp-image-38583 aligncenter" alt="Breakout2600" src="http://robohub.org/wp-content/uploads/2014/09/Breakout2600.png" width="640" height="420" srcset="https://robohub.org/wp-content/uploads/2014/09/Breakout2600.png 640w, https://robohub.org/wp-content/uploads/2014/09/Breakout2600-425x278.png 425w, https://robohub.org/wp-content/uploads/2014/09/Breakout2600-457x300.png 457w" sizes="(max-width: 640px) 100vw, 640px" />
<p>Take a pause and think about it: try to outline in your head how you would approach this task if someone had asked you to program it. Keep in mind that you do not know in advance which game your system will need to play.</p>
<p><strong>Machine Learning and Artificial Neural Networks</strong><br />
Before we dive into the implementation DeepMind came up with, let’s introduce the concepts of machine learning and artificial neural networks.</p>
<p>A very common task in machine learning is: given the information about an object decide which category it belongs to. In the case of DeepMind we want to decide which action to take given the current state of the game. Machine learning algorithms learn from examples: given many example objects and their categories, the algorithm figures out which features of the object are useful for identifying the category. The algorithm produces a model that minimizes misclassification rate in the training set. This model can later be used to predict the category of an unknown object.</p>
<p>Artificial Neural Networks (ANN) is one of the machine learning algorithms. It is inspired by the architecture of our brain. The network consists of nodes (as our brain consists of neurons) that are connected to each other (as neurons in our brain are connected using axons, dendrites and synapses). For each neuron we must specify the condition under which the neuron should transmit the signal forward (emit a spike in real neurons). By changing the strengths of the connections one can make the network perform computation. Modern architectures of neural networks usually consist of:</p>
<ul>
<li>Input layer of neurons (they receive the description of an object)</li>
<li>Hidden layers (the main part, where the learning happens)</li>
<li>Output layer (it has one neuron for each category, the category with highest activated node is the predicted class)</li>
</ul>
<p>After the learning is done we can feed new objects to the network and see scores for each category in the output layer.</p>
<p dir="ltr"><strong>DeepMind</strong></p>
<p dir="ltr">In this system an ANN is used to assign an expected reward to each of the possible actions given the current game state. The network can answer a question, e.g. “How good would it be to take this action now?”. The input to the network at any time point consists of the last four game screens, so that system is given not only the last position, but also a bit of information about how the situation in the game has evolved recently. This input is then passed through three successive hidden layers of neurons and finally to the output layer of the ANN.</p>
<p dir="ltr" style="text-align: center;"><img decoding="async" class=" wp-image-38584 aligncenter" alt="Convolutional_NN 3" src="http://robohub.org/wp-content/uploads/2014/09/Convolutional_NN-3.png" width="895" height="681" srcset="https://robohub.org/wp-content/uploads/2014/09/Convolutional_NN-3.png 895w, https://robohub.org/wp-content/uploads/2014/09/Convolutional_NN-3-425x323.png 425w, https://robohub.org/wp-content/uploads/2014/09/Convolutional_NN-3-394x300.png 394w" sizes="(max-width: 895px) 100vw, 895px" /></p>
<p>&nbsp;</p>
<p dir="ltr">The output layer has one node for each possible action and the activation of those nodes indicates the expected reward from each of them &#8211; here, the action with the highest expected reward (the “best” action) is selected for execution. But how does the network know how to calculate the expected scores in a good and correct way?</p>
<p dir="ltr"><strong>The Learning Process</strong></p>
<p dir="ltr">After you have defined the structure of your network there is only one thing you can still change: the strength of the connections. The learning process is, therefore, just changing the weights in a way that for all of the training examples the network is capable to propose actions that lead to positive rewards.</p>
<p dir="ltr">It is an optimisation problem where the goal is to maximize the reward over time. The problem is solved by combining <a href="http://en.wikipedia.org/wiki/Gradient_descent" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">gradient descent</a> with a simple idea related to reinforcement learning: the network attempts to maximize not only the immediate reward, but also the cumulative reward of future actions. This can be achieved by estimating the expected value of the next screen image using its current neural network. To put it another way, traditionally you would use (received reward &#8211; estimated reward) as the error signal for gradient descent, but in this case we also take in consideration the reward estimate from the next image.</p>
<p dir="ltr"><strong>Summary</strong></p>
<p dir="ltr">To summarize all the pieces we have seen, let us have one final look:</p>
<ol>
<li dir="ltr">
<p dir="ltr">Build a network and initialize connections to random values</p>
</li>
<li dir="ltr">
<p dir="ltr">Feed lots and lots of game situations into the network</p>
</li>
<li dir="ltr">
<p dir="ltr">Network proposes the action to take in each of them</p>
</li>
<li dir="ltr">
<p dir="ltr">If the action was good, we reward the system, if it was bad we penalize it</p>
</li>
<li dir="ltr">
<p dir="ltr">System updates its knowledge by updating the weights</p>
</li>
<li dir="ltr">
<p dir="ltr">After several hundreds of games the system outperforms a human player (in the case of Breakout)</p>
</li>
</ol>
<p dir="ltr">This result can be seen as a small step forward from the traditional machine learning in the direction of artificial general intelligence. It might be a very small step (one might say that the system does not “know” or “understand” what it is doing), but <span  class="tweetquote"><a href="https://twitter.com/home/?status=the learning capabilities of DeepMind&#8217;s system are far larger than its predecessors’ https://robohub.org/artificial-general-intelligence-that-plays-atari-video-games-how-did-deepmind-do-it/ @Robohub " target="_blank" data-wpel-link="external" rel="follow external noopener noreferrer"> the learning capabilities of DeepMind&#8217;s system are far larger than its predecessors’&nbsp;</a></span> &#8211; and the range of problems is can solve without specific hints from the programmers is much wider.</p>
<p dir="ltr"><strong>Replicate and Make It Open Source</strong></p>
<p dir="ltr">At the moment we are trying to replicate this successful project and make it available to the whole scientific community for further research. The project is open source and you can jump on board to help <a href="https://github.com/kristjankorjus/Replicating-DeepMind" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">on Github</a>!</p>
<p dir="ltr"><strong>References</strong></p>
<p dir="ltr">The original paper:<br />
Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Alex Graves, Ioannis Antonoglou, Daan Wierstra, and Martin Riedmiller. <a href="http://arxiv.org/abs/1312.5602" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Playing atari with deep reinforcement learning</a>.</p>
<p dir="ltr">Our implementation at GitHub:<br />
<a href="http://github.com/kristjankorjus/Replicating-DeepMind" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Reproducing the results of &#8220;Playing Atari with Deep Reinforcement Learning&#8221; by DeepMind</a>.</p>
<p><em>The authors of this article are from the <a href="http://neuro.cs.ut.ee/" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">Computational Neuroscience Group</a> at University of Tartu&#8217;s Institute of Computer Science.</em></p>
<div class="divideronpost"></div>
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<p><em>See all <a href="http://robohub.org/" data-wpel-link="internal">the latest robotics news</a> on Robohub, or <a href="http://eepurl.com/t-UEf" data-wpel-link="external" target="_blank" rel="follow external noopener noreferrer">sign up for our weekly newsletter</a>.</em></p>
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