Thursday, December 1, 2016

GoodAI Releases School for AI - A New Update to Brain Simulator



In Brief:
  • We are releasing School for AI, a training and testing environment designed to teach your AI architectures new skills and to measure their performance.
  • Download School for AI, the new update to Brain Simulator.


Today I’m happy to announce a new update to Brain Simulator - School for AI. This is both a training and testing environment that allows you to teach your brain architectures new skills and at the same time measure their performance.

School for AI (or School for short) is a world within Brain Simulator, coupled with an intuitive graphical interface. The training provided by School is separated into learning tasks. A single learning task teaches or tests preferably a single new skill or ability. A collection of learning tasks forms a curriculum. An agent is expected to gradually acquire knowledge as it is progressing through the curriculum. It should acquire knowledge from one learning task and then leverage that knowledge to acquire knowledge from the next learning task faster and with greater ease. We call this accumulation of skills “gradual learning” and we talk about it in more detail in our Framework document.



The training can occur in a range of environments. We've prepared a basic 2D environment (RoguelikeWorld), an advanced 2D environment (ToyWorld), and a basic 3D environment (3D version of ToyWorld). A single curriculum can train the same architecture on multiple different environments.

School for AI does not explicitly separate the training and testing phases. It prefers life-long learning - the agent is learning continuously, without any interruption. The testing is performed during training. This of course poses certain requirements on the datasets - the environments that are used in school are generated rather than fixed. This allows a fast learning agent to progress through the curriculum in shorter time than a slow learning agent. We’re planning to include existing datasets (both fixed and interactive) in School to provide a single interface and make using different datasets a breeze.

The learning tasks that appear in the current version of School are based on our Agent Development Roadmap. They teach the agent basic skills like object detection, color classification, or path finding. We took care to ensure that it is easy to add new learning tasks to the environment. We’ll be happy if you go on, get Brain Simulator code from GitHub and create a learning task of your own!

The school communicates with the agent through a fixed interface. The interface allows the agent to move around the environment, move its focus around the scene and interact with the objects found within the environment (when applicable).

For more information, have a look at the Brain Simulator documentation page for School for AI or just download Brain Simulator and try out School for yourself!

We look forward to receiving your input! please don't hesitate to get in touch at info@goodai.com
Read all about GoodAI's latest achievements, technology, and initiatives on our About page.
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Marek Rosa
CEO, CTO of GoodAI
CEO of Keen Software House
:-)

Friday, November 25, 2016

December 5 - 10: GoodAI team at NIPS 2016 in Barcelona

Today I’m writing to let you know that my colleagues and I will be attending the Neural Information Processing Systems conference (NIPS 2016) in Barcelona,  December 5 - 10.

This year we will be participating in two workshops:
  • Neural Abstract Machines & Program Induction (NAMPI), Saturday, December 10th
    • My colleagues Sungmin Aum, Joseph Davidson, and Josef Strunc will present a poster about their work on Gradual Program Induction.
  • Machine Intelligence workshop (MAIN@NIPS), Friday, December 9th
    • My colleague Jan Feyereisl will be part of a panel on basic requirements for machine intelligence with Angeliki Lazaridou, Katja Hofmann, Brenden Lake, J├╝rgen Schmidhuber, Arthur Szlam, Rudolf Kadlec, and Armand Joulin.
    • Jan will also present our thoughts on consolidating the search for general AI, and briefly introduce:

    After the MAIN@NIPS Workshop, I would like to invite everyone interested in discussing the General AI Challenge and the AI Roadmap Institute to a party in one of the restaurants near the conference venue at 7pm, Friday, December 9th. The exact location will be confirmed several days ahead - stay tuned to our social media channels.


    We are looking forward to meeting our friends and fellow researchers at NIPS! Feel free to reach out in case you would like to catch up with us there in person.

    Bye,
    Marek

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    Read all about GoodAI’s latest achievements, technology, and initiatives on our website www.goodai.com/about

    Marek Rosa
    CEO, CTO of GoodAI
    CEO of Keen Software House
    :-)

    Thursday, November 24, 2016

    Space Engineers: Public Multiplayer Evaluations Started!

    You may know about our internal competition to rework the Space Engineers multiplayer as mentioned in my previous blog post. Our progress is now at a state where players can directly help us evaluate the new multiplayer prototypes. Today we have for you not one, not two - but three multiplayer prototypes!

    These multiple versions have been created by three different teams (two internal teams and one external team) with each one trying to solve the multiplayer from alternate perspectives, employing different methodologies.

    We need your help to work out which one of these three will provide the best multiplayer foundation moving forward... In the following weeks, we will publish a survey for you to give feedback and comments based on your experience with the different versions.

    The team that wins this competition will receive 1 million CZK (~40,000 USD) from me.

    The multiplayer prototypes are code-named “Rock”, “Paper” and “Scissors” and can be accessed via the Betas tab in Steam. (for detailed guide go here)
    You can switch from one build to another at any time - which will allow you to compare them. Saves are not compatible between the different prototype builds, but you can use saves from our live builds in any of them.

    We know that our Space Engineers community is passionate, you guys care about the game a lot and have been calling for new multiplayer code for a long time. We heard you loud and clear – so now rally your fellow engineers together, get testing and help us make Space Engineers the best multiplayer game out there! ;)

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    Marek Rosa
    CEO of Keen Software House
    CEO, CTO of GoodAI
    :-)