リーディングビュー

Researchers Upend AI Status Quo By Eliminating Matrix Multiplication In LLMs

✇Slashdot
著者: BeauHD
Researchers from UC Santa Cruz, UC Davis, LuxiTech, and Soochow University have developed a new method to run AI language models more efficiently by eliminating matrix multiplication, potentially reducing the environmental impact and operational costs of AI systems. Ars Technica's Benj Edwards reports: Matrix multiplication (often abbreviated to "MatMul") is at the center of most neural network computational tasks today, and GPUs are particularly good at executing the math quickly because they can perform large numbers of multiplication operations in parallel. [...] In the new paper, titled "Scalable MatMul-free Language Modeling," the researchers describe creating a custom 2.7 billion parameter model without using MatMul that features similar performance to conventional large language models (LLMs). They also demonstrate running a 1.3 billion parameter model at 23.8 tokens per second on a GPU that was accelerated by a custom-programmed FPGA chip that uses about 13 watts of power (not counting the GPU's power draw). The implication is that a more efficient FPGA "paves the way for the development of more efficient and hardware-friendly architectures," they write. The paper doesn't provide power estimates for conventional LLMs, but this post from UC Santa Cruz estimates about 700 watts for a conventional model. However, in our experience, you can run a 2.7B parameter version of Llama 2 competently on a home PC with an RTX 3060 (that uses about 200 watts peak) powered by a 500-watt power supply. So, if you could theoretically completely run an LLM in only 13 watts on an FPGA (without a GPU), that would be a 38-fold decrease in power usage. The technique has not yet been peer-reviewed, but the researchers -- Rui-Jie Zhu, Yu Zhang, Ethan Sifferman, Tyler Sheaves, Yiqiao Wang, Dustin Richmond, Peng Zhou, and Jason Eshraghian -- claim that their work challenges the prevailing paradigm that matrix multiplication operations are indispensable for building high-performing language models. They argue that their approach could make large language models more accessible, efficient, and sustainable, particularly for deployment on resource-constrained hardware like smartphones. [...] The researchers say that scaling laws observed in their experiments suggest that the MatMul-free LM may also outperform traditional LLMs at very large scales. The researchers project that their approach could theoretically intersect with and surpass the performance of standard LLMs at scales around 10^23 FLOPS, which is roughly equivalent to the training compute required for models like Meta's Llama-3 8B or Llama-2 70B. However, the authors note that their work has limitations. The MatMul-free LM has not been tested on extremely large-scale models (e.g., 100 billion-plus parameters) due to computational constraints. They call for institutions with larger resources to invest in scaling up and further developing this lightweight approach to language modeling.

Read more of this story at Slashdot.

  •  

New 'Matrix' Movie in Works

✇Slashdot
著者: msmash
Deadline: Drew Goddard, the Oscar-nominated screenwriter of The Martian who also directed The Cabin in the Woods, has been set to write and direct a new Matrix movie at Warner Bros. The franchise's original co-scribe and co-director Lana Wachowski is executive producing. It's still early days in regards to whether core cast members Keanu Reeves, Carrie Anne-Moss, Laurence Fishburne, Hugo Weaving and Jada Pinkett Smith are coming back. Goddard will produce with partner Sarah Esberg (Moonlight, If Beale Street Could Talk) via their Goddard Textiles banner. "Drew came to Warner Bros with a new idea that we all believe would be an incredible way to continue the Matrix world, by both honoring what Lana and Lilly began over 25 years ago and offering a unique perspective based on his own love of the series and characters," said Jesse Ehrman, Warner Bros Motion Pictures President of Production. "The entire team at Warner Bros Discovery is thrilled for Drew to be making this new Matrix film, adding his vision to the cinematic canon the Wachowskis spent a quarter of a century building here at the studio."

Read more of this story at Slashdot.

  •  

'Yes, We're All Trapped in the Matrix Now'

"As you're reading this, you're more likely than not already inside 'The Matrix'," according to a headline on the front page of CNN.com this weekend. It linked to an opinion piece by Rizwan Virk, founder of MIT's startup incubator/accelerator program. He's now a doctoral researcher at Arizona State University, where his profile identifies him as an "entrepreneur, video game pioneer, film producer, venture capitalist, computer scientist and bestselling author." Virk's 2019 book was titled "The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics and Eastern Mystics Agree We Are in a Video Game." In the decades since [The Matrix was released], this idea, now called the simulation hypothesis, has come to be taken more seriously by technologists, scientists and philosophers. The main reason for this shift is the stunning improvements in computer graphics, virtual and augmented reality (VR and AR) and AI. Taking into account three developments just this year from Apple, Neuralink and OpenAI, I can now confidently state that as you are reading this article, you are more likely than not already inside a computer simulation. This is because the closer our technology gets to being able to build a fully interactive simulation like the Matrix, the more likely it is that someone has already built such a world, and we are simply inside their video game world... In 2003, Oxford philosopher Nick Bostrom imagined a "technologically mature" civilization could easily create a simulated world. The logic, then, is that if any civilization ever reaches this point, it would create not just one but a very large number of simulations (perhaps billions), each with billions of AI characters, simply by firing up more servers. With simulated worlds far outnumbering the "real" world, the likelihood that we are in a simulation would be significantly higher than not. It was this logic that prompted Elon Musk to state, a few years ago, that the chances that we are not in a simulation (i.e. that we are in base reality) was "one in billions." It's a theory that is difficult to prove — but difficult to disprove as well. Remember, the simulations would be so good that you wouldn't be able to tell the difference between a physical and a simulated world. Either the signals are being beamed directly into your brain, or we are simply AI characters inside the simulation... Recent developments in Silicon Valley show that we could get to the simulation point very soon. Just this year, Apple released its Vision Pro headset — a mixed-reality (including augmented and virtual reality) device that, if you believe initial reviews (ranging from mildly positive to ecstatic), heralds the beginning of a new era of spatial computing — or the merging of digital and physical worlds... we can see a direct line to being able to render a realistic fictional world around us... Just last month, OpenAI released Sora AI, which can now generate highly realistic videos that are pretty damn difficult to distinguish from real human videos. The fact that AI can so easily fool humans visually as well as through text (and according to some, has already passed the well-known Turing Test) shows that we are not far from fully immersive worlds populated with simulated AI characters that seem (and perhaps even think they are) conscious. Already, millions of humans are chatting with AI characters, and millions of dollars are pouring into making AI characters more realistic. Some of us may be players of the game, who have forgotten that we allowed the signal to be beamed into our brain, while others, like Neo or Morpheus or Trinity in "The Matrix," may have been plugged in at birth... The fact that we are approaching the simulation point so soon in our future means that the likelihood that we are already inside someone else's advanced simulation goes up exponentially. Like Neo, we would be unable to tell the difference between a simulated and a physical world. Perhaps the most appropriate response to that is another of Reeves' most famous lines from that now-classic sci-fi film: Woah. The author notes that the idea of being trapped inside a video game already "had been articulated by one of the Wachowskis' heroes, science fiction author Philip K. Dick, who stated, all the way back in 1977, 'We are living in a computer programmed reality.'" A few years ago, I interviewed Dick's wife Tessa and asked her what he would have thought of "The Matrix." She said his first reaction would have been that he loved it; however, his second reaction would most likely have been to call his agent to see if he could sue the filmmakers for stealing his ideas.

Read more of this story at Slashdot.

  •  

It's 25 Years Later. Are We All Now Trapped in 'The Matrix'?

It was March 24, 1999 that The Matrix premiered, premembers the Wall Street Journal. "To rewatch The Matrix is to be reminded of how primitive our technology was just 25 years ago. We see computers with bulky screens, cellphones with keypads and a once-ubiquitous feature of our society known as 'pay phones,' central to the plot of the film." But the article's headline warns that "25 Years Later, We're All Trapped in 'The Matrix'". [I]n a strange way, the film has become more relevant today than it was in 1999. With the rise of the smartphone and social media, genuine human interaction has dropped precipitously. Today many people, like Cypher, would rather spend their time in the imaginary realms offered by technology than engage in a genuine relationship with other human beings. In the film, one of the representatives of the AI, the villainous Agent Smith, played by Hugo Weaving, tells Morpheus that the false reality of the Matrix is set in 1999 because that year was "the peak of your civilization. I say your civilization, because as soon as we started thinking for you it really became our civilization." Indeed, not long after "The Matrix" premiered, humanity hooked itself up to a matrix of its own. There is no denying that our lives have become better in many ways thanks to the internet and smartphones. But the epidemic of loneliness and depression that has swept society reveals that many of us are now walled off from one another in vats of our own making... For today's dwellers in the digital cave, the path back into the light doesn't involve taking a pill, as in "The Matrix," or being rescued by a philosopher. We ourselves have the power to resist the extremes of the digital world, even as we remain linked to it. You can find hints of an unplugged "Zion" in the Sabbath tables of observant Jews, where electronic devices are forbidden, and in university seminars where laptops are banned so that students can engage with a text and each other. Twenty-five years ago, "The Matrix" offered us a modern twist on Plato's cave. Today we are once again asking what it will take to find our way out of the lonely darkness, into the brilliance of other human souls in the real world.

Read more of this story at Slashdot.

  •  

Is 'The Matrix Resurrections' a Critique of the Tech Industry - or Society?

When The Matrix Resurrections premiered in San Francisco, the city's mayor "celebrated the appearance of her fair city in the film and cheered the film's economic contributions to the region," reports SFGate. "But there's a problem of aesthetics at play here... It is undeniably a dystopian hellscape where police rule the city and technology looms over all..." In the first section of the movie, the metaphor of the Matrix mirrors that of the tech industry depicted in the film. Tech is stereotypical here — lots of T-shirt-wearing men playing ping-pong and talking about how to design the next great video game. The most annoying character in the film, Jude (Andrew Caldwell), is a proxy for all annoying tech bros... Meanwhile Politico writes that the original 1999 film The Matrix actually "changed politics, almost entirely by mistake," and calls the new Matrix Resurections "a sophisticated self-critique of the culture that swallowed it." In the past two decades, the idea of a "red pill" has taken on a life of its own in American culture, most prominently at first in an infamous misogynist subreddit, and then more broadly as a symbol of any kind of political awakening, almost always on the right. The idea has proliferated wildly throughout politics, and especially the darkest ideological corners of the internet, in which to be "red-pilled" means to realize that American society has been hopelessly debased by liberals, requiring a total rethink of its premises... Hugo Weaving, who memorably portrayed the original films' villain, lamented in a 2020 interview how people "will take something that they think is cool and they will repurpose it to fit themselves when the original intention or meaning of that thing was quite the opposite...." [T]he Wachowskis have been largely silent about the "meaning" of their creation — a movie franchise that not only became a ubiquitous cultural phenomenon, but predicted the cultural tenor of politics in the digital age with an eerie, oracular accuracy. We know they got it right, but what did they think about it? Wednesday saw the release of "The Matrix Resurrections," a long-delayed sequel from one of the original writer/directors (Lana directed; Lilly sat it out) — and also an answer to that question. As a movie, it's everything its predecessors was, an impressive feat of visual-effects artistry, action choreography and original sci-fi worldbuilding. But even more, it's a two hour and 27-minute-long piece of cultural criticism. The film interrogates, to a jarringly specific degree, not just its own iconography, but how American culture has evolved around and bastardized it over the past two decades. "The Matrix Resurrections" is both wildly successful popcorn entertainment and a window into a long-misunderstood creative mind. But in refitting its entire premise to the social media age, it illustrates just how much the contours of American society have changed in the intervening decades.... The original "Matrix" was deeply of its time. Reeves' Neo a was a quintessential late 1990s corporate drone, captive to the professional ennui also depicted in films of the era like "Fight Club" and "Office Space." Its modern incarnation is a cry of protest against something else: society's willingness to trade individual agency for the neurological reward pellets of the Online. Visual metaphors abound, with Reeves disoriented by a procession of mirrors that serve as gateways to another world, another possible truth. "Your brain is hooked on this shit the Matrix has been feeding you for years," one character tells him. "They don't know you like I do. "I know exactly what you need...." The movie is streaming now on HBOMax for subscribers in their $15 ad-free tier — but, like, Dune, only during its 31-day theatrical run.

Read more of this story at Slashdot.

  •  

'The Matrix' Changed Visual Effects. Now 'Resurrections' Pivots To Reality.

✇Slashdot
著者: msmash
While 1999 movie influenced everything from videogames to action movies to the metaverse, latest installment shows some restraint. From a report: The jaw-dropping visual effects in "The Matrix" transformed the quest to prove what is possible on screen. The franchise returns this week to find out if there is anything more that can be done. For the 1999 original, filmmakers invented a way to make Keanu Reeves's hero, Neo, defy physics while dodging bullets on screen. The effect blew enough minds to get a nickname -- "bullet time" -- plus changed the look of action movies, and influenced mediums from animation to videogames. For the new sequel, "The Matrix Resurrections," filmmakers deployed much-higher-caliber technologies, including three-dimensional imagery made using artificial intelligence. But after 22 years of digital evolution, high-end movie effects are approaching a plateau near perfection. "We went from pulling off what seemed to be impossible, to a sort of inability to create surprise" in the movie industry, says John Gaeta, who helped craft the bullet-time effect. He was a visual-effects designer on the first three "Matrix" films; now he is making things for the metaverse. This year the movies presented us with a car slingshotting from cliff to cliff ("F9"); Ryan Reynolds running amok inside a videogame ("Free Guy"); and giant monsters crushing the Hong Kong skyline ("Godzilla vs. Kong"). Any viewers who paused to ask themselves -- "How did they do that?" -- likely came up with the same answer: "Computers." Human characters that are totally computer-generated and believable are still on the frontier, "but I'm not sure if there is anything else that can't be done given enough money or time," says Ian Failes, editor of befores and afters, a magazine covering visual-effects artistry. Despite any numbness among viewers to digital spectacles, Hollywood's demand for them has only increased. Visual-effects houses have raced to compete in a global production boom and fuel the streaming wars with flashy content. Some directors are reacting to the VFX arms race by practicing more restraint. Denis Villeneuve's "Dune" depicts settings such as the desert planet Arrakis with a naturalistic look. Instead of zooming viewers into a fleet of attacking space ships, the director presented the nighttime ambush in silhouette at a distance, conveying a somber sense of scale. "He was just showing the reality of the world," says Namit Malhotra, chief executive of DNEG, a visual-effects company that worked on "Dune" and "The Matrix Resurrections." He adds: "When you're spending that kind of money, it's hard for filmmakers to control the desire for more, a little more oomph." In the new "Matrix" release, director and co-writer Lana Wachowski plays with expectations that the sequel must level up. Spoiler alert: In the movie, Mr. Reeves's character is reintroduced as a videogame designer whose big hit was called, yes, "The Matrix." The events in the film franchise supposedly happened within the world of his videogame -- including that signature action sequence in which Neo bends time and space. As a group of videogame developers brainstorm ideas for a sequel to "The Matrix," one declares, "We need a new bullet time!" The original bullet time was "a borderline hack," as Mr. Gaeta recalls it, that started with 120 still cameras firing off film photographs of Mr. Reeves dangling on wires. Those images were stitched together with software to simulate a swooping camera move in slow motion. The successor to that technique is known as volumetric capture. A camera array captures people or spaces from every angle, and then A.I. meshes this video into 3-D footage that can be viewed and manipulated from any perspective.

Read more of this story at Slashdot.

  •  

'Matrix' Stars Discuss Free 'Matrix Awakens' Demo Showing Off Epic's Unreal Engine 5

This year's Game Awards also saw the premiere of The Matrix Awakens, a new in-world "tech demonstrator" written by Lana Wachowski, the co-writer/director of the original Matrix trilogy and director of the upcoming sequel. It's available free on the PS5 and Xbox Series X/S, reports the Verge, and they also scored a sit-down video interview with Keanu Reeves and Carrie-Ann Moss about the new playable experience — and the new Matrix movie: Reeves also revealed that he thinks there should be a modern Matrix video game, that he's flattered by Cyberpunk 2077 players modding the game to have sex with his character, and why he thinks Facebook shouldn't co-opt the metaverse. Apart from serving as a clever promotion vehicle for the new Matrix movie premiering December 22nd, The Matrix Awakens is designed to showcase what's possible with the next major version of Epic's Unreal Engine coming next year. It's structured as a scripted intro by Wachowski, followed by a playable car chase scene and then an open-world sandbox experience you can navigate as one of Epic's metahuman characters. A big reason for doing the demo is to demonstrate how Epic thinks its technology can be used to blend scripted storytelling with games and much more, according to Epic CTO Kim Libreri, who worked on the special effects for the original Matrix trilogy... Everything in the virtual city is fully loaded no matter where your character is located (rather than rendered only when the character gets near), down to the detail of a chain link fence in an alley. All of the moving vehicles, people, and lighting in the city are generated by AI, the latter of which Libreri describes as a breakthrough that means lighting is no longer "this sort of niche art form." Thanks to updates coming to Unreal Engine, which powers everything from Fortnite to special effects in Disney's The Mandalorian, developers will be able to use the same, hyper-realistic virtual assets across different experiences. It's part of Epic's goal to help build the metaverse. Elsewhere the site writes that The Matrix Awakens "single-handedly proves next-gen graphics are within reach of Sony and Microsoft's new game consoles." It's unlike any tech demo you've ever tried before. When we said the next generation of gaming didn't actually arrive with Xbox Series X and PS5, this is the kind of push that has the potential to turn that around.... Just don't expect it to make you question your reality — the uncanny valley is still alive and well.... But from a "is it time for photorealistic video game cities?" perspective, The Matrix Awakens is seriously convincing. It's head-and-shoulders above the most photorealistic video game cities we've seen so far, including those in the Spider-Man, Grand Theft Auto and Watch Dogs series... Despite glitches and an occasionally choppy framerate, The Matrix Awakens city feels more real, thanks to Unreal Engine's incredible global illumination and real-time raytracing ("The entire world is lit by only the sun, sky and emissive materials on meshes," claims Epic), the detail of the procedurally generated buildings, and how dense it all is in terms of cars and foot traffic. And the most convincing part is that it's not just a scripted sequence running in real-time on your PS5 or Xbox like practically every other tech demo you've seen — you get to run, drive, and fly through it, manipulate the angle of the sun, turn on filters, and dive into a full photo mode, as soon as the scripted and on-rails shooter parts of the demo are done. Not that there's a lot to do in The Matrix Awakens except finding different ways to take in the view. You can't land on buildings, there's no car chases except for the scripted one, no bullets to dodge. You can crash any one of the game's 38,146 drivable cars into any of the other cars or walls, I guess. I did a bunch of that before I got bored, though, just taking in the world.... Almost 10 million unique and duplicated assets were created to make the city.... Epic Games' pitch is that Unreal Engine 5 developers can do this or better with its ready-made tools at their disposal, and I can't wait to see them try.

Read more of this story at Slashdot.

  •  

Fans Ask Questions After First Trailer Released for 'The Matrix Resurrections'

Moviegoers know that the Matrix trilogy's finale "heavily hinted that our hero will be back at some point in the distant future," writes the Guardian.. "Now he is..." But does the first three-minute trailer for the soon-to-be-released sequel The Matrix Resurrections suggest Keanu Reeves' "Neo" character has been wiped from existence? In his place is a beardy, incredibly well-aged fiftysomething who looks a bit like John Wick, or possibly that brooding weirdo from The Gift. He meets Carrie-Anne Moss's Trinity in a coffee shop, but fails to recognise her despite all their adventures down the digital rabbit hole. Later he's seen training in what appears to be a dojo with Yahya Abdul-Mateen II's unnamed character, who appears to be fulfilling the Morpheus role of martial arts mentor and guide to the Matrix. Is Abdul-Mateen playing a younger version of the human resistance leader, and if so couldn't they just have digitally de-aged him, given the entire movie probably takes place inside Adobe After Effects anyway? The teaser poses further questions. Why is Neo taking blue pills as medication? Does this signal the new Neo's willingness to succumb to the virtual world that keeps him blissfully ignorant of the horrifying reality? And if so, what's been going on — didn't the pesky machines promise to free all humans from the Matrix...? The great thing about Matrix movies is that all usual rules of film-making continuity can be easily placed to one side. Reality can be shifted and reconfigured at every opportunity in the interest of entertainment. This is like the bit in Doctor Who where one Time Lord's face morphs into the next. For all we know, Reeves could be playing the Mad Hatter and Moss a giant pot plant who just appears to be a human being... There could be a genuinely fascinating reason why Neo and Trinity are back and ready to kick machine ass once again. We won't know for sure until just before Christmas, when the movie hits cinemas. ABC News notes the new film "also stars returning Matrix co-star Jada Pinkett Smith, features series newcomers Jessica Henwick from Iron Fist, Christina Ricci, Mindhunters star Jonathan Groff, and Priyanka Chopra Jonas." Though as IndieWire points out, there's no sign (yet) of the original Morpheus, Laurence Fishburne.

Read more of this story at Slashdot.

  •  
❌