Thursday, December 19, 2019

Space Engineers: Holiday Update


SUMMARY:
  • The Holidays are here!
  • Free update for all!
  • Small window blocks
  • Large open cockpit
  • Additional catwalk variants into the Deco Pack 2 DLC
  • Space Engineers comic
  • Festive skybox moon
  • Bug fixes and optimizations


Hello, Engineers!

I’ll try to keep today’s blog short. My team and I would like to celebrate the Holidays with all of you, our players, whether you celebrate Christmas, Hanukkah, Kwanza or any other holiday during this festive season. Christmas is the biggest holiday for the Keen Software House Team and we usually give a lot of presents to our families and friends during this holiday. We also spend time with our loved ones and it’s a time when we slow down after another fantastic year of working on Space Engineers!

The reason why I’m writing this is very simple. Looking back at the Space Engineers in 2019, the year was very successful and very busy and there were a lot of changes and new things for the game.

We released Space Engineers out of Early Access at the end of February, but it was not the end. We did not stop moving forward.

In April, we came with the first DLC - Decorative Pack which was received very well by our community. I think I won’t exaggerate if I say that we were surprised by your reactions and the very positive feedback we received from you.

We decided to continue with releasing optional DLCs (designed to not split the Space Engineers playerbase), which always include a free update and paid cosmetics.
We went live with the second DLC - Style Pack - at the beginning of June and then with the third one - Economy - in August.

We wrapped up the 2019 DLCs with Decorative Pack II, which went live on the sixth anniversary of Space Engineers in October.

And again, we did not stop here. We decided to share the details about where we are with the Space Engineers Xbox One port by running the live stream gameplay session on November 28th. With our special guests, Cosmic Chimp, Captain Jack and Dr Craz, we streamed three hours of  Space Engineers gameplay on three Xbox Ones, having fun and answering questions from those members of our community who are excited to play Space Engineers on Microsoft’s console.

Xbox One Gameplay Reveal Stream (November 28, 2019)

What is special about today?


Today’s release is a special one, because we are bringing you a number of “presents”. The first one, the Small Window Blocks have been requested by many players, so we decided to add them to the game. There are 20 small window block variations in total, so I’m sure you’ll unleash your creativity even more now.
Small Window Blocks

Another one is the Large Open Cockpit, which has also been super popular with our community. This cockpit is an addition to already existing seats, but again, we listened to our community and we decided to give it to you as a Christmas present.

Large Open Cockpit

Finally, we are adding additional catwalk variants into the Deco Pack 2 DLC so they look good in even more situations. This upgrade is free for everyone who already owns the Deco Pack 2.

New Catwalk variants
We are also releasing several improvements with this release; all of the details can be found in the change log.

The Space Engineers Comic

With Christmas just around the corner, I am very happy to share great news about the Space Engineers comic, which was written by Jesse Baule. We have received a final version of the artwork from Mike Hamlett and I’m thrilled that we have the very first Space Engineers digital comic book coming out today!

Discover the story of Doctor Petra Halas and her intern Reginald Simmons, which brings you to a top-secret research facility where strange things are happening.
You can download the Space Engineers comic here.


If you liked some of the character skins (Miner suit), safe zone skins (Voronoi) and faction logos featured in the comic, you can purchase the Economy Deluxe and enjoy these cosmetic items while playing Space Engineers.

All players who own the Deluxe version of Space Engineers will get access to the comic book concept art as part of the free addition to the Deluxe package.

Please let us know if you liked the story, as well as the art featured in this comic and if you would like to see more Space Engineers comics in the future.

A festive skybox moon for the holidays


From December 19 until January 2nd, there will be the legendary red ship (Santa and his reindeer are too busy delivering presents) being pulled by a faithful team of drones, which will be visible in the Space Engineers skybox in-game and help us all to remember to celebrate the holidays with our loved ones.

Thank you and happy holidays!

Thank you for being such an awesome community! My team and I wanted to release this update for free, with no paid DLC attached to it, as a way to thank you for all your support.

I hope you’ll enjoy this update and that you’ll have a great time playing Space Engineers during the holiday season.

If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.


Thank you for reading this blog!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
Space Engineers: www.SpaceEngineersGame.com
Medieval Engineers: www.MedievalEngineers.com
General AI Challenge: www.General-AI-Challenge.org
AI Roadmap Institute: www.RoadmapInstitute.org
GoodAI: www.GoodAI.com
Keen Software House: www.keenswh.com
GoodAI Applied: https://www.goodai.com/goodai-applied

Personal bio:
Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for their best-seller Space Engineers (3 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence.

GoodAI started in January 2014 and has over 30 research scientists, engineers and consultants working across its Research and Applied teams.

At this time, Marek is developing both Space Engineers and Medieval Engineers, as well as daily research and development on recursive self-improvement based general AI architecture.

Wednesday, December 4, 2019

GoodAI: Badger architecture and learning procedure

READ THE FULL PAPER HERE 


Summary:

  • Badger
    • An agent is made up of many homogeneous experts
    • All experts share the same expert policy, but have different internal memory states
    • Behavior, adaptation and learning to adapt emerges from the interactions of experts inside a single agent.
    • Functionally it captures the notion of ‘how can homogenous experts coordinate together to learn to solve new tasks as fast as possible’.
  • Source code of a prototype attached 
  • Current state & next steps
  • I am doubling the funding for GoodAI
  • We are looking for new colleagues. Join our team!



Intro

GoodAI started 5 years ago with a single mission: “develop general artificial intelligence - as fast as possible - to help humanity and understand the universe.”

Back then we had only a vague idea of what to do, what the requirements of general AI are, and what should be our milestones.

During the years we tried many different approaches and architectures - from biologically inspired to artificial neural networks and deep learning. Luckily for us, the field of AI has also dramatically accelerated.

We grew to an understanding that what we want is an agent that can quickly adapt to novel tasks. The follow up question was, what are the building blocks of an agent that can adapt its internal structure as it learns new tasks? Can we meta-learn these building block(s)?


Badger

All this effort led to the Badger architecture, which is a set of design principles and a learning protocol. 

Summary of badger

Badger = an architecture and a learning procedure where:
  • An agent is made up of many experts
  • All experts share the same communication policy (expert policy), but have different internal memory states
  • There are two levels of learning, an inner loop (with a communication stage) and an outer loop
  • Inner loop – Agent's behavior and adaptation emerges as a result of experts communicating between each other. Experts send messages (of any complexity) to each other and update their internal memories/states based on observations/messages and their internal state from the previous time-step. Expert policy is fixed and does not change during the inner loop. 
  • Inner loop loss need not even be a proper loss function. It can be any kind of structured feedback guiding the adaptation during the agent’s lifetime.
  • Outer loop – An expert policy is discovered over generations of agents, ensuring that strategies that find solutions to problems in diverse environments can quickly emerge in the inner loop.
  • Agent’s objective is to adapt fast to novel tasks
Exhibiting the following novel properties:
  • Roles of experts and connectivity among them assigned dynamically at inference time
  • Learned communication protocol with context-dependent messages of varied complexity
  • Generalizes to different numbers and types of inputs/outputs
  • Can be trained to handle variations in architecture during both training and testing
Initial empirical results show generalization and scalability along the spectrum of learning types.

A Badger agent is made up of many experts. All experts have the same expert policy, but have different internal memory states. Experts communicate and coordinate together in order to adapt the agent to novel tasks.

The crucial question is - how to get this expert policy? One approach is to handcraft it. The other approach is to meta-learn it, to automate the search for it. This approach can be framed as “multi-agent meta-learning” (in our case, multi-expert meta-learning). 

For the motivation behind Badger, more details, preliminary experiments, literature, please see the paper:




Why are we publishing this paper now?

Research on Badger architecture is in its infancy. 

The biggest bottleneck to our progress is the sheer amount of hypotheses that we need to develop and test. 

This is why need more people working on Badger. We need to grow our team!

We are looking for collaborators:
  • People who want to join our team, either in Prague, or remotely (so they can stay where they live). We are planning to hire 10 new researchers in 2020.
  • people who can't join our team, but still want to collaborate (university students, professors, entire research teams, R&D companies who are open to collaboration)
We will prefer researchers who have experience with Badger-like architectures, such as:
  • Multi-agent learning
  • Multi-agent reinforcement learning (MARL)
  • Learned communication 
  • Emergent language
  • Minimum viable environments for evaluating Badger-like agents
  • Meta-learning / meta-reinforcement learning
  • etc.
If you are interested, please get in touch: marek.rosa@goodai.com 

By publishing the Badger paper, we are not aiming for attention or publicity. We do it for a simple reason: we want to start speaking with people outside of our team, we need to grow our team.


Source code

Together with the paper, we are also releasing an accompanying demo source code that reproduces the ‘Attentional Architecture’ experiment, shown in Figure 7 in the paper. This should allow anyone interested in playing around with one particular instantiation of the Badger architecture, to get a sense of what some of the ideas in the paper are about.


Why are we opening up Badger research? Why not keep it in stealth mode?

General AI is years in the future, and the sooner we all get there, the better for all of us.


Why do we call it Badger?

First, we saw the video Honey Badgers Don’t Care which led us to see the documentary Honey Badgers: Masters of Mayhem.

Honey badgers are an inspiring example of scalable intelligence and life-long learning. Much like our desired general AI agent, they are able to come up with creative strategies and solve tasks way beyond their typical environment, thanks to general problem-solving, planning and fast adaptation abilities.

Honey badgers are also known for their grit, tenaciousness and “can-do” attitude, which we believe are indispensable qualities for any team set to achieve “impossible” goals.

For these reasons, we couldn't help but fall in love with Honey Badgers and admire their creative thinking, problem-solving and determination.


Current state

Our present prototypes are very basic proofs-of-concept, realized on toy tasks.

Badger principles show promise, but the real prototypes proving specific abilities such as lifelong learning, representation learning, transfer learning, more complex tasks, etc. are still ahead of us. 

We still have to analyze what are the business cases where a Badger-like architecture, in its current simple form, can bring benefits today. The same applies for benchmarking Badger on standard AI / ML datasets.



Next Steps

  • We are going to grow our GoodAI team. 
  • We are going to find new collaborators.
  • We are going to launch a third round of our General AI Challenge, focused on Badger.
  • See more ‘next steps’ in the Badger paper.

Funding

I believe that now is the right time to speed up and scale up our R&D, I am doubling the funding that I provide every year to GoodAI.


Conclusion


If you are interested in discussing Badger related architectures and frameworks (MARL, meta-learning, etc), MVE tasks (minimum viable environments), would like to discuss joining our team, starting any kind of cooperation, or have any kind of feedback, please get in touch: marek.rosa@goodai.com 

Thank you for reading this!

Best,
Marek Rosa
CEO, Creative Director, Founder at Keen Software House
CEO, CTO, Founder at GoodAI

For more news:
General AI Challenge: www.General-AI-Challenge.org 
AI Roadmap Institute: www.RoadmapInstitute.org  
Space Engineers: www.SpaceEngineersGame.com
Keen Software House: www.keenswh.com

Personal bio:

Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.

Marek has been interested in artificial intelligence since childhood. He started his career as a programmer but later transitioned to a leadership role. After the success of the Keen Software House titles, Marek was able to personally fund GoodAI, his new general AI research company building human-level artificial intelligence.

GoodAI started in January 2014 and has over 30 research scientists, engineers, and consultants working across its Research and Applied teams.

At this time, Marek is developing both Space Engineers and Medieval Engineers, as well as leading daily research and development on recursive self-improvement based general AI architecture - Badger.