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If it's true that AlphaGo started making a series of bad moves after its mistake on move 79, this might tie into a classic problem with agents trained using rei
by argonaut 11y ago
If it's true that AlphaGo started making a series of bad moves after its mistake on move 79, this might tie into a classic problem with agents trained using reinforcement learning, which is that after making an initial mistake (whether by accident or due to noise, etc.), the agent gets taken into a state it's not familiar with, so it makes another mistake, digging an even deeper hole for itself - the mistakes then continue to compound. This is one of the biggest challenges with RL agents in the real, physical world, where you have noise and imperfect information to confront.
Of course, a plausible alternate explanation is that AlphaGo felt like it needed to make risky moves to catch up.
- kotach 11y agoWhat you are talking about here is called "label bias". [2] It is present only if training is done badly. When you have a game of Go, or Super Mario level. You don't want to make your decisions by just checking the local features and doing them, because it can be the case that by compounding errors you end up in a state you never saw, and all of the future decisions won't be good. One can avoid these situations by training jointly over the whole game. For example, maximum entropy models can work for decision making problems but their training leaves them in a "label bias" state because the training is trying to minimize loss of local decisions, instead of trying to minimize the future regret of current local decision. The solution to these label bias problems are Conditional Random Fields, or Hidden Markov Models. You could accomplish the same with Recursive Neural Networks if you trained them properly. For example, there is no search part (monte carlo tree search, or dynamic programming [viterbi] like it is in CRFs or HMMs) in RNNs but they are completely adequate for decision based problems (sequence labeling etc.). Why is that the case? Because search results are present in the data, there's no need to search if you can just learn to search from the data. If DeepMind open-sourced the hundreds of millions of games that AlphaGo played, it is quite possible to train a model that wouldn't need a Monte Carlo search and would work quite well, because you would learn the model to make local decisions to minimize future regret, not to minimize its local loss. [1] The only reason why reinforcement learning is used is because there are too few human games of Go available for the model to generalize well. Reinforcement learning can be used in the setting of joint learning because you play out the whole game before you do the learning. This means that you can try to learn a classifier that will minimize the regret by making a proper local decision. Although, as far as I know, and can see from the paper, they didn't train AlphaGo jointly over the game sequence. But! Now they have a lot of data and they can repeat the process. [1]: http://arxiv.org/abs/1502.02206 http://arxiv.org/abs/1502.02206 [2]: http://repository.upenn.edu/cgi/viewcontent.cgi?article=1162&context=cis_papers http://repository.upenn.edu/cgi/viewcontent.cgi?article=1162...
- argonaut 11y agoI don't think we're talking about the same concept. I'm not familiar with the concept of label bias, and the literature I'm familiar with has not referred to label bias as the problem I'm talking about. Also, I'm not sure how a problem with probabilistic graphical models translates to the neural net policies of AlphaGo. I fail to see how a "per-state normalization of transition scores" translates to there being a bias in value networks towards states with fewer outgoing transitions.
- kotach 11y agoYes, the "label bias" is more of a structured learning / joint learning term that is present in natural language processing. But reinforcement learning suffers only if you do the learning to minimize local loss of the decision (label) - if you try to build a classifier that minimizes its loss on local decisions, instead on sequence of decisions. Their value policy network isn't trained jointly and can compound errors. There are approaches with deep neural networks that don't have a joint training but work pretty well. The reason is that networks have a pretty good memory/representation and by that they avoid much of the problems. But for huge games like Go it is quite possible that more games need to be played for these non-structured models to work well.
- argonaut 11y agoAgain, I don't think we're talking about the same concept. I also fail to see how training over an entire trajectory is going to help you with trajectories you've never seen. Also, these nets are definitely trained with discounted long-term rewards.
- kotach 11y agoThey train using trajectories but train them to guess the trajectory locally, not globally. Discounted long-term rewards are just a hack, they aren't joint learning. The concept of label bias, or decision bias is a joint/structured learning concept. It is a machine learning concept, it has nothing to do with the application. There are training modes with mathematical guarantee that the local decisions will minimize the future regret. Joint learning is done not on the whole permutation but on the markov-chain of decisions, which is sometimes a good enough assumption. For example, the value policy network of AlphaGo is percisely a Markov chain, given a state, tell me which next state has the highest probability of victory. The search then tries to find the sequence of moves that will maximize the probability, and then it makes the best local decision (one move). It works like limited depth min-max or beam search. They do rollouts (play the whole game) to train the value network, but it is now a question if they train it to minimize the local loss of the made decisions, or if they train it to minimize the future regret of a local decision. As I've stated before, minimizing joint loss over the sequence, or minimizing local loss over each of made decisions, is exactly influencing if there will be bias or not. The whole point of reinforcement learning is to create a huge enough dataset to overcome the trajectories-not-seen problem. The training of the models for playing Go is entirely a whole different kind of a problem. Now when they have hundreds of millions of meaningful games they can skip the reinforcement learning and just learn from the games. The illustration of the "label bias" problem is available in one source I referenced. Terms like compounding errors and unseen state are there. The "label bias" is present only in discriminative models not generative ones. Which means that AlphaGo - being a discriminative model, can suffer from "label bias" if it wasn't trained to avoid it.
- diskcat 11y agoThere is a possibility that the AlphaGo team, knowing that it has already won a decisive victory, wanted to spare the champion a crushing 5-0 defeat and so commanded the AI to lose on purpose.
- argonaut 11y agoIncredibly unlikely.
- aliakhtar 11y agoNah, they let the european champion lose 5-0.
- mmf 11y agoI don't know why you're being down voted. The fact that the human won, makes it now so much more interesting! It surely is the best outcome possible both for human go players and Google as well (having won the first 3 already).
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- Udik 11y agoYesterday I kind of entertained the thought that they could have tried to make Alphago waste a move somewhere at the beginning of the game to give Sedol the equivalent of a stone advantage and see how Alphago could handle that. But it's clear that any move like that would have been immediately detected by the professionals who can read the game as I read the morning newspapers, so no.
- amalcon 11y agoThe AlphaGo team has stated that they no longer have the ability to make changes to the AI used for the match. The rules of the exhibition match prohibit that. They maybe could have anyway, but it would be cheating: just the same as if they'd Mechanical Turk'ed it by e.g. having Ke Jie actually choose the moves to play.
- deleted 11y ago
- dasyatidprime 11y agoBoth are plausible for humans as well, I would say (in a more general sense). Certainly mistake spirals from not quite knowing how to deal with the consequences of the first mistake have happened to me personally, and I recall descriptions of people in poverty having to play more aggressively to get a shot at the part of civilization they want to be in, though unfortunately I don't have a source.
- jacquesm 11y agoThe same happens to people, especially people that study theory. You can totally throw them off their game by making a non-standard move, even a relatively bad one as long as it breaks their existing pre-conceived notions about how the game should progress. Of course against a really strong player you're going to get beaten after that but a weak player strong on theory will have a harder time.
- imron 11y agoThat's what Gary Kasparov attributes as one of the reasons he lost to deep blue.
- agumonkey 11y agoDo you have a link toward this interview?
- diafygi 11y agohttp://www.npr.org/2014/08/08/338850323/kasparov-vs-deep-blue http://www.npr.org/2014/08/08/338850323/kasparov-vs-deep-blu...
- agumonkey 11y agoThank you very much.
- thomasahle 11y agoWait, in the interview he says the opposite: "That move had no impact on me whatsoever. Move on."
- dave2000 11y agoWell also that the machine could study his style of play, whereas he was playing a stranger; one whose style changed during each game thanks to humans hand altering the logic. Not really fair. At least, different to how humans play chess.
- Queribus 11y agoMay well also depend to a not so "exact" forward pruning
- julie1 11y agoIt is just a complex system leaving one of this basin of attraction to try to reach another one. (probably because of an evaluation of risk that deemed it). And for a complex system transitions happens to be sensitive to the conditions and with quite a lot of impredictability. AI cannot do smooth transitions because they lack the intuition of what smooth means, and that's how to win against them. 1) identify a basin of attraction(apparition of a bounded domain of evolution in a space phase) 2) set the AI in a well known basin by tricking it; 3) imbalance the AI by throwing garbage behaviour that kick him out of the basin in a random direction 4) let the human win in the chaos that ensues. Of course it is better done with a software to help you. A real time spase phase analysor. The point is like in a lot of domain, construction of an AI requires more energy than a software for sabotaging it. But once you get the framework of thoughts to win against an AI you can get all the AI.