I'd be very interested to see how the techniques Google used in AlphaGo would fare if applied to chess.
Monte Carlo Tree Search isn't quite suitable for chess, because it's really only a substitute for games like Go which don't have suitable evaluation functions. If you have the ability to write a good evaluation function, as in chess, you don't need to do the "simulation" phase of MCTS. As a result, you basically just use the "tree" phase, but in conjunction with adversarial search heuristics.
A Brutal Intelligence: AI, Chess and the Human Mind
11–20 of 21 posts
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#12I'd be very interested to see how the techniques Google used in AlphaGo would fare if applied to chess.
For the record, the strategy in Alphago is to pretrain an "intuition" by supervised learning -- they did deep learning on expert games. This is mainly useful for early game moves. For late game play they improved the supervised learning strategy with self-play learning methods specifically MCTS.
In Chess they did the first part by basically stealing knowledge from "opening books" and they do the later game parts with AB pruning.
In Poker they recently did this strategy (look for the "deepstack" poker bot from UAlberta) and were quite succesful. The self play algorithm later on is CFRM. The best poker bot (from CMU) uses CFRM for both the early and late game part with different levels of coarse-graining.
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#13Chess engines didn't stop evolving after 1997. Later chess engines are stronger than Deep Blue when running on a laptop or even a smartphone. That's even though they evaluate far fewer positions per second than Deep Blue did. In fact, as of 2014 contemporary chess software running on a smartphone was stronger than chess software from 2006 running on a desktop quad core i7.
http://en.chessbase.com/post/komodo-8-deep-blue-revisited-pa...
http://en.chessbase.com/post/komodo-8-deep-blue-revisited-pa...
http://en.chessbase.com/post/komodo-8-the-smartphone-vs-desk...
Blind speed didn't win the race in the long run. But by the time that was clear, human performance trailed machines by so far that people craving drama from man-vs-machine had lost interest.
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#14It was the Type B approach — the intelligence strategy — that ended up being the dead end. Despite their early optimism, AI researchers utterly failed in getting computers to think as people do. Deep Blue beat Kasparov not by matching his insight and intuition but by overwhelming him with blind calculation. Thanks to years of exponential gains in processing speed, combined with steady improvements in the efficiency o…
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#15Earlier quoted context omitted.
Yeah, I am having a hard time with the article's black and white distinction of "type A" brute-force chess solvers and "type B" humanlike intelligent engines. To say that Deep Blue beat Kasparov with nothing but brute-force speed is to neglect the rather intelligent decisions it made, ascribing different weights to pieces in potential sacrifices, positions, development of pieces, control of the center, initiative, an…
> To say that Deep Blue beat Kasparov with nothing but brute-force speed is to neglect the rather intelligent decisions it made, ascribing different weights to pieces in potential sacrifices, positions, development of pieces, control of the center, initiative, and all the other values that a human player uses to play chess. But it's just an evaluation function anyway. A very complex one, but still nothing else. Chess…
I wouldn't say so entirely--It's possible to predict multiple moves ahead (before the number of possibilities explodes), and a heuristic is a sort of plan too.
What you're describing sounds like a greedy algorithim more than anything else.
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#16Earlier quoted context omitted.
Yeah, I am having a hard time with the article's black and white distinction of "type A" brute-force chess solvers and "type B" humanlike intelligent engines. To say that Deep Blue beat Kasparov with nothing but brute-force speed is to neglect the rather intelligent decisions it made, ascribing different weights to pieces in potential sacrifices, positions, development of pieces, control of the center, initiative, an…
> To say that Deep Blue beat Kasparov with nothing but brute-force speed is to neglect the rather intelligent decisions it made, ascribing different weights to pieces in potential sacrifices, positions, development of pieces, control of the center, initiative, and all the other values that a human player uses to play chess. But it's just an evaluation function anyway. A very complex one, but still nothing else. Chess…
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#17Earlier quoted context omitted.
Monte Carlo Tree Search isn't quite suitable for chess, because it's really only a substitute for games like Go which don't have suitable evaluation functions. If you have the ability to write a good evaluation function, as in chess, you don't need to do the "simulation" phase of MCTS. As a result, you basically just use the "tree" phase, but in conjunction with adversarial search heuristics.
Yeah. Just on its face, there's a ton more ambiguity in a go position compared to a chess position. In many cases in chess, there's only one good move and everything else just loses too much material. That seems to be rare in go
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#18Kasparov's philosophy on AI in general is quite interesting. He's also a pretty good speaker with a sense of humor: https://www.ted.com/talks/garry_kasparov_don_t_fear_intellig...
"I think we'll never know unless Kasparov says himself, but you probably won't get to talk to him because he doesn't like to talk about the subject...Kasparov spent years suggesting that IBM cheated, and he hasn't really talked about the game for many years - until now."
http://www.npr.org/2014/08/08/338850323/kasparov-vs-deep-blu...
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#19Earlier quoted context omitted.
Yeah. Just on its face, there's a ton more ambiguity in a go position compared to a chess position. In many cases in chess, there's only one good move and everything else just loses too much material. That seems to be rare in go
That's not really rare in Go.
Re: A Brutal Intelligence: AI, Chess and the Human Mind
#20It was the Type B approach — the intelligence strategy — that ended up being the dead end. Despite their early optimism, AI researchers utterly failed in getting computers to think as people do. Deep Blue beat Kasparov not by matching his insight and intuition but by overwhelming him with blind calculation. Thanks to years of exponential gains in processing speed, combined with steady improvements in the efficiency o…
I guess non-AI people just cannot understand or acknowledge that thinking is not inherently different than computing.