OpenAI’s Virtual Wrestling Bots

OpenAI, a firm backed by Elon Musk, has currently revealed one of it’s latest developments in the fields of Machine Learning, demonstrated using the technology of virtual sumo wrestlers.

OpenAI_wrestling

These are the bots inside the virtual world of RoboSumo controlled my machine learning. They (The Bots) taught themselves through trial and error using Reinforcement Learning, a technique inspired by the way animals learn through feedback. It has proved useful for training computers to play games and to control robots. The virtual wrestlers might look slightly ridiculous, but they are using a very clever approach to learning in a fast-changing environment while dealing with an opponent. This game and it’s virtual world were created at OpenAI to show how forcing AI systems to compete can spur them to become more intelligent.

However, one of the disadvantages of reinforcement learning is that doesn’t work well in realistic situations, or where things are more dynamic. OpenAI devised a solution to this problem by creating its own reinforcement algorithm called proximal policy optimization (PPO), which is especially well suited to changing environments.

The latest work, done in collaboration with researchers from Carnegie Mellon University and UC Berkeley, demonstrates a way for AI agents to apply what the researchers call a “meta-learning” framework. This means the agents can take what they have already learned and apply it to a new situation.

Inside the RoboSumo environment (see video above), the agents started out behaving randomly. Through thousands of iterations of trial and error, they gradually developed the ability to move—and, eventually, to fight. Through further iterations, the wrestlers developed the ability to avoid each other, and even to question their own actions. This learning happened on the fly, with the agents adapting even they wrestled each other.

Flexible learning is a very important part of human intelligence, and it will be crucial if machines are going to become capable of performing anything other than very narrow tasks in the real world. This kind of learning is very difficult to implement in machines, and the latest work is a small but significant step in that direction.

 

(sources: MitTechReview, OpenAI Blog, Wired)

NVIDIA’S CHIPS FOR COMPLETE CONTROL OF DRIVERLESS CARS

The race for autonomy in cars is ubiquitous. Top car brands are working in providing complete autonomous vehicles to their customers and the future with self-driving vehicles is inevitable. Adding the cherry to the cake, Nvidia’s recently announced chip is the latest generation of its DrivePX onboard car computers called Pegasus. The device is 13 times faster than the previous iteration, which has so far been used by the likes of Audi, Tesla, and Volvo to provide semi-autonomous driving capabilities in their vehicles.

nvidia_pegasus

Nvidia Pegasus

At the heart of this semiconductor is the mind-boggling technology of Deep Learning. “In the old world, the more powerful your engine, the smoother your ride will be,” Huang said during the announcement. “In the future, the more computational performance you have, the smoother your ride will be.”

Nvidia asserts that the device is only about the size of a license plate. But it has enough power to process data from up to 16 sensors, detect objects, find the car’s place in the world, plan a path, and control the vehicles itself. Oh, and it will also update centrally stored high-definition maps at the same time—all with some resources to spare.

The new system is designed to eventually handle up to 320 trillion operations per second (TOPS), compared to the 24tn of today’s technology. That would give it the power needed to process the masses of data produced by a vehicle’s cameras and other sensors and allow it to drive completely autonomously, Nvidia said. The first systems to be tested next year will have less processing power but will be designed to scale up with the addition of extra chips.

 

(sources: MitTechReview, NvidiaBlog)