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Alpha Go Takes the Match, 3-0 (i-programmer.info)

mikejuk writes: Google's AlphaGo has won the Deep Mind Challenge, by winning the third match in a row of five against the 18-time world champion Lee Se-dol. AlphaGo is now the number three Go player in the world and this is an event that will be remembered for a long time. Most AI experts thought that it would take decades to achieve but now we know that we have been on the right track since the 1980s or earlier. AlphaGo makes use of nothing dramatically new — it learned to play Go using a deep neural network and reinforcement learning, both developments on classical AI techniques. We know now that we don't need any big new breakthroughs to get to true AI. The results of the final two games are going to be interesting but as far as AI is concerned the match really is all over.

8 of 117 comments (clear)

  1. That's quite a leap... by rockmuelle · · Score: 5, Insightful

    ... From winning a game with simple rules to saying we don't need any more breakthroughs to get to true AI.

    Every time a computer beats a human at a "smart" game, we hear the same thing. And every time, when all is said and done, all we have is a program that can play a game well (and maybe a really aggressive marketing campaign to sell consulting services, Watson).

    Look, we barely understand what intelligence is let alone know what it means to have a computer replicate it. We can have computers perform tasks that we ascribe to smart people and call it intelligence, but that's about it right now.

    And, with deep learning and neural nets, we haven't gained any real insights into intelligence. We just have a black box mathematical function that can play a game.

    1. Re:That's quite a leap... by javilon · · Score: 5, Insightful

      No it isn't. Who ever said that winning "Go" games was a step towards AI?

      Winning at a game that cannot be brute forced and is played through strategy and pattern matching is a step towards AI. Having a part of the skills coded by programmers while another part of the skills is learned by the system by playing is a step towards AI.

      --


      When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
    2. Re:That's quite a leap... by Kjella · · Score: 5, Interesting

      Well, yes and no. Back when Deep Blue beat Kasparov in 1997 it was programmed with a huge amount of chess logic programmed by people. Using a computer amplified the power of those algorithms, it had move databases but it wasn't really self-modifying. From what I understand you could step through the algorithm and even though you couldn't do it at the speed of the computer, you could follow it. That approach pretty much failed for Go, it's very hard for a human to quantify exactly what constitutes a good or bad move.

      Neural networks pretty much does away with that in any form humans can follow. That is to say, if you had to explain how Alpha Go plays you'd get a ton of weights that don't really make much sense to anybody. It means you don't need Go expertise in the programming, because they couldn't find where to tweak a weakness even if they saw one. All you can really do is play it and it'll learn and adjust from its losses. From what I've gathered it's hard to find excellence, if you train with lots of mediocre players making mediocre moves it's easy to learn decent moves but that'll fail against a master. And that if you let it self-play it can easily learn nonsense that'll only work against itself.

      Apparently they've solved those problems well and has now created a machine that plays at a beyond-human level. If they can extend this approach to practically unlimited choices like say an RTS where you can choose what to build, where to send your units, when to attack, when to defend, what resources to collect etc. it could be absolutely massive. Imagine if you were in say city planning and you have tons of data on traffic patterns, congestion and how traffic reflows when you open and close roads and you could put an AI on the job to say where and how you get the most value for money. I'm not sure if it's strong AI, but it's certainly places we use HI today.

      --
      Live today, because you never know what tomorrow brings
  2. short circuiting the branching factor by Anonymous Coward · · Score: 5, Interesting

    Although in a sense it is "nothing new" (neural networks and monte carlo statistical techniques), the combination is one of the most convincing demonstrations of short-circuiting huge branching factors to arrive at what a human player would call "intuition".

    Chess has a branching factor of about 35. This is small enough that if you prune the most dismal lines, you can brute force the rest to many ply and arrive at a very good result, but this is not a well generalizable technique.

    Go has a branching factor of about 250. This cannot be brute forced, even with aggressive pruning. The result of a NN evaluator function plus Monte Carlo has been astonishing: it was not predicted for computer Go to reach this strength for decades yet, but here we are.

    The implications of this combination of techniques to other kinds of problems requiring "intuition" will be interesting to watch.

  3. Re:Is the software written in Rust? by ShanghaiBill · · Score: 5, Informative

    Is this AI software written in Rust?

    I believe it is written in C++ and Lua, because that is what the authors used in previous projects. Most of the computing is done on GPUs, which is most likely done with CUDA, because that is what they used in the past, but they could use OpenCL.

  4. Re:This is impressive, but... by Paradise+Pete · · Score: 5, Interesting

    They've already stated that their next goal is to do it again without the human database, but rather through iteration. And the big final advancement *this time* was made by it playing a ton of games with itself. Studying the human games was not enough to get to this level.
    And humans do the same thing. They spend their lives studying the important games that came before. So the point is it did it pretty much the same way humans do. And it has already played a move that no strong human has ever played (Game 2, move 37). At first it (not surprisingly) appeared to be blunder, until its strength became clear. Humans will now learn from the computer and their level of play will rise. It happened in chess and checkers, and in a very big way in backgammon. Any strong human backgammon player today would trounce the World Campion of 20 years ago.

  5. True AI? by AchilleTalon · · Score: 5, Interesting
    From the summary:

    We know now that we don't need any big new breakthroughs to get to true AI.

    Grossly exaggerated claim. The following article worth reading on this subject by no one else than two of authorities in the field, one did work on the backgammon game in the 90s and the other one on the IBM Deep Blue program that win over the world chess champion Garry Kasparov in 1997. http://www.ibm.com/blogs/think... In particular:

    "However, research in such “clean” game domains didn’t really address most real-life tasks that have a “messy” nature. By “messy,” we mean that, unlike board games, it may be infeasible to write down an exact specification of what happens when actions are taken, or indeed what exactly is the objective of the task. Real-world tasks typically pose additional challenges, such as ambiguous, hidden or missing data, and “non-stationarity,” meaning that the task can change unexpectedly over time. Moreover, they generally require human-level cognitive faculties, such as fluency in natural languages, common-sense reasoning and knowledge understanding, and developing a theory of the motives and thought processes of other humans."

    --
    Achille Talon
    Hop!
  6. Re:Win a game... by ShanghaiBill · · Score: 5, Informative

    But, this isn't 'AI', it's just another 'expert system'.

    No. Alpha-Go is pretty much the opposite of an "expert system". Expert systems encode expert human knowledge in a series of explicit rules and if-then tables. Alpha-Go is based on neural nets and self-learning. There is no list of explicit rules.