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AlphaGo Zero: Learning from scratch

deepmind.com

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Re: AlphaGo Zero: Learning from scratch

#112
post #101

> The system starts off with a neural network that knows nothing about the game of Go. It then plays games against itself I might have missed this, but: Where are the actual rules of Go encoded? Mustn't there be some enumeration of what constitutes "capturing," how the win condition of the game is calculated, correct?

Yes, I assume you start with an objective function ("winning Go") that includes the rules.

Surely if they are really starting with "zero", then all the AI is given is the arrangement of stones on the board (which starts empty) with the opportunity to select a position for its next stone after its opponent has placed one, until the game is over. (Let's assume that there is another piece of software responsible for determining when the game has finished, and who has won). As such, the only "rules" the AI needs are that it can only place one stone at a time, only in an empty position, and only when it is not the opponent's turn.

To start with "less than zero", though, it would be interesting to see them give the AI a 3D simulation of a room with a simulated Go board and a simulated stone, and give the AI a fixed amount of time for it to have its turn. Just by using the pixel data from a simulated camera, it could learn to use a simulated arm to place the simulated stone on the board in a legal position. The reward function would just have to say, at the end of each allotted time period, whether a legal move had been made or not, and the AI could bootstrap up from that.

Re: AlphaGo Zero: Learning from scratch

#113

Earlier quoted context omitted.

I will be interested to see what kind of algorithms they have used to allow AlphaGo to learn from its own moves. Are these pretty generics algos or are these very customized and specific ones that only apply to AlphaGo and the game of Go?

They have a new reinforcement learning algorithm that should be generically applicable to anything where a long sequence of moves results in a specifically gradable outcome. > The neural network in AlphaGo Zero is trained from games of selfplay by a novel reinforcement learning algorithm. In each position s, an MCTS search is executed, guided by the neural network fθ. The MCTS search outputs probabilities π of playin…

> They have a new reinforcement learning algorithm that should be generically applicable to anything where a long sequence of moves results in a specifically gradable outcome.

Statements like these always make me wonder why certain obvious things weren't tried. If it's so generic, why wasn't it tried on Chess? Or was it tried, failed to impress and thus didn't make it into the press release?

This is a big problem with all these public discussion on AI. Almost no one speaks about algorithm failures. I haven't seen a single research paper that said "oh, and we also tried algorithm in X domain and it totally sucked".

Re: AlphaGo Zero: Learning from scratch

#114
post #104
post #52

The fact that they only used self play with no outside input here is really interesting. I wonder if this system produced more new styles of play. While I am not that familiar with Go, I know in some of the other articles they talk about things like Chinese starts that are specific to certain cultures. I wonder if the fact that it had no outside reinforcement made it produce movements that we have already seen that a…

I don't think it's an overstatement to say that, since playing Lee Sedol in 2016, AlphaGo has completely revolutionized professional and amateur go. It's certainly not unprecedented — the last major revolution happened in the early 20th century (often called the 'Shin Fuseki' era [0]) — but AlphaGo has demonstrably surpassed any previous high-water mark. > I wonder if this system produced more new styles of play. Abs…

I have only skimmed the paper but one thing I don't see any discussion of is whether komi (the handicap given to white for going second) is correct.

They do say the rules used for all games, including self-play, set komi consistently to 7.5 .

If the strongest AI was consistently winning predominantly with one color it would be an indication that komi isn't fair for the best play.

Of the 20 games released for the strongest play it appears white won 14 times and black 6. I don't think that is enough to be conclusive but maybe komi is too high.

I wonder if different "correct" play at the strongest levels would be learned with a 6.5 komi.

Re: AlphaGo Zero: Learning from scratch

#115

> Previous versions of AlphaGo initially trained on thousands of human amateur and professional games to learn how to play Go. AlphaGo Zero skips this step and learns to play simply by playing games against itself, starting from completely random play. So technically this version has lost every game it's ever won. Jokes aside, it's pretty interesting to note that they were able to combine the "policy" and "value" net…

TD-gammon is a well known version of this technique (with 2 ply lookahead, vs a 1600 deep mcts) https://en.m.wikipedia.org/wiki/TD-Gammon Temporal difference learning was previously consider weak at 'tactical' games, ie ones with gamestates that require long chains of precise moves to improve position (like many checkmate scenarios in chess) . For anyone more familiar with this technique, is it clear how the mcts/che…

After digging a bit deeper into the paper, it seems a key part of the new scheme is the NN is trained to help guide a deep/sparse tree search (as opposed to TD-gammons fully exhaustive 2-ply search). It's somewhat surprising to me that the simple win/loss is a strong enough signal to train this very 'intermediate step' in the algorithm - a spectacular result! It begs the question what other heuristic based algorithms would be improved by replacing a hand rolled non-optimal heuristic function with a NN?

Re: AlphaGo Zero: Learning from scratch

#116
post #30

Earlier quoted context omitted.

I think the fact that it's no longer using Monte Carlo tree search is a huge step forward in the generalizability of the technique. But go is still - a perfect information game - with a relatively small input size (vs. arbitrary computer vision) - cheap to simulate - discrete action space - deterministic This isn't to take away from the magnitude of the achievement, but the nature of the problem itself makes the resu…

Math research shares those qualities, except small input size if you include the body of all the already-known theorems as an input. I don't know if we'll see much smarter proof assistants soon, but it doesn't seem absurd to me as a possible development.

Actually, just converting all the already-known theorems into a form that can be computationally verified (not just convince a skilled human) would be an interesting starting point. This would really help the metamath project, and perhaps make peer review of mathematical research papers easier:

http://us.metamath.org/mpeuni/mmset.html

Re: AlphaGo Zero: Learning from scratch

#118
post #20

Earlier quoted context omitted.

While this is promising, there's a long way to go between this and the other things you mentioned. Go is very well-defined, has an unequivocal objective scoring system that can be run very quickly, and can be simulated in such a way that the system can go through many, many iterations very quickly. There's no way to train an AI like this for, say, health: We cannot simulate the human body to the level of detail that'…

> most of the problems required for a general AI aren't well-defined. Do you care to give an example? Are they more or less well defined than find-the-cat-in-the-picture problem? > Producing a definitive, objective score for a paper clip collection is very difficult if not impossible. Erm, producing of objective comparison of relative values of Go board positions is still not possible.

The absolute value of any Go board position is well-defined, and MCTS provides good computationally tractable approximations that get better as the rest of the system improves but already start better than random.

Re: AlphaGo Zero: Learning from scratch

#119
One idea occurs to me is to now evolve the Go game itself in a direction that adds more challenges for an AI to solve, and then solve those problems. How about being able to handle different and randomized board shapes? How about being allowed to say one move the opponent cannot take when you play a piece? It would be interesting to keep track of what variations the algorithm handles well automatically, and which it falls flat on, etc.
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