Better Computer Go Player with Neural Network and Long-term Prediction

11/19/2015
by   Yuandong Tian, et al.
0

Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on leading-edge hardware, and Go's evaluation function could change drastically with one stone change. Recent works [Maddison et al. (2015); Clark & Storkey (2015)] show that search is not strictly necessary for machine Go players. A pure pattern-matching approach, based on a Deep Convolutional Neural Network (DCNN) that predicts the next move, can perform as well as Monte Carlo Tree Search (MCTS)-based open source Go engines such as Pachi [Baudis & Gailly (2012)] if its search budget is limited. We extend this idea in our bot named darkforest, which relies on a DCNN designed for long-term predictions. Darkforest substantially improves the win rate for pattern-matching approaches against MCTS-based approaches, even with looser search budgets. Against human players, the newest versions, darkfores2, achieve a stable 3d level on KGS Go Server as a ranked bot, a substantial improvement upon the estimated 4k-5k ranks for DCNN reported in Clark & Storkey (2015) based on games against other machine players. Adding MCTS to darkfores2 creates a much stronger player named darkfmcts3: with 5000 rollouts, it beats Pachi with 10k rollouts in all 250 games; with 75k rollouts it achieves a stable 5d level in KGS server, on par with state-of-the-art Go AIs (e.g., Zen, DolBaram, CrazyStone) except for AlphaGo [Silver et al. (2016)]; with 110k rollouts, it won the 3rd place in January KGS Go Tournament.

READ FULL TEXT

page 2

page 8

research
07/18/2018

Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone

We present the design of a competitive artificial intelligence for Scopo...
research
12/20/2014

Move Evaluation in Go Using Deep Convolutional Neural Networks

The game of Go is more challenging than other board games, due to the di...
research
06/13/2017

Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

Monte Carlo tree search (MCTS) is extremely popular in computer Go which...
research
06/02/2020

Aligning Superhuman AI and Human Behavior: Chess as a Model System

As artificial intelligence becomes increasingly intelligent—in some case...
research
03/14/2015

Dynamic Move Tables and Long Branches with Backtracking in Computer Chess

The idea of dynamic move chains has been described in a preceding paper ...
research
04/01/2019

Algorithms Clearly Beat Gamers at Quantum Moves. A Verification

The paper [Sørensen et al., Nature 532] considers how human players comp...
research
02/21/2018

Universal Growth in Production Economies

We study a simple variant of the von Neumann model of an expanding econo...

Please sign up or login with your details

Forgot password? Click here to reset