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What next for the computer Go program?

Link here.

The software uses neural networks to learn from experience. For example, to train for its Go match the computer program studied 30 million Go board positions from human games, then played itself again and again to improve its skills.

DeepMind’s founder and chief executive Demis Hassabis mentioned the possibility of training a version of AlphaGo using self-play alone, omitting the knowledge from human-expert games, at a conference last month. The firm created a program that learned to play less complex arcade games in this manner in 2015. Without a head start, AlphaGo would probably take much longer to learn, says Bengio — and might never beat the best human. But it’s an important step, he says, because humans learn with such little guidance.

DeepMind, based in London, also plans to venture beyond games. In February the company founded DeepMind Health and launched a collaboration with the UK National Health Service: its algorithms could eventually be applied to clinical data to improve diagnoses or treatment plans. Such applications pose different challenges from games, says Oren Etzioni, chief executive of the non-profit Allen Institute for Artificial Intelligence in Seattle, Washington. “The universal thing about games is that you can collect an arbitrary amount of data,” he says — and that the program is constantly getting feedback on what’s a good or bad move by playing many games. But, in the messy real world, data — on rare diseases, say — might be scarcer, and even with common diseases, labelling the consequences of a decision as ‘good’ or ‘bad’ may not be straightforward.

Hassabis has said that DeepMind’s algorithms could give smartphone personal assistants a deeper understanding of users’ requests. And AI researchers see parallels between human dialogue and games: “Each person is making a play, and we have a sequence of turns, and each of us has an objective,” says Bengio. But they also caution that language and human interaction involve a lot more uncertainty.

Genesis cover

On Christmas Eve 1968 three Americans became the first humans to visit another world. What they did to celebrate was unexpected and profound, and will be remembered throughout all human history. Genesis: the Story of Apollo 8, Robert Zimmerman's classic history of humanity's first journey to another world, tells that story, and it is now available as both an ebook and an audiobook, both with a foreword by Valerie Anders and a new introduction by Robert Zimmerman.

 
The ebook is available everywhere for $5.99 (before discount) at amazon, or direct from my ebook publisher, ebookit. If you buy it from ebookit you don't support the big tech companies and the author gets a bigger cut much sooner.


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"Not simply about one mission, [Genesis] is also the history of America's quest for the moon... Zimmerman has done a masterful job of tying disparate events together into a solid account of one of America's greatest human triumphs."--San Antonio Express-News

2 comments

  • Wayne

    Mr. Z— “very cool”
    This makes a lot more sense to me now.

    (Not my area at all & very leery in general of the science-media attributing mentalistic & anthropomorphic attributes to machines.)

    ((very interested in how concepts of “emergent-order” would manifest themselves within Programming & AI designs.))

  • Dick Eagleson

    For an early, but still impressive, demonstration of “emergent order” I would recommend looking into the Game of Life which dates back to the 60’s. More recent work that also reflects “emergent order” are so-called “genetic algorithms” that work toward an optimized end-point by generating random solutions and competing them against one another, with the winners getting to breed more of the next generation of candidate solutions than the losers.

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