The Creativity Code: How AI is learning to write, paint and think. Marcus Sautoy du
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Название: The Creativity Code: How AI is learning to write, paint and think

Автор: Marcus Sautoy du

Издательство: HarperCollins

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isbn: 9780008288167

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      The human brain is acutely attuned to finding structure and pattern if there is one in a visual image. A Go player can look at the lie of the stones and tap into the brain’s ability to pick out these patterns and exploit them in planning the next move. Computers have traditionally always struggled with vision. It is one of the big hurdles that engineers have wrestled with for decades.

      The human brain’s highly developed sense of visual structure has been honed over millions of years and has been key to our survival. Any animal’s ability to survive depends in part on its ability to pick out structure in the visual mess that Nature confronts us with. A pattern in the chaos of the jungle is likely to be evidence of the presence of another animal – and you’d better take notice cos that animal might eat you (or maybe you could eat it). The human code is extremely good at reading patterns, interpreting how they might develop, and responding appropriately. It is one of our key assets, and it plays into our appreciation for the patterns in music and art.

      It turns out that pattern recognition is precisely what I do as a mathematician when I venture into the unexplored reaches of the mathematical jungle. I can’t rely on a simple step-by-step logical analysis of the local environment. That won’t get me very far. It has to be combined with an intuitive feel for what might be out there. That intuition is built up by time spent exploring the known space. But it is often hard to articulate logically why you might believe that there is interesting territory out there to explore. A conjecture in mathematics is by its nature not yet proved, but the mathematician who has made the conjecture has built up a feeling that the mathematical statement they have made may have some truth to it. Observation and intuition go hand in hand as we navigate the thickets and seek to carve out a new path.

      A mathematician who can make a good conjecture will often garner more respect than one who joins up the logical dots to reveal the truth of the conjecture. In the game of Go the final winning position is in some respects the conjecture and the plays are the logical moves on your way to proving that conjecture. But it is devilishly hard to spot the patterns along the way.

      And so, although chess has been useful to help explain some aspects of mathematics, the game of Go has always been held up as far closer in spirit to the way mathematicians actually go about their business. That’s why mathematicians weren’t too worried when Deep Blue beat the best humans could offer at chess. The real challenge was the game of Go. For decades people have been claiming that the game of Go can never be played by a computer. Like all good absolutes, it invited creative coders to test that proposition. But even a junior player appeared to be able to outplay even the most complex algorithms. And so mathematicians happily hid behind the cover that Go was providing them. If a computer couldn’t play Go then there was no chance it could play the even subtler and more ancient game of mathematics.

      But just as the Great Wall of China was eventually breached, my defensive wall has just crumbled in spectacular fashion.

      Game Boy extraordinaire

      At the beginning of 2016 it was announced that a program had been created to play Go that its developers were confident could hold its own against the best humans had to offer. Go players around the world were extremely sceptical, given the failure of past efforts. So the company that developed the program offered a challenge. It set up a public contest with a huge prize and invited one of the world’s leading Go players to take up the challenge. An international champion, Lee Sedol from Korea, stepped forward. The competition would be played over five games with the winner taking home a prize of one million dollars. The name of Sedol’s challenger: AlphaGo.

      AlphaGo is the brainchild of Demis Hassabis. Hassabis was born in London in 1976 to a Greek Cypriot father and a mother from Singapore. Both parents are teachers and what Hassabis describes as bohemian technophobes. His sister and brother went the creative route, one becoming a composer, the other choosing creative writing. So Hassabis isn’t quite sure where his geeky scientific side came from. But as a kid Hassabis was someone who quickly marked himself out as gifted and talented, especially when it came to playing games. His abilities at chess were such that at eleven he was the second-highest-ranked child of his age in the world.

      But then at an international match in Liechtenstein that year Hassabis had an epiphany: what on earth were they all doing? The hall was full of so many great minds exploring the logical intricacies of this great game. And yet Hassabis suddenly recognised the total futility of such a project. In a radio interview on the BBC he admitted thinking at the time: ‘We were wasting our minds. What if we used that brain power for something more useful like solving cancer?’

      His parents were pretty shocked when after the tournament (which he narrowly lost after battling for ten hours with the adult Dutch world champion) he announced that he was giving up chess competitions. Everyone had thought this was going to be his life. But those years playing chess weren’t wasted. A few years earlier he’d used the £200 prize money he’d won for beating a US opponent, Alex Chang, to buy his first computer: a ZX Spectrum. That computer sparked his obsession with getting machines to do the thinking for him.

      Hassabis soon graduated on to a Commodore Amiga, which could be programmed to play the games he enjoyed. Chess was still too complicated, but he managed to program the Commodore to play Othello, a game that looks rather similar to Go with black and white stones that get flipped when they are trapped between stones of the opposite colour. It’s not a game that merits grandmasters, so he tried his program out on his younger brother. It beat him every time.

      This was classic ‘if …, then …’ programming: he needed to code in by hand the response to each of his opponent’s moves. It was: ‘If your opponent plays that move, then reply with this move.’ The creativity all came from Hassabis and his ability to see what the right responses were to win the game. It still felt a bit like magic though. Code up the right spell and then, rather like the Sorcerer’s Apprentice, the Commodore would go through the work of winning the game.

      Hassabis raced through school, culminating with an offer from Cambridge to study computer science at the age of sixteen. He’d set his heart on Cambridge after seeing Jeff Goldblum in the film The Race for the Double Helix. ‘I thought, is this what goes on at Cambridge? You go there and you invent DNA in the pub? Wow.’

      Cambridge wouldn’t let him start his degree at the age of sixteen, so he had to defer for a year. To fill his time he won a place working for a game developer after having come second in a competition run by Amiga Power magazine. While he was there, he created his own game, Theme Park, where players had to build and run their own theme park. The game was hugely successful, selling several million copies and winning a Golden Joystick award. With enough funds to finance his time at university, Hassabis set off for Cambridge.

      His course introduced him to the greats of the AI revolution: Alan Turing and his test for intelligence, Arthur Samuel and his program to play draughts, John McCarthy, who coined the term artificial intelligence, Frank Rosenblatt and his first experiments with neural networks. These were the shoulders on which Hassabis aspired to stand. It was while sitting in his lectures at Cambridge that he heard his professor repeating the mantra that a computer could never play Go because of the game’s creative and intuitive characteristics. This was like a red rag to the young Hassabis. He left Cambridge determined to prove his professor wrong.

      His idea was that rather than trying to write a program himself that could play Go, he would write a meta-program that would be responsible for writing the program that would play Go. It sounded a crazy idea, but the point was that the meta-program would be created so that as the Go-playing program played more and more games it would learn from its mistakes.

      Hassabis had learned about a similar idea implemented СКАЧАТЬ