Go
AlphaFold Changed Science. After 5 Years, It's Still Evolving
WIRED spoke with DeepMind's Pushmeet Kohli about the recent past--and promising future--of the Nobel Prize-winning research project that changed biology and chemistry forever. Amino acids "folded" to form a protein. Over the past few years, we've periodically reported on its successes; last year, it won the Nobel Prize in Chemistry . Until AlphaFold's debut in November 2020, DeepMind had been best known for teaching an artificial intelligence to beat human champions at the ancient game of Go Its work culminated in the compilation of a database that now contains over 200 million predicted structures, essentially the entire known protein universe, and is used by nearly 3.5 million researchers in 190 countries around the world The Nature article published in 2021 describing the algorithm has been cited 40,000 times to date. Last year, AlphaFold 3 arrived, extending the capabilities of artificial intelligence to DNA, RNA, and drugs.
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Are AlphaZero-like Agents Robust to Adversarial Perturbations?
The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions.In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players, and 90\% of examples indeed lead the Go agent to play an obviously inferior action.
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Outbidding and Outbluffing Elite Humans: Mastering Liar's Poker via Self-Play and Reinforcement Learning
Dewey, Richard, Botyanszki, Janos, Moallemi, Ciamac C., Zheng, Andrew T.
AI researchers have long focused on poker-like games as a testbed for environments characterized by multi-player dynamics, imperfect information, and reasoning under uncertainty. While recent breakthroughs have matched elite human play at no-limit Texas hold'em, the multi-player dynamics are subdued: most hands converge quickly with only two players engaged through multiple rounds of bidding. In this paper, we present Solly, the first AI agent to achieve elite human play in reduced-format Liar's Poker, a game characterized by extensive multi-player engagement. We trained Solly using self-play with a model-free, actor-critic, deep reinforcement learning algorithm. Solly played at an elite human level as measured by win rate (won over 50% of hands) and equity (money won) in heads-up and multi-player Liar's Poker. Solly also outperformed large language models (LLMs), including those with reasoning abilities, on the same metrics. Solly developed novel bidding strategies, randomized play effectively, and was not easily exploitable by world-class human players.
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Artificially intelligent agents in the social and behavioral sciences: A history and outlook
Holme, Petter, Tsvetkova, Milena
We review the historical development and current trends of artificially intelligent agents (agentic AI) in the social and behavioral sciences: from the first programmable computers, and social simulations soon thereafter, to today's experiments with large language models. This overview emphasizes the role of AI in the scientific process and the changes brought about, both through technological advancements and the broader evolution of science from around 1950 to the present. Some of the specific points we cover include: the challenges of presenting the first social simulation studies to a world unaware of computers, the rise of social systems science, intelligent game theoretic agents, the age of big data and the epistemic upheaval in its wake, and the current enthusiasm around applications of generative AI, and many other topics. A pervasive theme is how deeply entwined we are with the technologies we use to understand ourselves.
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Can Large Language Models Master Complex Card Games?
Wang, Wei, Bie, Fuqing, Chen, Junzhe, Zhang, Dan, Huang, Shiyu, Kharlamov, Evgeny, Tang, Jie
Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention towards artificial intelligence. Concurrently, large language models (LLMs) have exhibited remarkable capabilities across various tasks, raising the question of whether LLMs can achieve similar success in complex games. In this paper, we explore the potential of LLMs in mastering complex card games. We systematically assess the learning capabilities of LLMs across eight diverse card games, evaluating the impact of fine-tuning on high-quality gameplay data, and examining the models' ability to retain general capabilities while mastering these games. Our findings indicate that: (1) LLMs can approach the performance of strong game AIs through supervised fine-tuning on high-quality data, (2) LLMs can achieve a certain level of proficiency in multiple complex card games simultaneously, with performance augmentation for games with similar rules and conflicts for dissimilar ones, and (3) LLMs experience a decline in general capabilities when mastering complex games, but this decline can be mitigated by integrating a certain amount of general instruction data. The evaluation results demonstrate strong learning ability and versatility of LLMs. The code is available at https://github.com/THUDM/LLM4CardGame
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