Posted by Andrea Cohan, Google Science Fair Program Manager
(Cross-posted from the Google for Education Blog)
Sometimes the biggest discoveries are made by the youngest scientists. Theyre curious and not afraid to ask, and its this spirit of exploration that leads them to try, and then try again. Thousands of these inquisitive young minds from around the world submitted projects for this years Google Science Fair, and today were thrilled to announce the 20 Global Finalists whose bright ideas could change the world.
From purifying water with corn cobs to transporting Ebola antibodies through silk; extracting water from air or quickly transporting vaccines to areas in need, these students have all tried inventive, unconventional things to help solve challenges they see around them. And did we mention that theyre all 18 or younger?
Well be highlighting each of the impressive 20 finalist projects over the next 20 days in the Spotlight on a Young Scientist series on the Google for Education blog to share more about these inspirational young people and what inspires them.
Then on September 21st, these students will join us in Mountain View to present their projects to a panel of notable international scientists and scholars, eligible for a $50,000 scholarship and other incredible prizes from our partners at LEGO Education, National Geographic, Scientific American and Virgin Galactic.
Congratulations to our finalists and everyone who submitted projects for this years Science Fair. Thank you for being curious and brave enough to try to change the world through science.
Posted by Dharshan Kumaran and Demis Hassabis, Google DeepMind, London
Remember the classic videogame Breakout on the Atari 2600? When you first sat down to try it, you probably learned to play well pretty quickly, because you already knew how to bounce a ball off a wall in real life. You may have even worked up a strategy to maximise your overall score at the expense of more immediate rewards. But what if you didnt possess that real-world knowledge and only had the pixels on the screen, the control paddle in your hand, and the score to go on? How would you, or equally any intelligent agent faced with this situation, learn this task totally from scratch?
This is exactly the question that we set out to answer in our paper Human-level control through deep reinforcement learning, published in Nature this week. We demonstrate that a novel algorithm called a deep Q-network (DQN) is up to this challenge, excelling not only at Breakout but also a wide variety of classic videogames: everything from side-scrolling shooters (River Raid) to boxing (Boxing) and 3D car racing (Enduro). Strikingly, DQN was able to work straight out of the box across all these games using the same network architecture and tuning parameters throughout and provided only with the raw screen pixels, set of available actions and game score as input.
The results: DQN outperformed previous machine learning methods in 43 of the 49 games. In fact, in more than half the games, it performed at more than 75% of the level of a professional human player. In certain games, DQN even came up with surprisingly far-sighted strategies that allowed it to achieve the maximum attainable scorefor example, in Breakout, it learned to first dig a tunnel at one end of the brick wall so the ball could bounce around the back and knock out bricks from behind.
Video courtesy of Atari Inc. and Mnih et al. Human-level control through deep reinforcement learning"
So how does it work? DQN incorporated several key features that for the first time enabled the power of Deep Neural Networks (DNN) to be combined in a scalable fashion with Reinforcement Learning (RL)a machine learning framework that prescribes how agents should act in an environment in order to maximize future cumulative reward (e.g., a game score). Foremost among these was a neurobiologically inspired mechanism, termed experience replay, whereby during the learning phase DQN was trained on samples drawn from a pool of stored episodesa process physically realized in a brain structure called the hippocampus through the ultra-fast reactivation of recent experiences during rest periods (e.g., sleep). Indeed, the incorporation of experience replay was critical to the success of DQN: disabling this function caused a severe deterioration in performance.
Comparison of the DQN agent with the best reinforcement learning methods in the literature. The performance of DQN is normalized with respect to a professional human games tester (100% level) and random play (0% level). Note that the normalized performance of DQN, expressed as a percentage, is calculated as: 100 X (DQN score - random play score)/(human score - random play score). Error bars indicate s.d. across the 30 evaluation episodes, starting with different initial conditions. Figure courtesy of Mnih et al. Human-level control through deep reinforcement learning, Nature 26 Feb. 2015.
This work offers the first demonstration of a general purpose learning agent that can be trained end-to-end to handle a wide variety of challenging tasks, taking in only raw pixels as inputs and transforming these into actions that can be executed in real-time. This kind of technology should help us build more useful productsimagine if you could ask the Google app to complete any kind of complex task (Okay Google, plan me a great backpacking trip through Europe!).
We also hope this kind of domain general learning algorithm will give researchers new ways to make sense of complex large-scale data creating the potential for exciting discoveries in fields such as climate science, physics, medicine and genomics. And it may even help scientists better understand the process by which humans learn. After all, as the great physicist Richard Feynman famously said: What I cannot create, I do not understand.
Posted by Luc Vincent, Engineering Director, Geo Imagery
This year the Google Earth Engine team attended the European Geosciences Union General Assembly meeting in Vienna, Austria to engage with a number of European geoscientific partners. This was just the first of a series of European summits the team has attended over the past few months, including, most recently, the IEEE Geoscience and Remote Sensing Society meeting held last week in Milan, Italy.
Noel Gorelick presenting Google Earth Engine at EGU 2015.
We are very excited to be collaborating with many European scientists from esteemed institutions such as the European Commission Joint Research Centre, Wageningen University, and University of Pavia. These researchers are utilizing the Earth Engine geospatial analysis platform to address issues of global importance in areas such as food security, deforestation detection, urban settlement detection, and freshwater availability.
Thanks to the enlightened free and open data policy of the European Commission and European Space Agency, we are pleased to announce the availability of Copernicus Sentinel-1 data through Earth Engine for visualization and analysis. Sentinel-1, a radar imaging satellite with the ability to see through clouds, is the first of at least 6 Copernicus satellites going up in the next 6 years.
Sentinel-1 data visualized using Earth Engine, showing Vienna (left) and Milan (right).
Wind farms seen off the Eastern coast of England.
This radar data offers a powerful complement to other optical and thermal data from satellites like Landsat, that are already available in the Earth Engine public data catalog. If you are a geoscientist interested in accessing and analyzing the newly available EC/ESA Sentinel-1 data, or anything else in our multi-petabyte data catalog, please sign up for Google Earth Engine.
We look forward to further engagements with the European research community and are excited to see what the world will do with the data from the European Unions Copernicus program satellites.