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Is AlphaZero really a breakthrough in AI?
- gcatalfamo 9y agoNo, is an optimization of something already existing. An innovation, but not a breakthrough per se. Edit: this is an oversimplification
- textor 9y agoIt could perhaps be said, then, that the Alpha series as a whole is a rolling breakthrough? Each new generation introduces changes that do not seem major compared to the ideas in the foundation of Deep Learning, but this actually allows to surpass state-of-the-art, improving performance on all relevant parameters (and not by a few percent). Dismissing these updates as technicalities is a dubious position.
- pavs 9y agoIsn't that how all newer version of chess engines - including stockfish, improve? Edit: https://github.com/glinscott/fishtest https://github.com/glinscott/fishtest http://tests.stockfishchess.org/tests http://tests.stockfishchess.org/tests
- textor 9y agoPrior to AZ, some competent people had doubts if self-taught NN could compete at all with a mature chess engine at its strongest setting. You know how that went. The improvement rate of subsequent Alpha revisions is incomparable to what software like chess engines shows. Hence, the tendency to evaluate each one as a breakthrough. Personally I believe that "breakthrough" is a non-technical word that's hard to define, but "improvement rate surpassing most optimistic expectations for a given field at a given time" could probably qualify as a criteria.
- proc0 9y agoEngineering breakthrough?
- rstuart4133 9y agoThe article glosses over why the 4 hours was possible. Firstly, a major challenge in training an AI of this sort is getting enough labelled data. They played 300,000 games from memory. Under normal circumstances, that requires access to 300,000 games played by experts so the AI can learn to copy what the export does. That is how Alpha Go did it. AlphaZero neatly side steps this by generating it's own training data by playing itself. If how to do this was "obvious", it would have been done a long time ago. Secondly, they parallelised things. Alpha Go trained the AI from the results of each game as it is played. AlphaZero played 1,250 games simultaneously, and feed the results into the AI as they became available. The result is it took well over an order of magnitude less elapsed time to train AlphaZero than Alpha Go, even though the CPU cycles may have been roughly similar. Finally, he overstates how hard it is to customise the engine (Markov algorithm + AI) to a game. There are two pointers to this. Firstly, it took them over 2 years to create Alpha Go. It became the world champion on 23 May. Now, 7 months later we have AlphaZero. But AlphaZero didn't to play just one game in those 7 months: is the best player on the planet for 3 games: Go, Chess, and Shogi. I don't know whether they customised the AI for each game, but I suspect if the input and output layers were wide enough to accommodate the largest game they could use the same one for each. The Markov engine does have to know how to make all legal moves from any game position, but coding that isn't rocket science or particularly time consuming. The AI does _not_ start out knowing those rules - it learns them from the Markov engine. It's all very DRY. This sort of engine only works are a particular style of game - one where their is only a smallish set of well known moves at each step, and the playing board is also smallish (19x19 in the case of Go, with three possible states for each position: empty, black, white). Most board and card games fit this description. AlphaZero can teach itself to play any of them to a standard higher than any human can play them, and do it within a few hours, not the decades it takes to create a human grand master. The net result is Homo sapiens reign of supremacy at playing this style of game is now over. For this entire niche our brains have been firmly relegated to a 2nd class intelligence. I don't know whether you would call pulling this off a breakthrough, but I do know the techniques they applied will be copied by man+dog for years if not decades to come.
- sanxiyn 9y agoI agree, but: > Most board and card games fit this description. Most card games don't, because they are not perfect information games.
- zaf 9y ago"However, the experimental setting does not seem fair. The version of Stockfish used was not the last one but, more importantly, it was run in its released version run on a normal PC, while AlphaZero was ran using considerable higher processing power. For example, in the TCEC competition engines play against each other using the same processor." That does sound fishy,
- thom 9y agoIt would be good to see a definitive playoff. I've no real doubt that AlphaZero would triumph, but in people's breathless coverage of the games nobody seems to point out Stockfish's various 5-10 pawn blunders (all of which my version of Stockfish finds when annotating the games with 60 seconds per move).
- soVeryTired 9y agoWhat do you mean by "various 5-10 pawn blunders"? Is that a count of the number of blunders or some sort of score?
- thom 9y agoStockfish and other mainstream engines will judge a position in units of centipawns - one hundredth of a pawn. Largely this will be to do with material on either side. For example, if you throw away a pawn with all else being equal, I'd be up 100 centipawns. If I'm white this gets written as "+1.00", and if I'm black it's "-1.00". The score is also based on a strategic evaluation of the position (and positions to come) using (in Stockfish's case) some heuristics. It's worth noting that it's this evaluation of a position at which AlphaZero appears to be three orders of magnitude better than Stockfish. In some of the games vs AlphaZero, Stockfish makes errors that it _itself_ appears to be able to judge as huge blunders. In game 3 (which people view as a masterpiece of long term strategic thinking by AlphaZero) one of these is at least a +10 swing to AlphaZero as white. That's about the same as throwing away your queen. Without the weird time controls put in place, it seems unlikely that we'd be seeing blunders like that. As I said before, I'd still expect AlphaZero to win, and in many cases it was already ahead before these mistakes, but it's worth mentioning in any analysis.
- simonh 9y agoWhen can we have an AI that plays Third Reich? But not too well, I want to at least have a chance. I'm actually not joking. I wonder how much different it would be to teach an AI like this how to play more complex games. I imagine Axis and Allies wouldn't take much, but Third Reich is notoriously complicated. The quickest war-length game I've played took a week of playing 3-4 hours per day and games like that seem to me to be much more similar to real world problems, with multiple different sorts of trade offs that interlock with each other. Are neural AIs like this actually feasible to train for problems like that or are other AI techniques better suited to it? What about games with multiple different game systems, like board games with a card game element to them like Settlers of Catan? Would you need to use several different types of AI to optimize different parts of the game?
- disgruntledphd2 9y agoThe hard part is probably writing a program to encode the rules of the game. Then, you can figure out how to represent the state (i.e. the board and the player's cards/resources etc) as a matrix or array (i like how this is done in NLP, they tend to represent each character/word/token as a 1-hot vector and then reduce the dimensionality of these (normally really sparse) inputs. OpenAI's gym is probably a good place to start, as you can crib how they do it for a whole bunch of games. https://github.com/openai/gym https://github.com/openai/gym
- a_imho 9y agoConsidering how much ai is hyped it is getting harder and harder not to be a skeptic.
- banachtarski 9y agoWhether it was a breakthrough or not, I have to say, the moves it played were certainly "creative" in a profound sense.
- tmalsburg2 9y agoIf possible at all, could you give an example for casual chess players?
- UweSchmidt 9y agoSeconded. We all want a glimpse of what the "AI" is doing, and see that one step ahead that human minds could never do :)
- khamisiyah 9y agoNot OP, but I highly recommend checking out ChessNetwork's recent videos on the games: https://www.youtube.com/user/ChessNetwork/videos https://www.youtube.com/user/ChessNetwork/videos
- forgot-my-pw 9y agohttps://www.youtube.com/playlist?list=PL-qLOQ-OEls607FPLAsPZ6De4f1W3ZF-I https://www.youtube.com/playlist?list=PL-qLOQ-OEls607FPLAsPZ...
- dhotson 9y agoI would recommend some analysis videos by agadmator. Here's a good one: https://www.youtube.com/watch?v=lb3_eRNoH_w https://www.youtube.com/watch?v=lb3_eRNoH_w
- grondilu 9y agoInternational Master Daniel Rensch made a very informative YouTube series about the match, I highly recommend it. Here are the highlights: https://www.youtube.com/watch?v=6z1o48Sgrck https://www.youtube.com/watch?v=6z1o48Sgrck
- zerostar07 9y agoprobably a (big) incremental step over a previous breakthrough
- erikb 9y agoI'm no AI expert, but I won't start to worry about AI being used generally (the last point of the article) until it beats a really complex game like real time strategy title StarCraft. Even if we all agree that AlphaGo is the DeepBlue of Go, we are still having a few more layers to take before humans need to worry.
- Gys 9y ago> Churchill guesses it will be five years before a StarCraft bot can beat a human. He also notes that many experts predicted a similar timeframe for Go—right before AlphaGo burst onto the scene. https://www.wired.com/story/googles-ai-declares-galactic-war-on-starcraft-/ https://www.wired.com/story/googles-ai-declares-galactic-war... (Aug 2017)
- seanwilson 9y agoCan anyone summarise how self play works here if AlphaZero only starts out being told the rules of the game? Does it initially plays games using completely random moves as both players? Is it only told who the winner is with no other feedback? How is it able to learn e.g. that certain moves at the start eventually lead to a win?
- ex3ndr 9y agoI suppose, yes. This is called "reinforcement learning".
- seanwilson 9y agoCan you elaborate? What are the input and outputs of the neural net?
- svantana 9y agoIt is my understanding that the system uses wins to learn to estimate the value of board positions: the position just before the win should be highly valued for the winner and inversely so for the loser. Going back further in time, there will be less confidence, but still a higher value for the winner.
- dvdkhlng 9y agoI think the breakthrough is how AlphaZero combines reinforcement learning with Monte Carlo Tree search [1]. * evaluate a position by playing lots of random games until the end using "likely" moves (in their order of likelihood). this gives you a "win rate" (i.e. empirical probability of winning) that is used as a position's score. * train a neural net to predict that win rate based score (without having to play random games). * use that neural net to predict which moves are "likely", thereby making the playing of random games more efficient, yielding more expressive scores, which in turn again improve the accuracy of the network. * use the above described algorithm to self-play games, where every move is determined by looking at the win-rates given by the neural-net-driven quasi-random games, continuously training the score-estimating neural net. This is just my high-level understanding without knowing too much about the topic. Monte Carlo Tree search is a little more complex than what I try to explain here. [1] https://en.wikipedia.org/wiki/Monte_Carlo_tree_search https://en.wikipedia.org/wiki/Monte_Carlo_tree_search
- ivanhoe 9y agoNot sure how big breakthrough in Ai domain it is, but after watching some of the AplhaZero games against Stockfish (available at youtube) I'm convinced it's a true revolution in how computers play chess. It plays so much more like humans do, without the usual crazy micro management that other chess engines love to do. It's not boring to watch, makes very little weird moves that only a computer would ever make. If I didn't know what it is, I would presume that it's a real player (and extremely good one).
- mannykannot 9y agoAfter some initial successes in computer chess, the defeat of grand masters was declared to be imminent, but human players struck back with strategies that considerably delayed that outcome. I wonder if there is any possibility that a good player could find a weakness in AlphaZero's game, but the way you describe it makes that seem highly unlikely.
- vadimberman 9y agoFrom what I recall, DeepMind never mastered Pacman.
- seanwilson 9y agoGiven their track history, I don't think it's likely the DeepMind team are trying to be sneaky here. They'd be found out eventually given how big their claim is. When working in academia, I found it very common for research papers to not come with source code or enough information to allow you to replicate experiments yourself. You usually have to pester the author. I don't find the (valid) criticisms here that unusual. I'm not sure why they wouldn't release the moves for all the test games played though seeing is that should be simple to do. As for Stockfish and AlphaZero running on different hardware...AlphaZero's approach is built around taking full advantage of what TPUs can do quickly and Stockfish doesn't utilise TPUs so how are you meant to make this fair? Does Stockfish eventually level out when you throw enough hardware at it? Doesn't DeepMind's claim about AlphaZero evaluating significantly less moves per turn invalidate the criticism about the hardware used?
- deleted 9y ago[deleted]
- pdpi 9y agoMore hardware still means better results — or there would be no need to cap the time per move. It’s always been a trade off between using more expensive heuristics on fewer moves or cheaper heuristics on more moves. The “number of moves” thing only says that they went all-in on the better heuristics angle. In fact, there was something posted recently about test games where they played go by just using the first move suggested by the search heuristic and that was pretty strong.
- seanwilson 9y ago> More hardware still means better results — or there would be no need to cap the time per move. OK, but AlphaZero essentially runs on different hardware so how are you suppose to make the comparison fair? You could give Stockfish access to the TPUs but wouldn't do anything with them.
- forgot-my-pw 9y agoThey hinted that a full paper will be released in the future.
- mannykannot 9y agoThe author is actually claiming something more serious than the title suggests: "...all the concerns added together cast reasonable doubts about the current scientific validity of the main claims." To me, what follows does not seem to justify this claim, but it is not my field. In addition, some of his arguments seem to be beside the point - for example, he asks "Does AlphaZero completely learn from self-play?", and while saying generally, yes, he objects that encoding the rules was a non-trivial matter. While that certainly seems to be true, it does not seem to have much bearing on the claim that AlphaZero apparently learned to win through self-play. That, to me, seems to be its singular achievement: the absence of human-written tactics and strategy (unless the encoding of the rules somehow prefigured them, which is not being claimed here, and which seems highly unlikely.)
- YeGoblynQueenne 9y agoAs many others have pointed out, self-play in adversarial AI goes back to TD Gammon, in 1992. The fact alone that DeepMind is making such a big todo about self-play is a bit iffy in and of itself. It's probably a sign that they're more interested in catching the attention of the popular press and the general public, than of anyone who has at least read through Russel and Norvig [i.e. a popular AI textbook that mentions TD Gammon (in the Adversarial Search chapter)]. In any case- that's a claim in the paper and it's just as valid to scrutinise it as any other claim. But even more so if it's repeated in the lay press without anyone bothering to do their homework... Btw, if I may be a bit nosy- what is your field?
- mannykannot 9y agoTo a typical insurance salesman, the fact that self-play has been around for a while raises the question of why not until now, for chess? Maybe self-play in chess had already come within a whisker of this result? Has the state of the art reached the point where a bespoke self-play solution for any given chess/go -like game is now unremarkable? Is chess regarded as a sideshow that is given more attention than it deserves from the press and public? Even if this outcome is completely unremarkable from a technical point of view, the question remains, but as a social one. The author can certainly scrutinize whatever claims he likes, but does he make his case? I suppose he can certainly say that without further information, the outcome simply cannot be independently evaluated.
- zellyn 9y agoIt seems weird for someone with experience in both chess and --especially--AI to write, “This improvement on computing power paves the way for the development of newer algorithms, and probably in a few years a game like chess could be almost solved by heavily relying on brute force.” It's like they don't understand the exponential nature of depth search in chess…
- super_mario 9y agoI would like to see a rematch with Stockfish configured correctly. I give Stockfish at least 1 GB of hash per thread. In AlphaZero match they had 64 threads and only 1 GB of hash for all of them. No one knows how Stockfish behaves with that many search threads, since no one tested it. I don't know if there is any data on how Stockfish scales with number of CPUs but I seem to remember that being one of the weaknesses of the engine, and that commercial engines like Komodo scaled better with larger number of CPUs. Anecdotally on 2.8 GHz 8 core 64bit CPU with 8 threads and 16 GB hash size it calculates about 7-8 million ply per second at the beginning of the game, and much more later when there are less peaces on the board. AlphaZero's setup, with 64 threads on 32 physical CPU cores, calculated about 70 million ply per second, with tiny 1 GB hash (i.e. the engine could remember less of what it calculated previously). But my Stockfish on computationally weaker setup clearly flags some of the moves in the match as mistakes on the 64 threaded Stockfish. I would really like to understand why. Is it because if you have more resources to see deeper you see how hopeless the situation is, or is it something else? I am sure we will see more of these matches. It would be nice if Google volunteered some computing resources and entered TCEC regularly.
- roganp 9y agoIt seems to me that that someone can prove that the configuration mattered by pitting a correctly configured Stockfish against the configuration used by AlphaZero, and see what the outcome is for 100 games. I haven't read the paper, but some of the constraint choices seem odd to me (1 minute max per move?).
- super_mario 9y agoUnfortunately, AlphaZero is private and no one has access to either the code (as commercial product) or resources it needs to run (TPUs). So, only Google can do this experiment.
- thisacctforreal 9y agoOP is suggesting properly-configured-stockfish versus how-alphazero-configured-stockfish for 100 games.
- jraut 9y agoAn AI which excels in imperfect information games (card games, Starcraft) would be a real breakthrough. Raw calculation power is bound to win games with a finite set of possibilities. The huge leap would be the ability to handle probabilites: taking guesses, making assumptions and coming into some kind of successful conclusions based on those.
- dingo_bat 9y agoGo cannot be won with raw power though. It has a lot of the constraints of incomplete information problems.
- jraut 9y agoSo every move cannot be precalculated? Some of the constraints may be there. The completeness of information available would be the definition of breakthrough for me. In this case, the first state of the game is presented in total with 100% accuracy. So are all the steps from there onward. In my opinion, the challenge for a breakthrough comes when most of the actions of other players happen in dark and no feedback is presented to the AI. In a lifelike situation the AI will not have access to the inner state of the game, but instead has to gather the information via the same (restricted) mechanisms as other players. edit: I should probably clarify that the above is about competitive StarCraft. I should probably learn to play GO, too.