特別節目·中文精讀

托馬斯·桑德霍爾姆:撲克與博弈論

Tuomas Sandholm: Poker and Game Theory

博弈論與 AI 研究者談如何用演算法求解不完全資訊博弈,並讓機器在撲克中取勝。

官方音訊00:00 / --:--
中文精讀由 AI 基於原始訪談改寫,非官方翻譯,可能存在偏差或錯誤;表述以原音訊與官方文稿為準。說明

2017 年 1 月,匹茲堡 Rivers 賭場。四個世界頂級的單挑無限注德州撲克選手,連續二十天,每天從早打到晚,對手不是人。

他們在一臺螢幕前落座。對面是一個叫 Libratus 的人工智慧系統。最終統計出來的結果是,如果籌碼是真錢,這個系統從四位人類手裡贏走了接近兩百萬美元。而更讓組織者托馬斯·桑德霍爾姆(Tuomas Sandholm)印象深刻的,是賽前國際博彩網站開出的賠率:人類贏,AI 是四賠一甚至五賠一的弱方。

連贏三天之後,博彩網站依然堅持五五開。

為什麼博彩市場會持續看低一個已經連贏三天的系統

桑德霍爾姆在採訪裡聊到這件事時,語氣挺平靜:「人們對 AI 的認知有一種系統性的滯後,直到親眼看見它贏過人類,否則很難相信它能贏。」

這句話背後的道理比撲克本身有意思得多。博彩市場是理性的,它只是用「我見過的頂級人類有多強」來推算 AI 的勝率。人類頂尖選手在牌桌上看穿對手、讀表情、讀下注節奏,那種能力看上去牢不可破,所以市場把這種印象直接平移成了賠率。

但牌桌的真實結構,和大眾想象的不一樣。

桑德霍爾姆把這個問題拆成了兩半:一半是「人類為什麼更信任人類」,另一半是「那些被浪漫化的讀牌技巧,在最高水平的對局裡到底佔多大權重」。他的答案是,在週五晚上的朋友局裡,表情和肢體語言幾乎是全部;但在頂級職業選手之間,藏讀的能力強到互相探查已經不划算。真正的差距在於下注策略的豐富程度,誰更會讀人在這個層級上已經讓位。

「在最頂級的撲克裡,讀人這件事,佔的比重會小得多,小得多。」(桑德霍爾姆)

十萬手牌以上才勉強能看出誰更強

理解這場比賽為什麼需要打二十天,得先理解無限注德州撲克的方差有多大。

一副牌,每人先發兩張暗牌,只有自己看得見。然後分四輪下注,中間桌面依次翻開五張公共牌。每一輪下注的額度不設上限,兩個人隨時可以把全部籌碼推上去。桑德霍爾姆說,如果雙方都 All-in,那就是一個「巨大的方差堆」。一場比賽打幾千手,運氣成分依然能淹沒技術差距。所以要打十二萬手,才能拿到統計學意義上的結論。

這個細節解釋了一件事:桑德霍爾姆的團隊為什麼邀請的是四位世界前十,而不是隨便找一位職業選手打滿十二萬手。四位選手輪換上場,每人對戰的牌局數控制在可以承受的範圍內,出場費二十萬美元,但實際支付按他們對陣 Libratus 的勝負表現來分配。

桑德霍爾姆團隊真正要的是統計顯著性,觀賞性是順帶產生的副產品。

十的一百六十一次方,怎麼下手

單挑無限注德州撲克的策略空間,量級大約是 10 的 161 次方。這個數字大到任何直接求解的方法都無意義,哪怕用上當時最快的均衡求解演算法。

所以必須先做抽象(abstraction)。

桑德霍爾姆特別強調,博弈裡的抽象比單智慧體場景裡的抽象要棘手得多,因為存在「抽象病理」。一個更精細的抽象,解出來後應用到真實遊戲裡,效果可能反而比一個更粗糙的抽象更差。這是一種在博弈問題裡真實存在的反直覺現象,並不只是理論上的邊角情況。

抽象分兩類。一類是資訊抽象,把具體的牌型歸類;另一類是動作抽象,把連續的下注金額離散成有限幾個尺度。

資訊抽象這一塊,Libratus 是純自動的。桑德霍爾姆團隊用的是一種叫「潛在感知抽象」(potential aware abstraction)的演算法。它不僅看一手牌當下的牌力強弱,還要評估這手牌在未來幾輪演化成好牌或壞牌的可能性。底層是自下而上的整數規劃和聚類。

動作抽象則更多借鑑人類歷史牌局的下注尺度,但在開局的前幾輪,他們用了一種可證明收斂的自動動作抽象技術,能找出最優的下注尺度組合。問題是這個技術不太能擴充套件,所以他們只在最初幾個下注動作上用它。

抽象完之後,才輪到均衡求解器進場。

為什麼 Libratus 一行深度學習都沒用

這是整個對話裡最值得停下來想一想的部分。

AlphaGo 用了深度神經網路,AlphaZero 用了深度神經網路,很多人的印象裡「頂尖遊戲 AI 等於深度學習」。但 Libratus 完全沒用學習,純粹靠博弈論和抽象加搜尋,照樣贏了頂級人類。

原因是,在非完美資訊博弈裡,學習一個狀態的評估函式這件事,根本上是定義不清的。

「如果我手裡是一手爛牌,但對手認為我手裡是好牌,那我其實處境不錯。反過來,如果我手裡是好牌,但對手以為我拿的是爛牌,我也佔便宜。所以一個狀態的價值,不只是牌面的函式。」(桑德霍爾姆)

換句話說,狀態的價值不只是「現在桌上是什麼」,還取決於雙方對彼此的信念分佈。在圍棋裡,一個局面的評估就是一個局面的評估,局面本身包含了所有資訊。在撲克裡並非如此,同一個牌面,配上不同的信念分佈,就是完全不同的局面。

這就是為什麼在非完美資訊博弈裡做搜尋特別難:搜尋樹展開到葉子節點時,葉子節點的價值無法用單個數字表示,它是一個關於信念的函式。

Libratus 繞開這個問題的方式很簡單:它只在本手牌打到終局時才做計算,那時收益是確定的,不需要人為構造信念函式。這種策略在全樹搜尋裡行不通,但在每手牌內部是可行的。

後來桑德霍爾姆團隊發表了一篇關於「深度受限搜尋」的論文,讓系統能夠在遊戲開局就啟動有深度的前瞻搜尋。他們的做法是允許對手在搜尋樹的葉子處選擇不同的後續策略,從而避免搜尋過程過於樂觀。這是目前處理非完美資訊博弈搜尋的一種可靠方法。

至於一度很受關注的 DeepStack,用的是另一條路:隨機生成大量牌局狀態,從這些狀態向前推演到終局,把終局價值當作新的學習目標,用深度學習去擬合。它學習的「狀態」不只是物理狀態,還包含信念分佈。這條路和 Libratus 的思路完全不同。

沒有資料,沒有對手模型,只有理性

德州撲克玩家入座前會研究對手的歷史錄影,AI 系統通常也會做對手建模。但 Libratus 一個都不做。

桑德霍爾姆說這是博弈論最漂亮的地方。納什均衡的定義方式決定了,它不僅給出每個玩家的策略,也同時給出每個資訊集上的信念分佈。你不需要知道對手過去怎麼打過,你只需要假設他是理性的,然後從遊戲規則本身推匯出他可能的出牌分佈。

「這是一種完全不需要資料、也不需要對手模型的方法。它來自遊戲本身的設計,跟玩家的設計無關。」(桑德霍爾姆)

他用石頭剪刀布舉了個例子。雙方策略都是各三分之一,這個策略一旦確定,對方在某個資訊集上的信念自然就是三分之一、三分之一、三分之一。直接推出來的。

團隊確實也做過對手建模的工作,把對手建模和博弈論結合起來,可以更狠地剝削弱玩家。但在對陣那四位頂級選手時,桑德霍爾姆把這個模組關掉了。

原因很有意思:一旦你開始剝削對手,你同時也在暴露自己,把自己置於被反剝削的境地。而那四位是人類世界裡最擅長反剝削的人。他們身上可以剝削的漏洞本來就不多,不值得冒這個險。

為什麼兩個玩家和三個玩家之間隔著一條鴻溝

這是博弈論裡一個很根本的分水嶺,桑德霍爾姆花了挺多時間講。

兩人零和博弈在概念上和計算上都相對容易。原因在於:任何均衡策略對其他均衡策略都是最佳回應。即使你和我選的是不同的均衡點,博弈的值依然是對的。納什均衡的集合是「互相相容」的。

只要加入第三個玩家,或者去掉零和假設,這個性質立刻崩掉。

納什均衡的存在性本身沒有問題。約翰·納什(John Nash)1950 年已經證明了,所有有限博弈都有納什均衡。麻煩的是均衡可能有很多個,然後你就得面對「選哪一個」的問題。如果你從均衡 A 裡取策略,我從均衡 B 裡取策略,在非零和博弈裡,我們可能雙雙受損,明明存在一個讓雙方都更好的選項。

更麻煩的是勾結。三個玩家的局裡,你我完全可以聯手對付第三個,收益會顯著提升。

桑德霍爾姆的學生諾姆·布朗(Noam Brown)在 Reddit 的 AMA 裡提到過:要讓撲克變得無法被現有方法求解,方法不多,但玩家之間的合作或勾結會讓它變得極其困難。

這種合作博弈可以用橋牌來理解。你和我是搭檔,收益是共享的,但我們不能說話,不能互相透露手裡的牌。我們只能事先約定策略,也允許一些雙方都能理解的訊號。橋牌把「合作」寫進了規則裡,所以它是可分析的。

但拍賣、談判、外交關係,乃至撲克,這種合作並不寫在規則裡,是玩家在過程中自發形成的。這種情況下博弈的維度會暴漲,一些標準的博弈表示方法甚至無法表達這種結構。桑德霍爾姆和另一位學生加布裡埃拉·法里納(Gabriela Farina)在當年的 NeurIPS 上專門發表了一篇論文,提出了一種新的博弈表示方法,來處理這種聯盟博弈。

一個叫「腎交換」的系統,讓幾百個活人沒死

很多人對博弈論的印象是「理論上很漂亮,現實裡沒幾個應用」。桑德霍爾姆對這個印象有意見。

他參與運營的全國性腎交換系統,已經讓幾百個原本等不到腎源的患者活了下來。這是真人真事。而且它創造了一系列實際崗位:腎交換中心需要運營人員,器官移植中心需要對接人員,多出來的外科醫生、護士、麻醉師、醫院床位,全都是就業。

另一個例子是組合採購拍賣。2001 到 2010 年間,桑德霍爾姆團隊完成了 800 場大規模組合採購拍賣,涉及六千億美元的採購支出,把供應鏈效率提升了 12.6%。摺合下來,是超過六十億美元的效率改善。

他強調,這些錢並沒有把價值從一個口袋挪到另一個口袋。物流裡少跑空車,意味著更少的浪費、更小的碳足跡。這六十億美元是真真切切從系統裡省出來的。

「在機器學習領域,這項技術已經相對成熟,被廣泛應用,並且在現實世界中被驗證過。但在博弈求解領域,應用幾乎還沒有。」(桑德霍爾姆)

這句話值得反覆讀幾遍。Libratus 在 2017 年打敗了頂級人類,但博弈求解技術在現實世界的應用,幾乎還是空白。這也是桑德霍爾姆現在把大量精力放在創業公司上的原因。他創辦了兩家公司,一家叫 Strategic Machine,面向商業、體育、金融、電力市場這些領域;另一家叫 Strategic Robot,面向軍事、安全、網路安全和情報領域。

自動機制設計,在不可能的地圖上劃出可行的小島

機制設計這個詞聽起來抽象,說白了就是「設計遊戲規則,讓博弈的結局朝你想要的方向走」。

桑德霍爾姆團隊做的是自動機制設計,用演算法自動搜尋最優規則,人的手工微調退居次要位置。他對這項技術有很堅定的信念,但也保持清醒。

機制設計領域有一堆「不可能定理」。1983 年,羅傑·邁爾森(Roger Myerson)和馬克·薩特思韋特(Mark Satterthwaite)證明了一個著名結果:在非完美資訊下,要同時實現交易效率和預算平衡,是做不到的。

但桑德霍爾姆指出,這類不可能定理有一個前提:它說的是「在整個類 C 上,不存在一個機制能實現目標 X」。而現實中的問題從來都是具體的例項,不會以一整個類的形式出現。

「這些定理沒有在給人類智慧下判決。它們只是說,如果你想在整個類 C 上實現目標 X,那是做不到的。但在具體的例項裡,你可以劃出很多可行的小島。」(桑德霍爾姆)

他們確實做到了。在邁爾森薩特思韋特定理劃定的不可能區域內,很多具體設定下,只要換一種遊戲設計方式,高效交易依然可以實現。這並不矛盾,定理依然成立,只是它的邊界之外還有大片可耕作的土壤。

一個反面例子是 FCC 頻譜拍賣。這是機制設計進入現實世界的著名案例,背後有最頂尖的經濟學家參與。但最終設計出來的實際規則裡,「誠實出價」算不上最優策略。哪怕拍賣的是幾百億美元級別的頻譜,參與者依然有動機歪曲報價。而且桑德霍爾姆補了一句:這些拍賣裡,目前沒有人知道哪怕一個最優的出價策略。

機制設計理論應用到現實的時候,人和制度之間的縫隙比想象中大得多。

為什麼他不擔心 AI 的價值對齊問題

桑德霍爾姆對 AI 存在性風險的態度,和麥克斯·泰格馬克(Max Tegmark)、斯圖爾特·羅素(Stuart Russell)這些人很不一樣。他承認價值對齊在理論上是個真實的擔憂,但坦率說自己做了幾十年實際系統,沒在現實裡見過它發生。

他提到一個 1980 年代末的例子。當時團隊在構建交通最佳化系統,有人跟他說,「資產利用率高是個好東西,為什麼不做成目標函式?」他當場演示了結果:如果真把它當成目標,AI 會讓卡車裝滿貨在城裡繞圈開,利用率百分之百,但什麼東西都送不出去。

所以「目標設計錯了、AI 會把它最佳化到極致、造成巨大傷害」這件事,他三十多年前就懂了。但他從來沒在現實裡見過這種情形真正成為災難。

「你要是給了 AI 一個錯誤的目標,它確實會把這個錯誤目標最佳化到極致,造成的破壞會比一個半罐子人類憑藉直覺瞎搞更大。但我就是沒見過它在現實裡真發生。」(桑德霍爾姆)

他認為這和「理論與現實的鴻溝」有關。理論上能想象出來的最壞情況,和現實裡通常發生的事情,中間隔著巨大的距離。

那真正讓他擔心的是什麼?

他說得很直接:氣候變化和核戰爭,這是他真正擔心的兩件事。他為氣候問題兩次啟動過研究,想看看自己的技術能不能找到切入點。最容易想到的是碳排放交易市場設計,但他發現真正的瓶頸在政治意願,再精巧的市場設計也推不動。芝加哥氣候交易所後來也關了,這條路走不通。

核戰爭呢?他說自己比以前更擔心。

「冷戰時期的相互保證毀滅(MAD),用很小的矩陣就可以做博弈分析,結論是沒人願意先動手。但那是高度粗粒化的建模。當年只有兩三個超級大國,現在核門檻更低,小國和非國家行為者也可能拿到核武。我認為現在的風險比歷史上任何時候都高。」(桑德霍爾姆)

換句話說,博弈論能告訴你冷戰為什麼穩定,但博弈論所依賴的那個結構已經變了。

商業策略和軍事策略,未來可能由演算法來出方案

桑德霍爾姆認為博弈求解技術在現實世界最大的應用缺口,是商業策略和軍事策略這兩塊。他承認自己是樂觀派,但也說得很實在,這更像一種信念,還沒有被事實驗證。

一個有意思的差異是關於可解釋性。深度學習不可解釋,這是大家都知道的問題。博弈論方法呢?

桑德霍爾姆的回答是「一半一半」。納什均衡有可證明的性質,你不會像訓練神經網路那樣「交叉手指祈禱它能工作」,你知道解的質量受什麼約束。但可解釋不等於人類能看懂。演算法給出的策略可能反直覺、複雜、難以用人類語言複述。這一點和深度學習的處境類似。

「深度學習和計算博弈論在可解釋性上是同一條船上的。但博弈論技術至少還有一個東西:它給出的解有質量保證。」(桑德霍爾姆)

他還聊到一個很具體的應用場景:自動駕駛汽車的車隊之間如何合流。不同公司運營的車隊,遵守公路規則,但規則只界定合法性,巨大的策略空間留給了具體操作。人類開車合流時會減速、打燈、看對方一眼,這些摩擦全都是時間成本。如果用自動化的方式,讓各家車隊提前把「合流時誰讓誰」這些約定談好,把所有可能的合流場景做成一份組合式談判協議,整個交通系統的效率都會提升。

這套邏輯其實和撲克抽象一模一樣:把一個巨大的策略空間,用自動化的方式壓縮成可談判、可執行、可證明的形式。

給讀者的行動建議

  • 別把深度學習當成 AI 能力的唯一路徑。Libratus 一行神經網路都沒用,靠抽象加搜尋加博弈論就打敗了頂級人類。如果你的問題裡存在多方博弈,先想想該用哪一類工具,博弈論在這個場景裡往往比深度學習更對口。
  • 如果你的場景裡有多個決策者,先問一個問題:這是兩人零和,還是更一般的情形?兩人零和博弈的均衡求解有原理級優勢,任意均衡都互相相容。一旦加入第三個人或去掉零和假設,問題複雜度會跳躍式上升,別低估這條鴻溝。
  • 抽象任何複雜博弈時,記住「抽象病理」的存在:更精細的抽象不等於更好的實際表現。抽象之後要在真實遊戲裡驗證,只在小規模實驗裡比指標很容易被誤導。
  • 把「只有在真實規模下才能看出哪個演算法好」當作一條工程原則。桑德霍爾姆團隊證明了,很多理論上收斂更快的演算法,實際表現反而不如 CFR;很多在小規模場景下看起來漂亮的技術,放大了會完全走樣。
  • 如果你在運營或設計某個制度、市場或協議,問一句:在這套規則下,誠實參與是不是最優策略?如果答案是否定的,別急著上線。FCC 頻譜拍賣這種幾百億美元級別的專案,設計的實際規則裡誠實出價依然算不上最優解。
  • 如果你對人的評判抱有很強信心,尤其是「憑直覺、憑讀表情、憑歷史印象」,可以留意一下自己是不是正在忽略某個已經連贏三天的事實。這個偏見在牌桌上有,在商業競爭和職業選擇裡也有。
文稿由本站用語音識別模型(基於官方釋出音訊)機器轉寫,可能有識別錯誤,人名與數字請以音訊為準。
[00:00:00] The following is a conversation with Thomas Sandhamn. He's a professor simu and cocreator of Labrador's, which is the first A.I. system to be top human players in the game of heads up no limit Texas Hold'em. He has published over 450 papers on game theory and machine learning, including a best paper in 2017 at Nips, now renamed to New Reps, which is where I caught up with him for this conversation. His research and companies have had wide reaching impact in the real world, especially because he and his group not only proposed new ideas, but also build systems to prove that these ideas work in the real world. [00:00:42] This conversation is part of the MIT course on artificial general intelligence and the artificial intelligence podcast if you enjoy it. [00:00:49] Subscribe on YouTube, iTunes or simply connect with me on Twitter at Lex Friedman spelled F Outride. And now here's my conversation with Thomas Sandhamn. [00:01:19] Can you describe. At the high level, the game of poker, Texas Hold'em has a Texas Hold'em for people who might not be familiar this card game. Yeah, happy to. [00:01:30] So heads up, no limit. Texas Hold'em has really emerged in the aid community as a main benchmark for testing the application, independent algorithms for imperfect information, game solving. And this is a game that's actually played by humans. You don't see that much on TV or casinos because, well, for various reasons, but you do see it in some expert level casinos and you see it in the best poker movies of all time. It's actually an event in the World Series of Poker, but mostly it's played online and typically for pretty big sums of money. [00:02:07] And this is a game that usually only experts play. So if you go to your home game on a Friday night, it probably is not going to be heads up. No limit Texas hold it might be no limit Texas Hold'em in some cases, but typically for a big group and it's not as competitive while heads up means it's to play. So it's really like me against you and my better or you better, much like chess or or go in that sense. [00:02:34] But then an imperfect information game, which makes it much harder because I have to deal with issues of you knowing things that they don't know. And I know things that you don't know instead of pieces being nicely laid on the board for both of us to see. [00:02:47] So in Texas Hold'em, there's a two cards that you only see the one to you. Yeah, and there is they gradually lay out some cards that overall to five cards that everybody can see. Yeah, the imperfect nature of the information is the two cards that you're holding up front. [00:03:05] Yeah. So as you said, you know, you first get to cards in private each and then there's a betting. [00:03:11] Right. Then you get three cards in public on the table, then there's a betting card, then you get the fourth card in public on the table betting around, then you get the fifth card on the table. There's a betting, right. [00:03:22] So there's a total of four betting rounds and four tranches of information, revelation, if you will, that only the first tranche is private and then it's public from there. [00:03:32] And this is probably probably by far the most popular game in high and just the general public in terms of imperfect information. So that's probably the most popular spectator game to watch. Right. So which is why is a super exciting tackle. So it's on the order of chess, I would say, in terms of popularity, in terms of A.I. setting it as the bar of what is intelligence. So in twenty seventeen Liberator's, how do you pronounce the Liberato Labrador's Labrador's beats Latin. [00:04:10] They're a little bit Latin. [00:04:12] Labrador's beat a few for expert human players. Can you describe that event, what you learn from it? What was it like? What was the process in general for people who have not read the papers and the. [00:04:26] Yeah, so the event was that we invited four of the top ten players. Were these are specialists, players in heads up no limit Texas Hold'em, which is very important because this game is actually quite different than the multiplayer version. We brought them in to Pittsburgh to play at the Rivers Casino for twenty days. We wanted to get 120000 hands in because we wanted to get statistical significance. So it's a lot of hands for him to play, even for these top pros who play fairly quickly normally. [00:04:59] So we couldn't just have one of them play so many hands. [00:05:02] Twenty days they were playing basically morning to evening and I raised two hundred thousand is a little incentive for them to play. And the setting was so that they didn't all get 50000. We actually paid them out based on how they did against each. So they had an incentive to play as hard as they could, whether they're way ahead the way behind or right at the mark of beating the high. [00:05:30] And you don't make any money. Unfortunately, right now we can't make any money. So originally, a couple of years earlier, we actually explored whether we could actually play for money, because that would be, of course, interesting as well to play against the top people for money. But the Pennsylvania Gaming Board said no. So so we couldn't. So this is much like an exhibit like for a musician or a boxer or something like that. [00:05:56] Nevertheless, you are keeping track of the money and brought us one close to two million dollars. I think so. So if if it was for real money, if you were able to earn money, that was a quite impressive and inspiring achievement. Just a few details. [00:06:13] What what were the players looking at and were they behind a computer? What was the interface like? [00:06:18] Yes, there they were playing much like the. Normally do these top players, when they play this game, they play mostly online, so they're used to playing through UI. Yes, and they did the same thing here. So there was this layout. [00:06:31] You could imagine there's a table on the screen, this the human sitting there, and then there's the guy sitting there and the screen shows everything that's happening, the cards coming out, and so is the bets being made. And we also had the betting history for the humans or if the human forgot what had happened in the hand so far, they could actually reference back and so forth. [00:06:53] Is there a reason they were given access to the betting history for. [00:06:57] Well, we just it's it didn't really matter that they wouldn't have forgotten anyway. These are top quality people, but we just wanted to put out there. So it's not a question of the human forgetting and the AAA somehow trying to get that advantage of better memory. So what was that like? [00:07:14] I mean, that was an incredible accomplishment. So what did it feel like before the event? [00:07:19] Did you have doubt, hope, or where was your confidence at? [00:07:24] Yeah, that's great. Great question. [00:07:26] So 18 months earlier, I had organized a similar brains versus a competition with a previous ethical cloud and we could have beat the teams. So this time around, it was only 18 months later. And I knew that this new Liberator's was way stronger. But it's hard to say how you'll do against the top humans before you try. So I thought we had about a 50/50 shot and the international betting sites put us up us as a four to one or five to one underdog. [00:07:58] So it's kind of interesting that people really believe in people over 80, not just people. People don't just believe over, believe in themselves, but they have overconfidence in other people as well compared to the performance of A.I.. And yeah, so we were offered to one to five to one underdog. [00:08:15] And even after three days of beating the humans in a row, we were still 50/50 on the international betting sites. [00:08:23] Do you think there's something special and magical about poker in the way people think about it? In the sense you have? I mean, even in chess, there's no Hollywood movies. Poker is the star of many movies, and there's this feeling that certain human facial expressions and body language, eye movement, all these towels are critical to poker. [00:08:50] You can look into somebody's soul and understand their betting strategy and so on. [00:08:54] So that's probably why the possibility. Do you think that is why people have confidence that humans will outperform? Because A.I. systems cannot in this construct perceive these kinds of tools. They're only looking at betting patterns and nothing else, the betting patterns and and statistics. [00:09:15] So what's more important to you if you step back and human players, human versus human, what's the role of these tells of these ideas that we romanticize? Yeah, so I'll split it into two parts. [00:09:33] So one is, why do humans trust humans more than 80 and all have overconfidence in humans? [00:09:39] Yes, I think that's that's not really related to the question. It's just that they've seen these top players, how good they are and they're really fantastic. So it's just hard to believe that the NBA could beat them. Yes, I think that's where that comes from. And that's actually maybe a more general lesson about A.I. that until you've seen it over perform a human, it's hard to believe that it could. [00:10:02] But then the tail is a lot of these top players, they're so good at hiding tails that among the top players, it's actually not really worth it for them to invest a lot of effort trying to find Talison each other because they're so, so good at hiding them. So, yes, at the Friday evening game, fellas are going to be a huge thing. You can read other people, and if you're a good reader, you'll you'll read them like an open book. [00:10:32] But at the top levels of poker. Now, that tells become a lesson, a much, much smaller and smaller aspect of the game. [00:10:38] As you go to the top levels, the amount of strategies, the demands of possible actions is very large. Ten to the power of hundred plus. So there has to be some I read a few of papers related to has it has to form some abstractions of various hands and actions. So what kind of abstractions are effective for the game of poker. [00:11:05] Yeah, so you're exactly right. So when you go from a game three, that's ten to the one hundred and sixty one, especially in an imperfect information game, it's way too large to solve directly, even with our fastest equilibrium finding algorithms. [00:11:19] So. You want to abstract it first and abstraction in games is much trickier than abstraction in MDP or other single agent settings. [00:11:31] Because you have these abstraction pathologies that if I have a fine-grained abstraction, the strategy that I can get from that for the real game might actually be worse than the strategy I can get from the coarse grand abstraction. [00:11:43] So you have to be very careful now the kinds of abstraction you just assume we're talking about. There's the hands, abstractions, and then there's betting strategies, wording actions, type beating action. [00:11:55] So there's information, abstraction to talk about general information, abstraction, which is the abstraction of what chance does. And this would be the cards in the case of poker. And then there's action abstraction, which is abstracting the actions of the actual players, which would be bets in the case of poker yourself and the other players. [00:12:17] Yes, yourself and other players. [00:12:20] And for information abstraction, we were completely automated. So these were these are algorithms which they do what we call potential aware abstraction, where we don't just look at the value of the hand, but also how it might materialize into good or bad hands over time. And it's a certain kind of Bottom-Up process with integer programming there and clustering and various aspects. How do you build this abstraction? [00:12:47] And then in the action abstraction there, it's largely based on how humans, other and other ideas have played this game in the past. But in the beginning we actually use an automated action abstraction technology, which is provably convergent, that it finds the optimal combination of size, but it's not very scalable. So we couldn't use it for the whole game, but we use it for the first couple of betting actions. [00:13:16] So what's more important, the strength of the hand so that the information abstraction or the how you play them, the actions does it? You know, the romanticized notion, again, is that it doesn't matter what happens. You have that the actions, the betting may be the way you win, no matter what hands you have. [00:13:37] So that's why you have to play a lot of hands so that the role of luck gets smaller so you could otherwise get lucky and get some good hands and then you're going to win the match. Even with thousands of hands. [00:13:50] You can get lucky because there's so much variance in no limit Texas Hold'em, because if we both go all in, it's a huge stack of variance. So there are these massive swings in no limit Texas Hold'em. So that's why you have to play not just thousands, but over 100000 hands. Look at statistical significance in the mask. [00:14:12] Another way, this question, if you didn't even look at your hands. [00:14:18] But they didn't know that the opponents didn't know that. How well would you be able to do? That's a good question. [00:14:24] There's actually I heard the story that there's this Norwegian female poker player called Annette Overstored who actually won a tournament by doing exactly that. But that would be extremely rare. So I can you cannot really play well that way. [00:14:40] OK, so the hands do have some role to play. [00:14:43] OK, yes. So Labrador's does not use, as far as I understand, use learning methods, deep learning. Is there room for learning in? You know, there's no reason why Liberalist doesn't, you know, combined with now Fugo type approach for estimating the quality for function estimate. What are your thoughts on this? Maybe as compared to another algorithm, which I'm not that familiar with, deep stack, the engine that does use deep learning. That is unclear how well it does, but nevertheless uses deep learning. [00:15:19] So what are your thoughts about learning methods to aid in the way that Celebrators plays the game of poker? [00:15:25] Yeah, so as you said, Liberato did not use learning methods and played very well without them. [00:15:32] Since then, we have actually actually here we have a couple of papers on things that do use learning techniques, SEXON so and deep learning in particular, and sort of the way you're talking about where it's learning and evaluation function, but in imperfect information games unlike, let's say, Engo or not. Now also in chess and shogi, it's not sufficient to learn an evaluation for a state because the. Value of an information, it depends not only on the exact state, but it also depends on both players beliefs, like if I have a bad hand, I'm much better off if the opponent thinks I have a good hand and vice versa. [00:16:22] If I have a good hand, I'm much better off if the opponent believes I have a bad hand. [00:16:27] So the value of a state is not just a function of the cards. [00:16:32] It depends on, if you will, the path of play, but only to the extent that is captured in the belief distributions. So. So that's why it's not as simple as as it is imperfect information games. And I don't want I'd say it's simple there either. It's of course, very complicated computationally there too. But at least conceptually, it's very straightforward. There's a state, there's an evaluation function. You can try to learn it here. [00:16:57] You have to do something more. And what we do is in one of these papers we're looking at allowing where we allow the opponent to actually take different strategies at the leaf of the search surgery, if you will. [00:17:12] And that is a different way of doing it. And it doesn't assume, therefore, a particular way that the opponent plays, but it allows the opponent to choose from a set of different continuation strategies, and that forces us to not be too optimistic in our lookahead search. And that's that's one way you can do sound lookahead search in imperfect information games, which is very difficult. And in us, you were asking about deep STAC. What they did was very different than what we do either in Liberator's or in this new work. [00:17:48] They were randomly generating various situations in the game, then they were doing it to look ahead from there to the end of the game as if that was the start of a different game. And then they were using deep learning to learn those values of those states. But the states were not just the physical states. They include belief distributions. [00:18:09] When you talk about look ahead of the SEC or when the US doesn't mean considering every possibility that the game can involve. [00:18:19] Are we talking about extremely sort of this exponential growth of a tree? Yes. [00:18:24] So we're talking about exactly that. Much like you do in AlphaBeta search or want to crawl to research, but with different techniques, so there's a different search algorithm and then we have to deal with the leaves differently. So if you think about what Liberator's did, we didn't have to worry about this because we only did it at the end of the game. So we would always terminate into a real situation and we would know what to pay out. This it didn't do this depth limited locates. [00:18:53] But now in this new paper, which is called Depth Limited, I think it's called depth limited, search for Imperfect Information games, we can actually do sound depth, limited lookahead. So we can actually started with a look ahead from the beginning of the game on, because that's too complicated to do for this whole long game. [00:19:11] So in Liberator's, we were just doing it for the end. [00:19:14] So and then the other side, the belief distribution. So is it explicitly modeled what kind of believes that the opponent might have? [00:19:23] Yeah, yeah, it is explicitly modeled, but it's not assumed. The beliefs are actually output, not input. Of course, the starting beliefs are input, but they just fall from the rules of the game because we know that the dealer deals uniformly from the deck. So I know that every pair of cards that you might have is equally likely. I know that for a fact that just follows from the rules of the game, of course. Except that they have. [00:19:51] I know you don't have those yet. You have to take that into account. That's called card removal. And that's very important. [00:19:57] Is the dealing always coming from a single deck in heads up so you can assume a single deck that you'd know that if somebody if if I have the ace of spades, I know you don't have an ace of spades. [00:20:10] So in the beginning, your belief is basically the fact there's a fair dealing of hands. [00:20:15] But how do you start to adjust their belief? [00:20:19] Well, that's where this beauty of game theory comes from. So Nash Equilibrium, which John Nash introduced in 1950, introduces what rational play is when you have more than one player. [00:20:32] And these are pairs of strategies where strategies are contingency plans, one for each player so that neither player wants to deviate to a different strategy, given that the other doesn't deviate. But that's a side effect. [00:20:47] You get the beliefs from base rule. So Nash, equilibrium really isn't just deriving in this imperfect information games. Nash equilibrium doesn't just define strategies. It also defines believes for both of us and finds beliefs for each state so that each state, each individual call information sits at each information set in the game. There's a set of different states that we might be in, but I don't know which one we're in. Nash Equilibrium tells me exactly what is a probability distribution over those real states. [00:21:23] In my mind, how does Nash equilibrium give you that distribution? [00:21:27] So while I'll do a simple example so you know the game, rock, paper, scissors, so we can draw it as player one moves first and the player tumbles. But of course, it's important that Player two doesn't know what player one moved otherwise player to would win every time. So we can draw that as an information set where player one makes one or three moves first, and then there's an information set for player to player to who doesn't know which of those nodes the world is in. [00:21:58] But once we know the strategy for Player one, Nash equilibrium will say that you play one third rock, one food paper, one third Caesar's. From that, they can derive my beliefs on the information. Said that they're one third, one third, one third. There's a base gives you that you. [00:22:14] But is that specific to a particular player or is it is it something you quickly update with those that the game theory isn't really player specific? [00:22:25] So that's also why we don't need any data. We don't need any history how these particular humans played in the past or how any A.I. or human had played before. [00:22:33] It's all about rationality. So we just think he just thinks about what would a rational opponent do and what would I do if I were I am rational. [00:22:44] And what's that? That's the idea of game theory. So it's really a data free opponent free approach. [00:22:52] So comes from the design of the game as opposed to the design of the player. Exactly. [00:22:57] There's no opponent modelling persay. I mean, we've done some work on combining aborning modelling with game theory so you can exploit weak players even more. But that's another strand. And in libraries, we didn't turn that on because I decided that these players are too good. And when you start to exploit an opponent, you're typically open yourself up self up to exploitation. And these guys have so few holes to exploit and the world's leading experts in counter exploitation. So I decided that we're not going to turn that stuff on. [00:23:25] Actually, I saw a few. Exploiting opponents sound very interesting to explore. Do you think there's room for exploitation generally outside of the Broaddus? Is there a subject or people differences that could be exploited, maybe not just in poker, but in general interactions, negotiations, all these other domains that you're considering? [00:23:50] Yeah, I definitely we've done some work on that, and I really like the work at Hybridize. Is that two. So you figure out what would a rational opponent do? And by the way, that's safe in these Zero-Sum games to a player, Zero-Sum games, because if the opponent does something irrational, yes, it might also throw off my beliefs. But the amount that the player can gain by throwing out of my belief is always less than they lose by playing poorly. [00:24:18] So so it's safe. But still, if somebody is weak as a player, you might want to play differently to exploit them more so that you can think about it this way. [00:24:28] A game theoretic strategies are unbeatable, but it doesn't maximally beat the other opponent. So the winnings per hand might be better with a different strategy and the hybridised that you start from a game theoretic approach. And then as you gain data from about the opponent in certain parts of the game three, then in those parts of the game three, you start to tweak your strategy more and more towards exploitation while still staying fairly close to the game through the strategy so as to not open yourself up to exploitation too much. [00:25:03] How how do you do that? Do you try to vary up strategies, make it unpredictable? It's like, what is it, tit for tat strategies in prisoner's dilemma or. [00:25:17] Well, that that's a repeated game kind of prisoner's dilemma. Repeated games. But but even there is no proof that says that that's a best thing. But experimentally, it actually does does well. [00:25:29] So what kind of games are there? First of all, I don't know if this is something that you could just summarize. There's perfect information games or all the information is on the table. There is imperfect information games. There's repeated games that you play over and over. There's zero sum games. There's not zero sum games. Yeah. And then there's a really important distinction you're making to player versus more players. [00:25:57] So what are what other games are there and what's the difference, for example, with this to play player game versus more players. Yeah. What are the key differences. You so let me start from the. [00:26:10] The basic so. A repeated game is a game where the same exact game is played over and over in this extensive form games where I think about three form, maybe with this information says to represent incomplete information, you can have kind of repetitive interactions. Even repeated games are a special case of that, by the way. But the game doesn't have to be exactly the same. It's like insourcing, sorting objects. Yes, we're going to see the same supply base year to year. [00:26:43] But what I'm buying is a little different every time, and the supply base is a little different every time and so on. So it's not really repeated. So to find a purely repeated game is actually very rare in the world. [00:26:55] So there really are very coarse model of what's going on. Then if you move up from that just repeated, simple, repeated Matrix games, not all the way to extensive formal games, but in between the stochastic games where, you know, there's these you think about it like this little Matrix games. And when you take an action and you're taking an action, they determine not which next state I'm going to, next game I'm going to, but the distribution over next games where I might be going. [00:27:29] So that's the stochastic game. But it's like Matrix games, repeated stochastic games, extensive form games that is from less to more general. And poker is an example of the last one. [00:27:42] So it's really in the most general setting, extensive form games. And that's kind of what the AA community has been working on and being benchmarked on with this heads up, no limit Texas Hold'em. [00:27:54] Can you describe extensive form games? What was the model here? [00:27:58] Yeah, so if you're familiar with the tree form, so it's really the tree form, like in chess there's a search tree versus a matrix is a matrix here. And that's the matrix. It's called the matrix form or by matrix form or normal form game. And here you have the tree form. So you can actually do certain types of reasoning there that you lose the information when you go the normal form. There's a certain form of equivalence, like if you go from three form and you say every possible contingency plan is a strategy, then I can actually go back to the normal form. [00:28:31] But they lose some information from the lack of sequence reality then the multiplayer is to play a distinction is an important one. So two player games in zero sum are conceptually easier and computationally easier. There's still huge like this, this one, but they're conceptually easier and computationally easier in that. Conceptually, you don't have to worry about which equilibrium is the other guy going to play when there are multiple because any equilibrium strategy is a best response to any other equilibrium strategy. [00:29:08] So I can play a different equilibrium from you and we'll still get the right values of the game that falls apart even with two players. [00:29:15] When you have a general or someone gets even with our cooperation, just even without cooperation. So there's a big gap from two player, zero sum to two player general sum or even the three players zero sum. [00:29:27] That's that's a big gap, at least in theory. Can you may be non mathematically providing tuition while falls apart with three or more players. It seems like you should still be able to have a Nash equilibrium that. Yeah, that's instructive, that holds OK, so it is true that all finite games have a Nash equilibrium. So this is what John Nash actually proved. So they do have a Nash equilibrium, that's not the problem. The problem is that there can be many and then there's a question of which equilibrium to select. [00:30:06] So and if you select your strategy from a different equilibrium when I select mine. [00:30:14] Then what does that mean? And in this non-zero some games, we may lose some. Joint benefit by being just simply stupid. We could actually both be better off if we did something else. Yes. And in three player, you get other problems also like collusion, like maybe you and I can gang up on a third player and we can do radically better by colluding. So there are lots of issues that come up there. [00:30:38] So no Brown student you work with on this has mentioned. I looked through the AMA on Reddit. He mentioned that the ability of poker players to collaborate would make the game. He was asked the question of how would you make the game of poker? [00:30:54] Or both of you were asked the question, how would you make the game of poker beyond being solvable by current methods? [00:31:03] And he said that there's not many ways of making poker more difficult, but a collaboration or cooperation between players would make it extremely difficult. So can you provide the intuition behind why that is, if you agree with that idea? Yeah. [00:31:22] So I've done a lot of work on coalitional games and we actually have a paper here with my other student, Gabriela Farina, and some other collaborators on at neeps on that. I actually just came back from the poster session where we presented that. So when you have a collusion, it's a different problem and it typically gets even harder than. Even the game representations, some of the game representations don't really allow. We're computation, so we actually introduced a new game representation for that, is that kind of cooperation part of the model? [00:31:58] Are you do you have do you have information about the fact that other players are cooperating or is it just this chaos? There were nothing is known. So there's some some things unknown. Can you give an example of a collusion type game or is it, you know, like bridge? [00:32:14] So think about bridge. It's like when you and I are on a team, our pay offs are the same. The problem is that we can't talk. So. [00:32:23] So when I get my cards, I can't whisper to you what my cards are that would not be allowed. [00:32:28] So we have to somehow coordinate our strategies ahead of time and only ahead of time. And then there's certain signals we can talk about, but they have to be such that the other team also understands that. [00:32:43] So so that's that's an example where the coordination is already built into the rules of the game. But in many other situations like auctions or negotiations or diplomatic relationships, poker, it's not really built in, but it still can be very helpful for the colluders. [00:33:01] I've read you read somewhere in the negotiations you come to the table with prior like a strategy that like that you're willing to do and are willing to do those kinds of things. [00:33:14] So how do you start to now moving away from poker, moving beyond poker into other applications like negotiations? [00:33:22] How do you start applying this to other to other domains? Yeah, real world domains that you've worked on. [00:33:29] Yeah, I actually have to start up companies doing exactly that. One is called Strategic Machine, and that's going to be Indian applications, gaming, sports, all sorts of things like that. Any applications of this to business and to sports and or gaming to various types of things in finance, electricity markets and so on. [00:33:50] And the other is called a strategy robot, where we are taking these to military security, cybersecurity and intelligence applications. [00:33:59] I think you worked a little bit in how you put it advertisement as sort of suggesting ads kind of thing. [00:34:11] Yeah, and that's another company, optimized markets. [00:34:14] But that's much more about a combinatorial market and optimization based technology that's not using these game theoretic reasoning technologies, I think. [00:34:23] OK, so what sort of high level do you think about our ability to use game theoretic concepts to model human behavior? Do you think do you think human behavior is amenable to this kind of modeling? So outside of the poker games and where have you seen it done successfully in your work? [00:34:44] I'm not sure the goal really is modeling. Humans are like, for example, if I'm playing a zero sum game. Yes, I don't really care that the opponent is actually following my model of rational behavior, because if they're not, that's even better for me. Right. [00:35:03] So so see, with the opponent's games, there's a the prerequisite is that you formalize the interaction in some way that can be amenable to analysis. And you've done this amazing work with mechanism design, designing games that have certain outcomes. [00:35:26] But so I'll tell you an example from my from my world of autonomous vehicles. We're studying pedestrians and pedestrians and cars negotiating in nonverbal communication. There's this weird game dance of tension where pedestrians are basically saying, I trust that you won't kill me. And so as a jaywalker, I will step onto the road even though I'm breaking the law. And there's this tension. [00:35:51] And the question is, we really don't know how to model that well in trying to model intent. And so people sometimes bring up ideas of game theory and so on. [00:36:01] Do you think that aspect of human behavior can use these kinds of imperfect information approaches modeling? How do we how do you start to attack a problem like that when you don't even know how the game to design the game, to describe the situation in order to solve it? [00:36:20] OK, so I haven't really thought about jaywalking, but one thing that I think would be a good application in an autonomous vehicles is the following. [00:36:29] So let's say that you have fleets of autonomous cars operating by different companies. So maybe here's the way Marfleet and here's that Uber fleet. If you think about the rules of the road, they define certain legal rules, but that still leaves a huge strategy space open, like a simple example when cars merge. [00:36:49] Documents, you know, they slow down and look at each other and try to try to merge, wouldn't it be better if these situations would already be renegotiated so we can actually merge at full speed? And we know this is a situation, this is how we do it, and it's all going to be faster. But there are way too many situations to negotiate manually. So you could use automated negotiation. This is the idea. At least you could use automated negotiation to negotiate all of these situations or many of them in advance. [00:37:20] And of course, it might be that, hey, maybe you're not going to always let me go first. Maybe you said, OK, well, in these situations I'll let you go first. But in exchange, you're going to give me two hours. You're going to let me go first in these situations. So it's this huge combinatorial negotiation. [00:37:37] And do you think there's room in that example of merging to model this whole situation is an imperfect information game, or do you really want to consider it to be a perfect. [00:37:46] That's a good question. Yeah, that's a good question. [00:37:49] Do you pay the price of assuming that you don't know everything? Yeah, I don't know. It's certainly much easier. Games with perfect information are much easier. So if you can get away with it, you should. But if the real situation is of imperfect information, then you're going to have to deal with imperfect information. [00:38:11] Great. [00:38:12] So what lessons have you learned in your computer poker competition? An incredible accomplishment of you know, you look at the history of deep blue Fargo, these kind of moments when I stepped up in an engineering effort and a scientific effort combined to beat the best, the human player. [00:38:32] So what do you take away from this whole experience? What have you learned about designing as systems that play these kinds of games? And what does that mean for sort of A.I. in general, for the future of AI development? Yeah, so that's a good question. [00:38:49] There's so much to say about it. I do like this type of performance oriented research, although in my group we go all the way from idea to theory to experimental big system fielding the commercialization. So we spend that spectrum by. [00:39:04] But I think that in a lot of situations in A.I., you really have to build the big systems and evaluate them at scale before you know what works and doesn't. And we've seen that in the computational game theory community, that there are a lot of techniques that look good in the small, but then this is to look good in the large. And we've also seen that there are a lot of techniques that look superior in theory and I really mean of convergence rates better like first or methods better convergence rates like the CFR based algorithms. [00:39:37] Yet the CFR based telegram's are the fastest in practice. So it really tells me that you have to test this. In reality, the theory isn't tight enough, if you will, to tell which algorithms are better than the others. And you have to look at these things that in the litch, because any sort of projections you draw from the small can, at least in this domain, be very misleading. So that's kind of from from a kind of science and engineering perspective. [00:40:04] From a personal perspective, it's been just a wild experience in that with the first Pulcher competition, the first branes versus apemen machine competition that we organized, there had been, by the way, for all the poker games, there had been previous competitions, but this was four heads up, no limit. This was the first and I probably became the most hated person in the world of poker. And I didn't mean to. [00:40:28] I sized that character in the game for a yeah, it was a lot of people felt that it was a real threat to the whole game, the whole existence of the game. If A.I. becomes better than humans, people would be scared to play poker because there are these superhuman ace running around taking their money and, you know, all of that. So so I just it's just really aggressive. The comments were super aggressive. I got everything just short of death threats. [00:40:58] Do you think the same was true for chess? Because right now they just completed the world championships and chess and humans just started ignoring the fact that there is A.I. systems now that outperform humans and they still enjoy the game is still a beautiful game. That's what I think. [00:41:13] And I think the same thing happens in poker as so I didn't think of myself as somebody was going to kill the game and I don't think I did. Yeah, I've really learned to love this game. I wasn't the poker player before, but I learned so many nuances about it from these A's. And they've really changed how the game is played, by the way. So they have these very machine ways of playing poker and the top humors are now incorporating those types of strategies into their own play. [00:41:37] So if anything, to me, our work has made poker a richer, more interesting game for humans to play, not something that is going to steer us away from. Entirely. Just a quick comment and something you said, which is. If I may say so in academia's, a little bit rare, sometimes it's pretty brave to put your ideas to the test in the way you described, saying that sometimes good ideas don't work when you actually try to apply them at scale. [00:42:09] So where does that come from? I mean, what if you could do, um, advice for people? What drives you in that sense where you always this way? [00:42:18] I mean, it takes a brave person, I guess, is what I'm saying, to test their ideas and to see if this thing actually works against human top human players and so on. [00:42:28] I don't know about brave, but it takes a lot of work. It takes a lot of work and a lot of time to organize, make something big and to organize an event and stuff like that. [00:42:39] And what drives you in that effort? Because you could still, I would argue, get a best paper award at Nips, as you did in 17 without doing this. That's right. Yes. [00:42:48] Yes. And so so in general, I believe it's very important to do things in the real world and at scale. [00:42:58] And that's really where the the pudding, if you will, proof is in the pudding that that's where it is. In this particular case, it was kind of a competition between different groups and for many years as to who can be the first one to beat the top human heads up, no limit Texas Hold'em. So the game became kind of like a competition. Who can get there? Yeah. [00:43:26] So a little friendly competition can be can do wonders for progress. [00:43:30] Yes. So the topic of mechanism design, which is really interesting, also kind of new to me, except as an observer of, I don't know, politics and any I'm an observer of mechanisms. [00:43:44] But you write in your paper an automated mechanism design that I quickly read. Some mechanism design is designing the rules of the game so you get a certain desirable outcome and you have to work on doing so in an automatic fashion as opposed to fine tuning it. [00:44:03] So what have you learned from those efforts? If you look say, I don't know, it's complex, just like our political system. Can we design our political system to have in an automated fashion to have outcomes that we want? Can we design something like traffic lights to be smart where it gets outcomes that we want? [00:44:28] So what are the lessons that you draw from that work? [00:44:31] Yeah, so I still very much believe in the automated mechanism. Design direction. Yes. But it's not a panacea. There are impossibility results in mechanism design, saying that there is no mechanism that accomplishes Objective X in Class C. So so it's not going up. There's no way using any mechanism designed to tools, manual or automated to do certain things in the mechanism design. [00:44:59] Korkin described that again. So meaning there it's impossible to achieve that. [00:45:04] Yeah, yeah. This is certainly more likely impossible. [00:45:08] So it's always these are these are not statements about human ingenuity. It all might come up with something smart. These are proofs that if you want to accomplish propolis X in class C, that is not doable with any mechanism. The good thing about automated mechanism design is that we're not really designing for a class. We're designing for specific settings at the time. [00:45:30] So even if there's an impossible result for the whole class, it just doesn't mean that all of the cases in the class are impossible. It just means that some of the cases are impossible. So we can actually carve these islands of possibility within this not only possible classes and we've actually done that. So one of the famous results in mechanism design is a Myerson's Satterthwaite Theorem by Roger Myerson and Mark Satterthwaite from 1983. It's an impossibility of efficient trade under imperfect information. [00:46:01] We show that. You can in many settings avoid that and get the efficient trade anyway, depending on how you design the game. OK, so depending how you design the game, of course it's not it doesn't in any way, any way contradict the impossibility of the impossibility. [00:46:18] Results are still there, but it just finds sports within this impossible class where in those sports you don't have that possibility. [00:46:28] Sorry if I'm going a bit philosophical, but what lessons do you draw towards, like I mentioned, politics or human interaction and designing mechanisms for outside of just these kinds of trading or auctioning or purely formal games? [00:46:48] Are human interaction like a political system? [00:46:50] What how do you think it's applicable to politics or to business, to negotiations, these kinds of things, designing rules that have certain outcomes? [00:47:05] Yeah, yeah, I do think so. [00:47:07] Have you seen success that successfully done the I didn't really mean mechanism design or automated automated mechanisms, but so mechanism design itself has had. [00:47:19] Fairly limited success so far. There are certain cases, but most of the real world situations are actually not sound from a mechanism design perspective, even in those cases where they've been designed by very knowledgeable mechanism design people, the people are typically just taking some insights from the theory and applying those insights into the real world rather than applying the mechanisms directly. So one famous example of is the FCC spectrum auctions. [00:47:49] So I've also had a small role in that. And our very good economists have been were excellent economists have been working on that or know game theory. [00:48:00] Yet the rules that are designed in practice there, there are such that bidding truthfully is not the best strategy. Usually mechanism design. We try to make things easy for the participants. So telling the truth is the best strategy. But even in those very high stakes auctions where you have tens of billions of dollars worth of spectrum being auctioned. Truthtelling is not the best strategy. And by the way, nobody knows even a single optimal beating strategy for those auctions. [00:48:30] What's the challenge of coming up with an optimal? Because there's a lot of players and there's not a lot of players, but many items for sale. And these mechanisms are such that even with just two items or one item, bidding truthfully wouldn't be the best strategy. [00:48:47] If you look at the history of A.I., it's marked by seminal events and Africa being a world champion human go player, I would put librettists winning their heads up. [00:48:58] No limit hold'em is one such event. Thank you. [00:49:02] And what do you think? Is the next such event, whether it's in your life or in broadly, a community that you think might be out there, that would surprise the world. [00:49:18] So that's a great question. And I don't really know the answer in terms of game solving. Heads up, no limit. Texas Hold'em really was the one remaining widely agreed upon benchmark. So that was the big milestone. Now, are there other things? Yes, certainly there are. But there is not one that the community has kind of focused on. So what could be other things? There are groups working on Starcraft. There are groups working on Dota two. [00:49:46] These are video games. [00:49:47] Yes. Or you could have like diplomacy or Hanabi, you know, things like that. These are like recreational games, but none of them are really acknowledged as kind of the main next challenge problem like chess or go or heads up. No limit. Texas Hold'em was so I don't really know in the game solving space what is or what will be the next benchmark. [00:50:11] I kind of hope that there will be a next benchmark because the really the different groups working on the same problem really drove these application independent techniques forward very quickly over 10 years. Do you think there's an open problem that excites you, that you start moving away from games into real world games like, say, the stock market trading? [00:50:33] Yeah, so that's that's kind of how I am. [00:50:35] So I am probably not going to work as hard on these recreational benchmarks. [00:50:44] I'm going to start up on game solving technology, strategic machine and strategy robot. Then we're really interested in pushing this stuff into practice. What do you think would be really. [00:50:57] You know, a powerful result that would be surprising, that would be if you can say, I mean, you know, five years, 10 years from now, something that statistic you say is not very likely. [00:51:14] But if there's a breakthrough, would achieve. Yeah. [00:51:18] So I think that overall we're in a very different situation in game theory than we are in, let's say, machine learning. Yes. [00:51:28] So in machine learning, it's a fairly mature technology and it's very broadly applied and proven success in the real world in game solving. There are almost no applications yet. We have just become super human, which machine learning, you could argue, happened in the 90s, if not earlier, and at least unsupervised learning a certain complex, supervised learning applications. [00:51:54] Now, I think a next challenge. I know you're not asking about this where you're you're asking about the technology breakthrough, but I think that the big, big breakthrough is to be able to show it. Hey, maybe most of, let's say, military planning or most of business strategy will actually be done strategically using computational game theory that that's what I would like to see as a next five or 10 year goal. [00:52:14] Maybe you can explain to me again, forgive me if this is an obvious question, but, you know, machine learning methods, neural networks are suffer from not being transparent, not being explainable. A game theoretic methods, you know, Nash equilibria. Do they generally when you see the different solutions, are they when you talk about military operations, are they once you see the strategies, do they make sense of the explainable or do they suffer from the same problems as neuro networks do? [00:52:44] So that's that's a good question. I would say a little bit yes and no. [00:52:48] And what I mean by that is that these games are the strategies, let's say Nash equilibrium. It has provable properties. [00:52:57] So it's unlike, let's say, deep learning where you kind of cross your fingers. Hopefully it'll work. And then after the fact, when you have the weights, you still crossing your fingers. And I hope it will work here. [00:53:09] You know that the solution quality's there. Disprovable or solution quality guarantees. Now, that doesn't necessarily mean that the strategies are human. Understandable. That's a whole other problem. So I think that deep learning and computational game theory are in the same boat in that sense that both are difficult to understand. But at least the game theoretic techniques they have this get guarantees of guarantee quality. [00:53:36] So did you see business operation, strategic operations or even military in the future being at least the strong candidates being proposed by automated systems? Do you see that? Yeah, I do. I do. [00:53:51] But that's more of a belief than an unsubstantiated fact, depending on where you land and optimism or pessimism. [00:53:58] That's a relief to me. [00:54:00] That's an exciting future, especially if they're provable things in terms of optimality. [00:54:07] So looking into the future, there's a few folks worried about the especially you look at the game of poker, which is probably one of the last benchmarks in terms of games being solved. [00:54:22] The worry about the future and the existential threats of artificial intelligence. So the negative impact in whatever form on society, is that something that concerns you? As much or are you more optimistic about the positive impacts of I or I am much more optimistic about the positive impacts? So just in my own work, what we've done so far, but we run the nationwide kidney exchange. Hundreds of people are walking around alive today. Who would it be? And it's increased employment. [00:54:52] You have you have a lot of people now running kidney exchanges and at the transplant centers interacting with the kidney exchange, you have extra surgeons, nurses, anesthesiologists, hospitals, all of that sort. So employment is increasing from that and the world is becoming a better place. Another example is combinatorial sourcing auctions. [00:55:15] We did 800 Large-Scale combinatorial sourcing auctions from 2001 to 2010 in a previous startup or combine it and we increase the supply chain efficiency on that 60 billion dollars of spend by twelve point six percent. So that's over six billion dollars of efficiency improvement in the world. And this is not like shifting value from somebody to somebody else, just efficiency improvement like in trucking, less empty driving, so there's less waste, less carbon footprint and so on. [00:55:50] The huge positive impact in the near term. But sort of to stay in it for for a little longer because I think game theory has a role to play here. [00:55:59] Well, let me actually come back and that is one thing I think is also going to make the world much safer. [00:56:06] So, so so that's another aspect that often gets overlooked. Well, let me ask this question. [00:56:11] Maybe you can speak to the the safer. So I talked to Max Tegmark, Stewart Russell, who are very concerned about existential threat, severe. And often the concern is about value, misalignments or A.I. systems, basically working uprating towards goals that are not the same as human civilization, human beings. [00:56:34] So it seems like game theory has a role to play there to to make sure the values are aligned with human beings. [00:56:44] I don't know if that's how you think about it. If not, how do you think I might help with this problem? How do you think I make the world safer? Yea, I think this value misalignment is a fairly theoretical worry, and I haven't really seen it in it because I do a lot of real applications. I don't see it anywhere. The closest I've seen it was the following type of mental exercise, really, where I had this argument in the late 80s when we were building these transportation optimisation systems and somebody had heard that it's a good idea to have high utilization of assets. [00:57:24] So they told me, hey, why don't you put that as objective? And we didn't even put it as an objective because I just showed him at you know, if you had that as your objective, the solution would be to load your trucks full and drive in circles. Nothing would ever get delivered. You'd have 100 percent utilization. [00:57:41] So, yeah, I know this phenomenon. I've known this for over 30 years, but I've never seen it actually be a problem. Reality in reality. And yes, if you have the wrong objective, the will optimize that to the hilt. And it's going to hurt more than some human who's kind of trying to solve it a half baked way with some human insight, too. But I just haven't seen that materialize in practice. [00:58:05] There's this gap that you actually put your finger on very clearly just now between theory and reality. That's very difficult to put into words. I think it's what you can theoretically imagine. The worst possible case or even. Yeah, I mean, bad cases and what usually happens in reality. So, for example, to me, maybe it's something you can comment on, having grown up in. I grew up in the Soviet Union. [00:58:35] You know, there's currently 10000 nuclear weapons in the world. And for many decades, it's theoretically surprising to me that the nuclear war has not broken out. [00:58:47] Do you think about this aspect from a game theoretic perspective in general? Why is that true? Why in theory, you could see how things would go terribly wrong and somehow yet they have not. [00:59:00] Yeah. How do you think it's all so? [00:59:02] I do think that about that a lot. I think the biggest threats that we're facing as mankind one is climate change and the other is nuclear war. So as I said, those are my main two worries that that worry about then I've tried to do something about climate, thought about trying to do something for climate change twice. Actually, for two of my startups, I've actually commissioned studies of what we could do on those things. And we didn't really find a sweet spot, but I'm still keeping an eye out on that. [00:59:29] If there's something where we could actually provide a market solution or optimization solution or some other technology solution to problems right now, like, for example, pollution, credit markets was what we were looking at then. And it was much more the lack of political will by those markets were not so successful rather than better market design. So I could go in and make a better market design, but that wouldn't really move the needle on the world very much if there's no political will. [00:59:57] And in the US, you know, the market, at least the Chicago market was just shut down. And so once and then it doesn't really help a great deal. [01:00:06] Market design was so new nucleoside, it's more so global warming is more encroaching. Problem, you know, nuclear weapons have been here, it's an obvious problem that's just been sitting there. So how do you think about what is the mechanism design there that just made everything seem stable? [01:00:28] And are you still extremely worried? [01:00:31] I am still extremely worried. So you probably know the simple game theory of mad. So, so so this was a mutually assured destruction. And it's like it doesn't require any computation with small matrices. You can actually convince yourself that the game is such that nobody wants to initiate. Yeah, that's a very cross-grained analysis. [01:00:51] And it really works in a situation where you have two superpowers or a small number of superpowers. Now, things are very different. You have a smaller nuke. So the threshold of initiating is smaller and you have smaller countries and non non nation actors who may get nukes and so on. So it's I think it's riskier now than it was maybe ever before. [01:01:14] And what idea application of A.I. you've talked about a little bit, but what is the most exciting to you right now? I mean, you're here at NEBs NeuroPace now. [01:01:28] You have a few excellent piece of work, but what are you thinking into the future with several companies are doing? What's the most exciting thing or one of the exciting things? [01:01:37] The number one thing for me right now is coming up with these scalable techniques for game solving and applying them into the real world that I'm still very interested in market design as well. And we're doing that in the optimized markets. But I'm most interested if no one right now is strategic machine strategy, robot, getting that technology out there and seeing as you were in the trenches doing applications, what needs to be actually filled with technology gaps still need to be filled. [01:02:06] So it's so hard to just put your feet on the table and imagine what needs to be done. But when you're actually doing real applications, the applications tell you what needs to be done. And I really enjoy that interaction. [01:02:17] Is it a challenging process to apply some of the state of the art techniques you're working on and having the various players in industry or the military or people who could really benefit from it actually use it? What's that process like of, you know, in advanced vehicles or work with automotive companies? [01:02:40] And they're in in many ways are a little bit old fashioned. It's difficult. They really want to use this technology. There's clearly will have a significant benefit, but the systems aren't quite in place to easily have them integrated in terms of data, in terms of compute, in terms of all these kinds of things. So deuced is that one of the bigger challenges that you're facing and how do you tackle that challenge? [01:03:06] Yeah, I think that's always the challenge there. That's kind of slowness and inertia, really. Let's do things the way we've always done it. You just have to find the internal champions that the customer who understand that he thinks can't be the same way in the future. Otherwise bad things are going to happen. And it's in autonomous vehicles. It's actually very interesting that the car makers are doing that. Then they're very traditional. But at the same time, you have tech companies who have nothing to do with cars or transportation like Google and Baidu really pushing on autonomous cars. [01:03:38] I find that fascinating. [01:03:39] Clearly, you're super excited about actually these ideas having an impact in the world of in terms of the technology, in terms of ideas and research, other directions that you're also excited about, whether that's on the some of the approaches you talked about with imperfect information games, whether it's applying deep learning to some of these problems. Is there something that you're excited in in the research side of things? Yeah, yeah. [01:04:06] Lots of different things in the game. Solving so solving even bigger games, games where you have more heat in action of the play, your actions as well. [01:04:18] Poker is a game where really the transactions are hidden or some of them are hidden, but the player actions are public. It multiplayer games of various sorts, collusion, opponent exploitation, all, all and even longer games, some games that basically go forever, but they're not repeated so extensive on games that go forever. [01:04:44] What what would that even look like? How do you represent that? How do you solve that? [01:04:48] What's an example of a game like that? [01:04:50] This is some of the success against the business strategy and not just modeling like a particular interaction, but thinking about the business from here to eternity or I see or let's let's see military strategy. [01:05:05] So it's not like war is going to go away. How do you think about military strategy that's going to go forever? [01:05:13] How do you even model that? How do you know whether a move was good that you or somebody made and so on? [01:05:21] So that that's kind of one direction. I'm also very interested in learning much more scalable techniques for Inderjit programming. So we had a nice paper this summer on that for the first automated algorithm configuration paper that has a theoretical generalization guarantees. So if I see this many training examples and I told my algorithm in this way, it's going to have good performance on the real distribution, which I have not seen. So of which is kind of interesting that algorithm configuration has been going on now for. [01:05:55] At least 17 years seriously, and there has not been any generalization there before. [01:06:02] Well, this is really exciting and has been it's a huge honor to talk to you. Thank you so much to us. Thank you for bringing brought us to the world and all the great work you're done. Well, thank you very much. It's been fun. Good questions.

本集資源與出處