8 ms·
The Hanabi Challenge: A New Frontier for AI Research
- angel_j 8y agohttps://github.com/deepmind/hanabi-learning-environment https://github.com/deepmind/hanabi-learning-environment
- doctorpangloss 8y agoBased on my experience maintaining a Hearthstone simulator and helping contributors write AI agents for it, the authors' interest in "imperfect information" is spot on. But that's just one major hole in what the authors describe as "superhuman" AI demos in games like chess and go. The other is that those games don't look at all like most conventional digital games people enjoy playing. Go looks like matrix math. A neural program has a chance of learning an internal simulation of the game. There's no chance of that for DOTA 2 or StarCraft II, which is why those wins by reinforcement learning AI bots were so impressive. However, those games (DOTA 2 and SC2) suffer from big rewards for superhuman dexterity. Just a few seconds of excess dexterity (not strictly superhuman dexterity) can tip the game to an absolute win for an AI bot. So most conventional performance diagnostics, like winrates or Elo scores, greatly understate the role of dexterity in those games. Hanabi seems like a great reaction to where the games AI research is going. Hanabi will be easier to simulate than a game like Hearthstone, so there will be accelerated implementations or neural programs of it. However, the authors criticize something that might be vital to Hanabi research: > "However, it is impractical for human Hanabi players to expect others to strictly abide by a preordained policy." That seems unfair. If you're going to research an idiosyncratically cooperative game, the most competitive strategies are going to involve preordained (meaning coordinated prior to a match) policies. Why turn your back on the path towards strategy development that obviously leads to the best play? The biggest problem with Hanabi is that, as a cooperative game, we have no real idea what great strategies for it are. I know the authors claim that they do. But for DOTA 2 and StarCraft 2, PvP games with immense popularity, we have a credible natural laboratory for strategy and skill development. Hanabi is really obscure by comparison. The biggest problems with Hearthstone, which in my opinion is one of the best games to research, are that (1) the rules are way too complex for a neural program to learn them, so you need novel approaches for learning, (2) the rules are too complex to execute on a GPU, so you need novel approaches to parallelized computing and optimization, and (3) the deckbuilding meta and some pay-to-win design have stunted strategy development, so outperforming a human opponent may be way too easy. There are so many problems to solve, and it's not that credible that neural networks are the path forward!
- jakobnicolaus 8y agoI think neural networks will be part of the solution, but they are probably not the entire answer. For an example of a method that combines Deep RL with Bayesian reasoning, you can take a look at our recent paper (https://arxiv.org/abs/1811.01458 https://arxiv.org/abs/1811.01458). BAD achieves best known scores in for 2 player Hanabi in self-play.
- doctorpangloss 8y ago> where BAD achieves an average score of 24.174 points in the two-player setting, surpassing the best previously published results for learning agents by around 9 points and approaching the best known performance of 24.9 points for (cheating) open-hand gameplay I didn't realize Hanabi is already that close to being solved. My gut reaction is that the game is a lot simpler than it appears. I guess your simpler "matrix" game points to that--you already had an intuition for reducing Hanabi. Indeed, looking at the code you share for the "matrix game," it would seem that Hanabi's problem is that, like Chess and Go, it doesn't really resemble more sophisticated games as much as it resembles something that can be literally expressed in Tensorflow.
- jakobnicolaus 8y agoThe good news is that we have open-sourced the environment, so if you think it's easy I would love to see a simple method that solves it.
- knicholes 8y agoI wonder why they created their own OpenAI-like interface instead of inheriting from OpenAI's environment?
- soraki_soladead 8y agoTwo reasons come to mind: DeepMind and OpenAI are indirectly in competition with each other. The Gym interface is okay but the implementation is poor and does not readily support multiple agents.
- jakobnicolaus 8y agoHanabi is a multi-agent problem. Unfortunately gym doesn't natively support multi-agent action and state spaces.
- marviel 8y agoI didn't know what Hanabi was, so I looked it up: https://en.wikipedia.org/wiki/Hanabi_(card_game)?oldformat=true https://en.wikipedia.org/wiki/Hanabi_(card_game)?oldformat=t... One part of the game's description that immediately jumped out at me was the need to pass information efficiently to other players, without directly giving them the world state. This appears to be a generally similar problem to one described in a recent openai paper: https://blog.openai.com/interpretable-machine-learning-through-teaching/ https://blog.openai.com/interpretable-machine-learning-throu...
- gamegoblin 8y agoContext for those that don't know the game: 1. Each player has a set of tiles that each have a particular color and a particular number. 2. The tiles a player has are known only to other players (they are placed to face away from the player) 3. On your turn, you may either place one of your tiles, or give a hint to another player about their tiles. 4. Hints can only take the form of "you have exactly K tiles of C color <indicate the K tiles>" or "you have exactly K tiles of N number <indicate the K tiles>". There are some rules for how many hints can be given and ways to "earn back" more hints to give. 4b. You can make more deductions than what the hints provide. There are a fixed number of each tile. e.g. There are 2 RED-4 tiles. So if you can see that two other players both have a RED-4 tile, this means that you cannot have a RED-4 tile. So if someone gives you the hint that you have a *-4 tile, you know it is not RED. But the two players with the RED-4 tiles cannot see their own, so they cannot make this deduction. But if you act in a way that shows that you have made the deduction, and they are really smart, they can observe your act and deduce that you would have only made that act if you knew that you didn't have a RED-4 tile. And since they can only see 1 other RED-4 tile, they can deduce that they must hold the other. 5. No other communication is allowed. 6. In the center of the table there are stacks for each color that start empty. The goal of the game is to populate the stacks by playing the color tiles of that stack in increasing number. (e.g. RED-1, RED-2, RED-3 ...). If a player tries to play a tile that is invalid (e.g. the RED stack is only up to RED-2 and the player selects their RED-4 tile), a counter is incremented. 7. The game ends when the counter reaches a threshold or all tiles are played. The score is equal to the number of tiles played. Higher is better. I have long thought that it should be possible to write an AI that does superhuman hint-giving and deduction, provided that all of the AIs can collude beforehand. That is, if all of the AIs have a giant lookup table that essentially says "If the board is in this particular state, and I give hint H, that actually means FOO" where FOO contains more bits of information than hint H would by itself.
- defen 8y ago> 5. No other communication is allowed. When playing with friends / casuals I've found that this is the one that trips people up (if you want to play strictly by the rules) - no, you can't ask if there are any reds left. You can't ask what hint Alice gave to Bob on her previous turn. You can't just say "Only one yellow 4 left, let's be careful" etc.
- nabla9 8y agoHanabi seems interesting. I would say that Poker with 3-9 players and heterogeneous player quality also contains similar aspects. You can improve the play when you recognize the skill difference, how people play against other players, changes in impulse control, magical thinking etc.
- jakobnicolaus 8y agoYes, but actively communicating with some of the other players through agreed conventions would probably count as collusion and be illegal in N-player poker..
- nabla9 8y agoI was not talking about collusion. You get information of how people play just by observing their play completely legally.
- jakobnicolaus 8y agoSure, but in Hanabi the point is to be as informative as possible, while in poker it should be the opposite (unless you collude).
- ArtWomb 8y agoAm also working on a Hanabi game for the web. WebSocket Multiplayer, HTML5 Canvas2D, highly performant. Should play well in all modern browsers including mobile. Goal is to have a full AI platform for agents as well as competitive human play ;) Any suggestions for implementing complex Hanabi game rules and logic are appreciated! My gut feel is that an omniscient agent would converge on an optimal policy in all current game states.
- dontreact 8y agoSo far it seems to me like research on game-playing AI has not carried over well to solving problems that people care about. Deepmind's success in applied settings doesn't really seem to have benefitted from any meaningful way from the game-playing research as far as I can tell. What are the best examples of this so far that people are aware of?
- imh 8y agoThe problem is that the expectation of being able to transfer this stuff over is more hype driven than anything else. People hear "AI beat the best person in the world at something intellectually hard" and think that it should be smarter than people in other ways too. That doesn't diminish work on playing games. If they had released a chess or go challenge where the board is just bigger or more pieces, that would be dumb. But this challenge is a game that is a tiny bit closer to real "problems that people care about." Solving this won't get us to problems that people care about either, but it'll get us closer. It's only an incremental step, but that's okay.
- dontreact 8y agoYeah I agree. I just wanted to highlight that to me the idea that doing better at games is advancing AI in a meaningful way is definitely overhyped. Sometimes I think that the progress in games seems kind of orthogonal to progress in using machine learning to solve real world problems, because anytime you have a game it automatically gets you essentially infinite labeled training data set (each game has a score/outcome, and there are essentially infinite possible games). So as long as the compute scales up enough, any game humans can play will be solvable.
- imh 8y agoI wouldn't say that makes games orthogonal to real world problems. That's what makes them good stepping stones. Risk free "cheap" testing makes for fast research. I totally agree about the ability to just skirt sample complexity. It's a tough one, made tougher by how early stage this work really is. We want bots to be able to match human ability and match human learning. Though they're put together, they're have very separate concerns. For matching human ability, we're just beginning to learn techniques to get bots able to master hard tasks (e.g. incomplete information games, atari games, picking objects up). Those bots mostly learn waaaaaay slower than people. But never mastering is worse than slowly mastering, so it's early days. On the other hand, you have people working on efficient learning. This is the question you're getting at with compute scaling arbitrarily-ish. It's more impressive if it can master a game after only playing it a small number of times. People are definitely working on this too, but for even simpler tasks. There's a lot of work right now in contextual bandits on learning fast, and that's a kind of baby-RL task. Even there, simulation tasks are super important because you really need a counterfactual to say whether you're doing well compared to alternatives.
- nestorD 8y agoJust discovering the game but the imperfect information and convergent nature of the game looks like a good fit for a monte-carlo based algorithm.
- ilaksh 8y agoI think that they should focus on educational games that teach basic language and math. That may be very challenging but if anyone can pull that off it could lead to some really general purpose abilities.
- gambler 8y agoDeep Mind continues the venerable tradition of defining their own frontiers of AI research based on what will sound good in a PR release when they inevitably achieve superhuman performance by modests means of a single datacenter stuffed with TPUS and $10K video cards. I guess we should just accept that in the society of the future robots will play board/computers games and draw paintings while humans will all be slavering on integration of endless badly written web services.
- bsaul 8y agoThat would make for a good novel :))) we’ve always expected superhuman AIs to free us from work, but maybe we’ll be the ones working while they’ll have all the fun. Damn, i wish general AI never acquires personnal taste !
- pure-awesome 8y agoBefore you can solve general and difficult problems, it is often useful to solve toy versions of the same problems with many of the parameters simplified, or only focusing on individual aspects of the full problem at a time. It would be incredibly difficult to attempt to solve the general problem of having an AI making decisions in the world, including taking into account the goals and mind-states of other humans (and general agents). Much more practical to restrict the problem space very narrowly - can you build something which can learn to strategize and predict future outcomes in a difficult, full-information competitive game? (Go) Okay, can it do something similar without complete information, and with less discrete-looking steps and game states (1v1 Dota) - can it do so whilst cooperating with other similar agents with asymmetric abilities but common knowledge to achieve a common goal? (5v5 Dota) Okay, now can it cooperate with other agents with symmetric abilities but asymmetric knowledge, and both convey necessary knowledge to other agents via its actions, as well as deduce knowledge from the actions of other agents? (Hanobi) These are all necessary steps on the path to creating a general AI - if your AI is not at least able to do the above, it definitely won't be able to navigate a general environment. In the absence of an obvious alternative strategy, it seems to me the most productive approach is to tackle the small, important-but-doable seeming problems, one at a time, until hopefully you are able to unify them or else have a breakthrough of some sort.
- 8y ago
- te 8y agoFrom the paper: > The main difference in Hanabi is that there is no “cheap-talk” communication channel: any signalling must be done through the actions played. It is therefore more similar in spirit to learning how to relay information to partners in the bidding round of bridge. Jakob, why did you choose Hanabi instead of bridge itself? Bridge is obviously much more widely known and seems to present similar challenges.
- cygaril 8y agoHanabi is easier - fewer hidden states, purely cooperative, and can be played with only two players. (I'm aware that uncontested bridge bidding is a thing, but it's still harder than 2p Hanabi)
- jakobnicolaus 8y agoHanabi is fully cooperative and entirely focused on communication. I think it's good to have a testbed that isolates these challenges, rather confounding them with the zero-sum (competitive) aspect of Bridge. Having said this, I do believe Bridge is a good testbed to put the different methods together.
- savanaly 8y agoTo add on to the reasons mentioned by others (Hanabi is simpler, purely cooperative, etc), I'll point out that Hanabi is fairly popular with young CS types, especially the ones interested in ML and AI, much more so than Bridge which is understandably seen as old fashioned. My source for this statement being that I'm friends with a lot of such people and was roommates with someone who now works for Deep Mind, and have learned first hand and shared in the generalized Hanabi obsession. Perhaps it's just my localized experience and I'm exaggerating the popularity of the game. But I think it's telling that I wasn't the least big surprised when I saw this game mentioned as the next candidate Deep Mind would tackle. Does it much matter that the topic being studied is one you have experience with and a passion for? Perhaps more than we might think.
- munificent 8y agoI tried playing Hanabi once with someone who has ADHD, a small working memory, and is borderline on the autism spectrum so doesn't have a super great theory of mind. It was excruciating.
- zeckalpha 8y agoI’ve done nearly the same and it was spectacular. Different people are different people.
- wuthefwasthat 8y agoNever thought I'd see my github repo cited in a DeepMind/Brain paper. I still have SOTA for >2 player by a large margin :) I'd be pretty impressed if they beat my 5p strategy without Hanabi-specific stuff, but I assume that's not their goal. Good luck to DeepMind/Brain either way! Authors: would love to chat sometime if you're reading this! If I get back to Hanabi botting, I might try to use a learned policy to replace some of the random (very non-optimized) heuristics my bot had.
- jakobnicolaus 8y agoAbsolutely, please shoot me an email. Did I mention that we link out random games our bot played in the BAD paper? Sorry for the late reply!