TRANSCRIPTIONEnglish

Seed IQ Solves ARC AGI 3 Games with Human-Level Performance - Denis O & Denise Holt Discuss How

12m 47s2,159 mots349 segmentsEnglish

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0:02

Should we start with the LS20 R?

0:04

Yeah, why not?

0:06

All right, let's start with

0:08

LS20. I'm going to let it go at maybe

0:10

two speed just so that we can observe

0:12

the effects while we talk about.

0:16

So, I'm going to turn off the

0:17

perception. Basically, what's happening,

0:20

like I said, like there are multiple

0:22

agents involved at every level.

0:23

Different agents are responsible for

0:25

different parts of the gameplay.

0:28

Some are responsible for the long-term

0:30

planning per level. Others are

0:31

responsible for learning across levels.

0:34

And then there are agents responsible

0:36

for tracking, perception, and

0:37

identifying different objects. So, for

0:39

example, if I turn it on again with

0:42

perception, you can see that different

0:44

targets, different sprites, as they call

0:47

them, or IRIs, are being tracked in the

0:49

game. And so, the engine computes

0:53

uh the best possible path and best

0:55

possible action action perception

0:57

coupling

0:58

uh as it goes. And I'll slow it down a

1:01

little bit more cuz it's just a little

1:03

too fast. But basically, it is relying

1:06

on something called topological

1:07

perception. Topological perception and

1:09

the advantage is you're not pattern

1:11

matching against this window. This

1:12

window were to change, just like with

1:14

ARC G I 1 and 2 challenges, it would be

1:17

able to adapt and would be able to still

1:19

establish the causality. So, like with

1:22

deep learning, right? With LLMs, with

1:24

other approaches in RL, if you change

1:26

the structure, if we were to suddenly

1:28

increase the size of this window this

1:30

world, they they would get lost cuz they

1:32

don't know how to readjust to it if it

1:34

hasn't been in a data set. With

1:36

topological perception feeding into the

1:38

manifolds per agent and multiple agents

1:41

working through the adaptive adaptive

1:43

multi-engine autonomous control,

1:46

it allows the structure to restructure

1:47

on the fly, understand exactly what's

1:49

happening. If there's any shift in

1:51

topology of the map, it can be adjust

1:54

and readjust its own strategy.

1:56

And basically, like

1:59

you see it encounter

2:01

um pusher. So, with pusher, it takes

2:02

three times his trying a strategy to go

2:04

around, realizes that it can't go

2:06

through this round. So, at this point,

2:08

it's going to try again and then reroute

2:10

further

2:12

to a different strategy. So, it will

2:15

find a new solution, go around, take the

2:17

sprite, uh and a few things that are

2:20

being tracked in the game is like

2:22

health, lives. You see the bars at the

2:24

bottom signify how many lives you have

2:27

uh left. Right now, we are three lives.

2:29

We haven't lost any lives. It finds uh

2:31

strategies to go around the pushers. It

2:34

learns as it goes and then it navigates

2:37

to the exit. The priors here is that you

2:38

have shapes, you have IRIs, you have

2:40

pushers, and you have a target selection

2:43

that you have to get to. And you have to

2:44

be able to come up precompute a

2:46

strategy. The that precomputation

2:48

happens at every step. All of the

2:50

multiple agents are pretty much

2:52

projecting their own internal belief

2:54

states into the player. And the player

2:56

becomes the actuator. And so, by level

2:58

six, it's all

3:00

it's already aware and it's trying to

3:01

catch. So, this is the level where it's

3:03

like Harry Potter trying to

3:05

catch multiple things at once, multiple

3:07

snitches. So, you have

3:10

objects that are moving, oscillating

3:12

together. You have to come up with a

3:13

strategy of effectively using the

3:16

sprites or the IRIs

3:19

to connect to them, intercept these,

3:21

change the proper shape, then figure out

3:23

which which is the next target. Is it

3:25

the color? Is it another sprite? So, you

3:27

have multiple constraints at once cuz

3:30

at any moment, at any step, you may run

3:32

out of of good steps, right? So, you

3:35

have to readjust your strategy on the

3:37

fly. You have to also rotate. So, the

3:39

these are different things: color,

3:41

shape, and rotation. Has to see The key

3:44

thing here is it decided that the route

3:46

through the color, where it could

3:47

accidentally hit it,

3:49

is the best route. And it figures out

3:52

just the exact moment to go through that

3:54

target. But by level six, it doesn't

3:56

even matter that you have hidden things

3:58

because at this point it has learned

4:00

accumulated knowledge from previous

4:02

games. So, it's not even a challenge.

4:04

Even with partial view, restricted, as

4:06

they call it, a camera view,

4:09

it's well aware, okay, IRIs are here.

4:12

Like level seven, last level, the

4:14

hardest level because

4:15

for an LLM or DL, you don't have any

4:18

perception left. Like you don't you have

4:20

you get partial matches on whatever

4:23

you're observing. But we are

4:25

constructing uh world model on the fly

4:28

of whatever it is that we're dealing

4:30

with. And so, as it navigates to

4:32

different corners, it already has

4:33

accumulated knowledge about what it has

4:37

can do, what it can do, what are the

4:39

constraints, how to best navigate around

4:41

them, how to

4:43

how to solve it. So, this one is a

4:44

different The here's uh topological

4:47

perception is key. You need to fill in

4:48

different shapes based on central shapes

4:50

inside. And also, like you can see a

4:53

topological perception again at play.

4:56

Change the structure, change the object.

4:58

Once it's understand the causality of

5:01

and what the reasoning is behind the

5:03

specific problem, it just reapplies it

5:05

everywhere.

5:07

But by level six uh seven, it doesn't

5:09

even matter anymore. You can clearly see

5:11

exactly

5:13

where is what and what needs to update.

5:17

So, it's just filling all the circles

5:19

cuz it can see exactly where everything

5:21

is. And so, by level six,

5:24

it has accumulated enough knowledge to

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continue to you know, solve these

5:28

challenges one at a time, but then they

5:30

grow in complexity, but it doesn't

5:32

matter anymore. The manifold is

5:34

structured in such a way, it just goes

5:35

zooms through it. It doesn't even

5:37

matter. And then we can look at the

5:39

other game we solved. Mhm. Yeah, what's

5:42

interesting is that, you know, with the

5:44

the ARC 1 and 2 challenges, when you

5:46

were you were doing those and playing

5:48

with those, it didn't matter how we

5:50

scaled the complexity because it still

5:51

solved it the same. Same thing.

5:53

Topological perception. Yeah. So, it's

5:56

interesting to see that play out against

5:58

the dynamic uh window. Correct. What

6:02

What What we're doing is we're doing the

6:03

same thing, but now we're feeding it

6:05

into manifold constantly. So, it's not

6:07

just one frame, it's multiple frames

6:09

it's seeing it pretty much. Wow. It can

6:12

detect objects. It can understand where

6:14

it needs to perform an action. And I can

6:17

probably make it But it it it tries

6:19

things. If it doesn't work out, it

6:21

resets, finds a new strategy, starts

6:23

adopting that that strategy. It's

6:25

adaptive on the in real time.

6:28

But it might sometimes look like a

6:30

replay, but the reason why is because

6:31

it's looking at the topology. Topology

6:34

is what it is, right? Between levels,

6:36

it's it's set. You have oscillating

6:38

objects, but overall, the dynamics are

6:40

figured out already. So, there's a

6:43

deterministic path that's the best path

6:45

to follow. And with like here, it

6:47

figures out little by little. It tries

6:49

something, there's a reset. Reset means

6:52

that the strategy didn't work after a

6:54

few clicks. So, it reroutes, recomputes,

6:57

resoves,

6:58

finds a new higher-level horizon

7:01

planning strategy, and then starts

7:03

planning at low level. All that planning

7:04

is almost instantaneous. And all of this

7:06

is tracked by perception. So, you know

7:08

exactly where you are, what to click on,

7:10

what how to transfer these, and how to

7:12

achieve what it's looking to achieve.

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