DeepMind Technologies is a British artificial intelligence research laboratory founded in 2010, and now a subsidiary of Alphabet Inc. DeepMind was acquired by Google in 2014 and became a wholly owned subsidiary of Alphabet Inc., after Google's restructuring in 2015. The company is based in London, with research centres in Canada, France, and the United States. DeepMind has created a neural network that learns how to play video games in a fashion similar to that of humans, as well as a Neural Turing machine, or a neural network that may be able to access an external memory like a conventional Turing machine, resulting in a computer that mimics the short-term memory of the human brain. DeepMind made headlines in 2016 after its AlphaGo program beat a human professional Go player Lee Sedol, a world champion, in a five-game match, which was the subject of a documentary film. A more general program, AlphaZero, beat the most powerful programs playing go, chess and shogi (Japanese chess) after a few days of play against itself using reinforcement learning. In 2020, DeepMind made significant advances in the problem of protein folding with AlphaFold. In July 2022, it was announced that over 200 million predicted protein structures, representing virtually all known proteins, would be released on the AlphaFold database. DeepMind posted a blog post on 28 April 2022 on a single visual language model (VLM) named Flamingo that can accurately describe a picture of something with just a few training images. In July 2022, DeepMind announced the development of DeepNash, a model-free multi-agent reinforcement learning system capable of playing the board game Stratego at the level of a human expert. History The start-up was founded by Demis Hassabis, Shane Legg and Mustafa Suleyman in September 2010. Hassabis and Legg first met at the Gatsby Computational Neuroscience Unit at University College London (UCL). Demis Hassabis has said that the start-up began working on artificial intelligence technology by teaching it how to play old games from the seventies and eighties, which are relatively primitive compared to the ones that are available today. Some of those games included Breakout, Pong and Space Invaders. AI was introduced to one game at a time, without any prior knowledge of its rules. After spending some time on learning the game, AI would eventually become an expert in it. “The cognitive processes which the AI goes through are said to be very