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Day 23 · 第 4 阶段

TED Interview · Demis Hassabis(5-10 分钟)

与 Day22 不重复

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本日音频 · material.mp3

正常 1.0 倍速 · 用于 Step 1 Blind Listening 与 Step 5 Final Listening

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今日材料

SourceTED Audio Collective
Duration5:00
CEFRB2-C1
连续跟随目标连续 5 分钟
本日重点与 Day22 不重复

30 分钟训练流程

0 / 5 步完成

Day 23

Today’s Material

Title: TED Interview:Demis Hassabis(5:00–10:00)

Source: TED Audio Collective

Duration: 5:00(5:00–10:00)

CEFR Estimated Level: B2-C1

Today’s Continuous Listening Target: 连续 5 分钟

本日训练目标

与 Day22 不重复

本日主题

Hassabis 聊童年棋类经历、Bullfrog 游戏公司、以及如何进入 AI

Step 1:Blind Listening

时间: 5 分钟

规则:

关闭中文字幕。 关闭英文字幕。 正常 1.0 倍速。

禁止暂停。 禁止倒退。

即使有一句没有听懂,也继续听。

听完以后回答:

  1. Who is talking?
  2. What are they talking about?
  3. What happened?
  4. What’s the main point?

Step 2:Chunk Listening

时间: 7 分钟

每约 3 至 5 分钟暂停。

每次暂停以后只总结”意思”。

不要尝试背原句。

示例:

He’s explaining why he left.

She disagrees with him.

They’re talking about what happened yesterday.

Step 3:Transcript Check

时间: 8 分钟

打开英文 transcript。

只寻找下面三种问题:

A: 单词认识,但声音没有听出来。

B: 单词认识,但意思反应太慢。

C: 真正不知道的表达。

每天最多挑选 5 个重点。

Step 4:Fast Processing

时间: 5 分钟

选择当天最困难的 3 至 5 个句子。

每句话:

听一次 理解 跟读 再听 再跟读

不要逐词翻译。

Step 5:Final Listening

时间: 5 分钟

关闭 transcript 和字幕。

从头完整播放。

禁止暂停。

结束以后进行 30 至 60 秒英语口头复述。

可以使用:

Basically, they were talking about…

At first…

Then…

The main point was…

In the end…

Daily Score

理解率: ____ %

明显掉线次数:


最长连续跟随时间:


需要 transcript 才能理解的比例: ____ %

今天最明显的问题:



Transcript · 英文原文

先盲听再对照。只找 A(没听出)B(反应慢)C(真不会)三类问题。

# DeepMind's Demis Hassabis on the future of AI

Segment00:05:00 – 00:10:00

Full episode transcript, trimmed to training segment.

==================================================

Steven Johnson

Um, like most 14 years olds do. Most 14-year-olds are just like, “I'll just call up the CEO.”

Demis Hassabis

I think yeah. Yeah. So, so he was fast, you know, fascinated by what I was doing. And then, uh, rapidly I ended up taking, you know, some time off between school and universities. And I used that time to program Theme Park, like you said. And actually at the time, in the mid-nineties, it was the golden era of games, uh, design and fantastic creativity going on, but also a lot of the best technology was being developed as part of games, graphics, technology, but also AI.

And, um, all the games I've written, including the two you mentioned, Theme Park and Black and White, have all had AI as the core gameplay component so that the game actually sort of reacts to you and the way that you play as an individual.

Steven Johnson

It's such an interesting history, the, those simulation games. I think when, when you're dealing with, you know, managing resources, trying to set goals for yourself, trying to deal with, you know, multiple layers of the, of the simulation…

You know, kind of starting with Sim City and then going through games like Theme Park and, and Black and White, to me, it's an argument I've been making for many, many years that, that those should be taught in schools. I mean, it's an incredibly rich way of thinking and it's very different from the kind of thinking you do when you read a novel or the kind of thinking you do when you solve a math problem.

Uh, but it's actually, it aligns with a lot of the kind of thinking that one has to do in life. Probably more, more than some of those other fields.

Demis Hassabis

I agree. I agree. Yeah, I totally agree. And, and, and actually, I mean, I think, first of all, chess should be taught as part of the school curriculum, I think ‘cause it teaches you phenomenal skills you don't learn, I think, that are generalizable and transferable to other parts of life, like planning and visualization and, um, but also I agree with you with these types of simulation games.

You can call them sandboxes even. So the idea is, you know, there's almost like a playpen for your creativity as a gamer. So very different from normal games where the game leads you by the hand through it. Um, and Theme Park, you know, the idea behind that was you designed your own Disney World. And, uh, thousands of little people, AI people, came into your theme park and played on the rides, and, and depending on how well you designed the theme park, they were happy or less happy.

And then of course, if they were happy, you could charge them more in the burger stands and the, for the cokes and, and balloons and other things. So the whole economics mold onto there. So yeah, it's, it was, it was a really interesting and formative experience for me, I would say, and not only professionally, but also demonstrating to me the power of AI.

Uh, and in those days this was just sort of fairly sort of traditional AI right? But obviously, uh, uh, deployed within a game of finite state machines and other things. Not like the kind of AI we build today, but it was still amazing to me how much enjoyment people got from interacting with a game like that, that, um, had AI at its core.

Steven Johnson

We're gonna get into this in more detail, but Deep, DeepMind has a long history in involving algorithms that has developed to play games. Um, but as far as I know, none of them have been simulation games, right? I mean, it's kind of Space Invaders and Q*bert and StarCraft and things like that. But, but there isn't any simulated Black and White players, uh, in the, in, in, in the cannon over there at DeepMind.

Is there a reason for that? I mean, in a way it's, it's, it's kind of the, the archetypal vision of a future AI that we have in our heads that, you know, we would have some artificial intelligence that will manage the city for us very effectively. So that presumably is where we want to go. But, but you haven't done that yet, right?

Demis Hassabis

No. No, you're right. That's an interesting observation. And actually, there's almost three chapters in my life of games being important to my, my life and career. One is the chess, uh, and the sort of my youth. Then there was designing and, and writing professional video games. And then finally this third chapter of using games at DeepMind from the beginning as part of the thesis of DeepMind and simulations as a training ground for AI systems.

A very convenient training ground for many reasons. Obviously, you can run millions of simulations at once in the cloud. You don't have to deal with things like real robotics, which is, you know, often you end up worrying about the hardware, breaking the motors and other things. So, it was something that was, uh, I thought was the perfect training ground for AI systems to make quick progress.

And of course, the other nice thing about games is, um, you know, game designers and games companies have spent thousands of person-years making these things and they're challenging for human players, right? That was obviously, that's obviously their challenging and fun for human players to play. And you can kind of go up the stack of difficulty even in computer games.

So we started, kind of famously now, with Atari games, you know, probably the earliest computer games that sort of, you know, became into the mainstream from, from the seventies and eighties. Space Invaders, Pong, these classic games. And that was difficult enough already for us back in 2013, 2012. I remember we were, we couldn't, we couldn't win a point at Pong.

# DeepMind's Demis Hassabis on the future of AI

Segment00:05:00 – 00:10:00

Full episode transcript, trimmed to training segment.

==================================================

[0005:35] Steven Johnson: Um, like most 14 years olds do. Most 14-year-olds are just like, “I'll just call up the CEO.”

[0005:38] Demis Hassabis: I think yeah. Yeah. So, so he was fast, you know, fascinated by what I was doing. And then, uh, rapidly I ended up taking, you know, some time off between school and universities. And I used that time to program Theme Park, like you said. And actually at the time, in the mid-nineties, it was the golden era of games, uh, design and fantastic creativity going on, but also a lot of the best technology was being developed as part of games, graphics, technology, but also AI.

And, um, all the games I've written, including the two you mentioned, Theme Park and Black and White, have all had AI as the core gameplay component so that the game actually sort of reacts to you and the way that you play as an individual.

[0006:18] Steven Johnson: It's such an interesting history, the, those simulation games. I think when, when you're dealing with, you know, managing resources, trying to set goals for yourself, trying to deal with, you know, multiple layers of the, of the simulation…

You know, kind of starting with Sim City and then going through games like Theme Park and, and Black and White, to me, it's an argument I've been making for many, many years that, that those should be taught in schools. I mean, it's an incredibly rich way of thinking and it's very different from the kind of thinking you do when you read a novel or the kind of thinking you do when you solve a math problem.

Uh, but it's actually, it aligns with a lot of the kind of thinking that one has to do in life. Probably more, more than some of those other fields.

[0006:56] Demis Hassabis: I agree. I agree. Yeah, I totally agree. And, and, and actually, I mean, I think, first of all, chess should be taught as part of the school curriculum, I think ‘cause it teaches you phenomenal skills you don't learn, I think, that are generalizable and transferable to other parts of life, like planning and visualization and, um, but also I agree with you with these types of simulation games.

You can call them sandboxes even. So the idea is, you know, there's almost like a playpen for your creativity as a gamer. So very different from normal games where the game leads you by the hand through it. Um, and Theme Park, you know, the idea behind that was you designed your own Disney World. And, uh, thousands of little people, AI people, came into your theme park and played on the rides, and, and depending on how well you designed the theme park, they were happy or less happy.

And then of course, if they were happy, you could charge them more in the burger stands and the, for the cokes and, and balloons and other things. So the whole economics mold onto there. So yeah, it's, it was, it was a really interesting and formative experience for me, I would say, and not only professionally, but also demonstrating to me the power of AI.

Uh, and in those days this was just sort of fairly sort of traditional AI right? But obviously, uh, uh, deployed within a game of finite state machines and other things. Not like the kind of AI we build today, but it was still amazing to me how much enjoyment people got from interacting with a game like that, that, um, had AI at its core.

[0008:15] Steven Johnson: We're gonna get into this in more detail, but Deep, DeepMind has a long history in involving algorithms that has developed to play games. Um, but as far as I know, none of them have been simulation games, right? I mean, it's kind of Space Invaders and Q*bert and StarCraft and things like that. But, but there isn't any simulated Black and White players, uh, in the, in, in, in the cannon over there at DeepMind.

Is there a reason for that? I mean, in a way it's, it's, it's kind of the, the archetypal vision of a future AI that we have in our heads that, you know, we would have some artificial intelligence that will manage the city for us very effectively. So that presumably is where we want to go. But, but you haven't done that yet, right?

[0008:58] Demis Hassabis: No. No, you're right. That's an interesting observation. And actually, there's almost three chapters in my life of games being important to my, my life and career. One is the chess, uh, and the sort of my youth. Then there was designing and, and writing professional video games. And then finally this third chapter of using games at DeepMind from the beginning as part of the thesis of DeepMind and simulations as a training ground for AI systems.

A very convenient training ground for many reasons. Obviously, you can run millions of simulations at once in the cloud. You don't have to deal with things like real robotics, which is, you know, often you end up worrying about the hardware, breaking the motors and other things. So, it was something that was, uh, I thought was the perfect training ground for AI systems to make quick progress.

And of course, the other nice thing about games is, um, you know, game designers and games companies have spent thousands of person-years making these things and they're challenging for human players, right? That was obviously, that's obviously their challenging and fun for human players to play. And you can kind of go up the stack of difficulty even in computer games.

So we started, kind of famously now, with Atari games, you know, probably the earliest computer games that sort of, you know, became into the mainstream from, from the seventies and eighties. Space Invaders, Pong, these classic games. And that was difficult enough already for us back in 2013, 2012. I remember we were, we couldn't, we couldn't win a point at Pong.

Vocabulary · 本日最多 5 个重点

Vocabulary — Day 23

每天最多 5 个最值得训练的项。优先:自然口语短语、phrasal verbs、连读后难识别的表达、高频口语结构。 所有例句与读音均依据本日真实音频。凡标注 STREAM_ONLY 的项目,需在观看后核对官方字幕再填写。


1. the golden era of (something)

Expression: the golden era of (something)

Meaning: ……的黄金时代

Original sentence: In the mid-nineties, it was the golden era of game design.

Natural pronunciation note: golden era 连读 gol-de-ne-ra;era 重读。

My own simple paraphrase: 某个行业/领域最辉煌的时期。

Example: The ’90s were the golden era of arcade games.

2. end up -ing

Expression: end up -ing

Meaning: 最终变成……的结果

Original sentence: Rapidly I ended up taking some time off between school and university.

Natural pronunciation note: ended up 连读 en-did-up;taking 快速。

My own simple paraphrase: 最后的结果是我休学了一段时间。

Example: I ended up studying English instead of art.

3. take time off

Expression: take time off

Meaning: 休假 / 休息一段时间

Original sentence: I ended up taking some time off between school and university.

Natural pronunciation note: take time off 连读 taketime-off。

My own simple paraphrase: 不去上学,专门做别的事。

Example: I’m taking some time off to travel before my new job.

4. the core gameplay component

Expression: the core gameplay component

Meaning: 核心玩法要素

Original sentence: All the games I’ve written have had AI as the core gameplay component.

Natural pronunciation note: core gameplay 连读;component /kəmˈpoʊ.nənt/。

My own simple paraphrase: 游戏里最核心、贯穿始终的机制。

Example: Strategy is the core gameplay component of chess games.

5. aligns with

Expression: aligns with

Meaning: 与……一致 / 契合

Original sentence: It actually aligns with a lot of the kind of thinking that one has to do in life.

Natural pronunciation note: aligns with 连读 a-lainz-with;重音在 aligns。

My own simple paraphrase: 这种思维方式和生活里需要的很契合。

Example: My hobbies align with my career goals.