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AlphaGo vs Lee Sedol: history in the
making
by Albert Silver I like it! | 20 Comments
3/13/2016 – It was history in the making, and considerably sooner than anyone expected, whether players or
programmers. AlphaGo, the Go program by DeepMind, has effectively won a five-game match after a 3-0 start
against one of the world’s best players, Lee Sedol. The match will be played out to the end, and in the meantime here
is a look at the match, AlphaGo, and what makes it so special.
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9/3/2018 AlphaGo vs Lee Sedol: history in the making | ChessBase
What is Go
Go, which translates to “encircling game” is a game whose roots and history easily rival those of chess, with written
records going back to the 4th century BC. It is played on a 19 x 19 grid, with each player placing stones on the board.
Black moves first, and then white, with the pieces never moving from their squares, though they can be removed if
captured. The goal, as the translation of its name implies, is to have surrounded a larger total area of the board with
one's stones than the opponent by the end of the game.
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Korean couple, in traditional dress, play in a photograph dated between 1910 and 1920
This ultra-simplified introduction to Go is necessary to understand the complexities and challenges involved in
programming it, compared to a game such as chess. Chess programming is dominated by the search and the
evaluation function. The evaluation starts with the most fundamental aspect: the differing values of the pieces, while
the search is about pruning down the number of moves to calculate and then looking ahead as many moves as
possible to reach a quality decision. In Go, both of these are instantly problematic.
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An overview of the third game from AlphaGo vs Lee Sedol. White won it via resignation,
hence the W+Res in the result space after 176 moves
Next comes the evaluation function, or determining what constitutes a bad position or a good position, to choose
between moves. In chess this starts with the value of the pieces, where the king is priceless (capture it and win), the
queen is worth nine pawns, a rook is five, and so on. This is then tempered by various well-defined aspects such as
isolated pawns, centralized knights, and so forth. Go begins with no difference in value of any of its pieces, and the
board situations are so large and complex that simple rules such as a doubled-pawn make no sense. Now that you
understand why chess programming strategies have failed so abysmally in Go, what is the solution?
For a long time, there was none really, and as a result, until 2005-2006, the best programs in the world were weak
amateurs at best, equivalent to a 1400-1600 player in chess. The comparison in levels in chess and Go is difficult due
to the range of levels in Go, but that will be the topic of the final article on the match. Don’t think for an instant this
was due to a lack of resources invested, since the promised payback was huge: tens of millions of Go players in East
Asia who would line up to buy a strong program.
Coulom had exchanged ideas with a fellow academic named Bruno Bouzy, who believed that the secret to computer
Go might lie in a search algorithm known as Monte Carlo. Rather than having to search every branch of the game
tree, Monte Carlo would play out a series of random games from each possible move, and then deduce the value of the
move from an analysis of the results.
While Bouzy was unable to make the idea work, Coulom hit upon a novel way of combining the virtues of tree search
with the efficiency of Monte Carlo. He christened the new algorithm Monte Carlo Tree Search, or MCTS, and in
January of 2006, his program Crazy Stone won its first tournament. He published his landmark concept in a paper
that changed Go programs, setting a dividing point for programs before MCTS and those after.
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Remi Coulom (left) and his computer program, Crazy Stone, take on grandmaster Norimoto
Yoda
This led to a revolution in Go programs that experienced a massive burst in strength, and now the very best version
of Crazy Stone, running on a 64-core PC was able to hold its own against a pro, albeit 65 years old, with only a four-
stone handicap in an exhibition game. Again, this is hard to quantify in chess terms, but it would probably be
equivalent to a 2200 Elo performance or so. A long way from becoming world champion, but a massive leap forward
from the recent heyday of weak amateur software. Until today, Crazy Stone has remained the absolute best Go
program, together with rival Zenith Go, based on Coulom’s concept.
Where does AlphaGo come in the story? The problem with the Monte Carlo technique is that there was no obvious
way forward. Doubling the CPU power does not lead to a significant increase in playing ability. In chess it equates to
one ply, or 50 Elo, but not in Go. After all, gaining a move would require far more than just doubling the computing
power, and even then it would be one move ahead in a game that will last over 200 moves. In other words, a drop in
the proverbial bucket. Unless some other way to progress was found, a new wall had been reached in Go software
progression.
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Given this understanding, then even if Google and DeepMind were to somehow get the world’s most powerful
supercomputer behind a refined version of Crazy Stone, it might be a bit smarter, and a couple of moves deeper, but
nothing a world-class player need concern himself with. It is therefore not strange that Lee Sedol’s prediction of a 4-
1 win at worst was even seen as generous…. for the program! Four days later, three wins by the program, and the
sheer shock by the programming and Go community is understandable. Somehow DeepMind had conjured up some
magic that brought Go software from weak master at best, to world beater! The question is simply: how?
Demis Hassabis, Lee Sedol, and Sergey Brin, co-founder of Google (photo: Google DeepMind)
DeepMind Technologies's stated goal is to "solve intelligence", which they are trying to achieve by combining "the
best techniques from machine learning and systems neuroscience to build powerful general-purpose learning
algorithms". As opposed to other AIs, such as IBM's Deep Blue or Watson, which were developed for a pre-defined
purpose and only function within their scope, DeepMind claims that their system is not pre-programmed: it learns
from experience, using only raw pixels as data input. Technically it uses deep learning on a convolutional neural
network, with a novel form of Q-learning, a form of model-free reinforcement learning. Their system has been
tested on video games, notably early arcade games, such as Space Invaders or Breakout. Without altering the code,
the AI begins to understand how to play the game, and after some time plays, for a few games (most notably
Breakout), a more efficient game than any human ever could.
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9/3/2018 AlphaGo vs Lee Sedol: history in the making | ChessBase
Excellent overview of Go and AlphaGo with explanations by project leader David Silver, and
DeepMind CEO Demis Hassabis
David Silver, lead project manager explains how AlphaGo came into existence: "AlphaGo is actually around two years
old, if we have to give it an age. It was a research project with myself and Aja Huang, and Chris Maddison, an intern
from Google Brain. We wanted to ask this question, whether a neural network using deep learning can actually learn
to understand the game of Go well enough to play reasonably. And so this was a pilot research project. We tried some
experimental things, we tried a whole bunch of ideas, and around a year ago we published a first paper on this result
and we discovered that actually the neural network by itself could perform remarkably well. It could actually reach
the level of an amateur dan-level player without any lookahead at all. Without even adding any search tree in. When I
saw this result, I was really taken aback. I'm an amateur player myself. I'm not a very strong player, but I'm aware as
a player of the importance of reading out situations, and I kind of found it mind-blowing that a neural network
without any explicit reading of the positions would be able to understand a position well enough to reach amateur
dan level. And at that time I felt that this was something with a lot of potential and I sat down and talked with Demis,
the CEO of DeepMind, and I said 'I really think someone is going to take these deep learning techniques and actually
achieve the highest levels of play. I think it's really going to happen. This is something that's in the cards now', and
he said, 'let's make sure it's us.' And he really powered up the project."
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The end-result was published on January 27, 2016, in a paper in the journal Nature, revealing not only the existence
of AlphaGo, but its incredible results by then. As can be seen above, AlphaGo was evaluated as being roughly 1000 Elo
stronger than Crazy Stone. Is it any wonder no one could believe how strong it is?
"We introduce a new approach to computer Go that uses value networks to evaluate board positions and policy
networks to select moves. These deep neural networks are trained by a novel combination of supervised learning
from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the
neural networks play Go at the level of state-of-the-art Monte-Carlo tree search programs that simulate thousands
of random games of self-play. We also introduce a new search algorithm that combines Monte-Carlo simulation with
value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against
other Go programs.”
As of March, a match with the legendary player Lee Sedol was organized with a prizefund of $1 million. By
now, DeepMind has effectively won the match with an incredible start of 3-0, though the fourth and fifth games will
be played out regardless. It is not a complete whitewash for the machine though as Lee Sedol did strike back in game
four to prove the machine was not invincible – yet.
The games are all streamed live on the internet with superb commentary by Chris Garlock and professional 9-dan
player Michael Redmond, the only Westerner to ever achieve this rank. DeepMind has said it would donate the
winnings to charity such as UNICEF.
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After a shock loss, Lee Sedol exits the press conference (photo: Google DeepMind)
The reception and audience of the match has been incredible, with over 60 million Chinese
watching it alone,
100 million people around the world, and no fewer than 3,300 articles in South Korea alone
after game one.
Aside from the excellent live commentary provided on DeepMind's official YouTube channel in English, making it
possible for even non-players to feel as if they understand what is going on, there are guest appearances by the
AlphaGo team before the games start, and 15-minute video summaries of the games being posted after.
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15-minute summary of the key Game 3, analyzed by Michael Redmond 9-dan professional and
Chris Garlock
At DeepMind's official YouTube channel, there are summaries of the other games, as well as
the complete archived
videos of the games.
However, the event's broadcast is hardly limited to this. It is also being streamed and broadcast freely in several
languages everywhere in video and on Go servers. There are numerous live video streams, several in English, Chinese,
Korean, Russian, you name it. Not only do the organizers not forbid them or restrict coverage, they encourage and
applaud them, setting a wonderful example.
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Also broadcasting live with Cho Hyeyeon (left), a 9-dan professional, is the official American
Go Association,
providing superb commentary. On some days there is Kim Myungwan also a 9-dan pro. Great
stuff.
The Japanese also have multiple channels with live commentary by pros
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Even the Russian Go Federation brings commentary by strong amateur Natalia Kovaleva,
a 5-dan amateur, and Ilya Shikshin a 1-dan pro.
Needless to say, the major servers such as IGS (Internet Go Server), KGS, and others were
broadcasting to the many fans
In our final report on this historic match, we will bring info on the players, the game, how to play, and more. Stay
tuned!
Albert Silver
Born in the US, he grew up in Paris, France, where he completed his Baccalaureat,
and after college moved to Rio de Janeiro, Brazil. He had a peak rating of 2240
FIDE, and was a key designer of Chess Assistant 6. In 2010 he joined the ChessBase
family as an editor and writer at ChessBase News. He is also a passionate photographer with
work appearing in numerous publications.
See also
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defeat at the hands of a brute force computer and the latest development of self-learning systems into perspective.
Who do you think is the ideal person to review this book?
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In any case, I'd be very interested to hear Demis Hassabis weigh in on this, especially since he was/is a strong chess
player.
Can you explain further what you mean? Passing is just the normal way the game ends- there's no "zugzwang"- in
the endgame, for example, you end up at the level of 1 point gote moves at the final stages of the endgame- and
when they are over, you pass. "Zugzwang" means that you have to move even though every move you can play
loses. Yes, you can keep passing, but I wonder what your opponent is doing if they keep moving and you keep
passing. As a senior admin on a go site I sometimes have to deal with players who mess other players around by
playing stones just to annoy their opponents (they lost and won't accept it), or try to get a win on time- its
perfectly reasonable to ignore moves (pass) if they are not a threat to your position. So what is this zugzwang in go
that is "slightly different"? Since you can't be compelled to move in a local area (tenuki) or globally (pass), I'd like
to know what you mean.
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9/3/2018 AlphaGo vs Lee Sedol: history in the making | ChessBase
What we need is for someone to continue this work and get a total prog based on NN - then it could be
very interesting!
So we saw two things in the fourth game: that the bot can misread a tesuji (tactic), and that when it gets a position
which generates low probability of winning, it acts like other p-based (MCTS) bots and can play very, very badly
indeed.
This is actually a very difficult problem to solve, since if you tinker with the evaluation algorithm the performance
overall degrades- its hard to solve generically, which is why (on a personal note) I still prefer a rule-based approach
to programming a go bot. But anyway.
Returning to Lee's match, what was striking for me was the similarities with the Kasparov - Deep Blue match, in
which Kasparov was faced with a much stronger opponent and moreover, one he had not been able to prepare for-
neither, I would wager, had Lee Sedol. So it wasn't too surprising that against an immensely strong MCTS bot (with
a lot more going on, to be fair), that Lee could lose the initial games- as Kasparov said, there is psychological
pressure that makes you question your own judgement. Now that Lee has beaten it in the fourth game he knows it
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can be beaten, and that, like playing a computer in chess (before they got too strong), you had to adopt particular
strategies to do so. Amashi (the strategy used by Lee in this game- think poisoned pawn in the Najdorf to get an
idea) worked pretty well, but imho, Lee was lost before AlphaGo misread the tesuji at move 78 by Lee.
At least two things are apparent- Lee should get a rematch with time to study the games, and another pro should
play it- Park Jungwhan would be my choice, though Ke Jie has good claim to being the strongest player in the world
at the moment. Lee Changho would be a really good match also, though I guess you could argue he's not in his
prime any more.
Congrats to google for investing and making this happen. And to those who say "go players say go is too hard to
solve with programming compared to chess", the go players I know have always said its harder, not too hard. I
think that's fair- its not a lack of investment but that different approaches are needed.
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