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Mastering the game of Go with deep neural networks and tree search

The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positio...

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Published in:Nature (London) 2016-01, Vol.529 (7587), p.484-489
Main Authors: Silver, David, Huang, Aja, Maddison, Chris J., Guez, Arthur, Sifre, Laurent, van den Driessche, George, Schrittwieser, Julian, Antonoglou, Ioannis, Panneershelvam, Veda, Lanctot, Marc, Dieleman, Sander, Grewe, Dominik, Nham, John, Kalchbrenner, Nal, Sutskever, Ilya, Lillicrap, Timothy, Leach, Madeleine, Kavukcuoglu, Koray, Graepel, Thore, Hassabis, Demis
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cited_by cdi_FETCH-LOGICAL-c756t-29169ab0b0ca120ba3231833251d5d051b8e8ba996b8a08665069a80d90d86693
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container_issue 7587
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container_title Nature (London)
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creator Silver, David
Huang, Aja
Maddison, Chris J.
Guez, Arthur
Sifre, Laurent
van den Driessche, George
Schrittwieser, Julian
Antonoglou, Ioannis
Panneershelvam, Veda
Lanctot, Marc
Dieleman, Sander
Grewe, Dominik
Nham, John
Kalchbrenner, Nal
Sutskever, Ilya
Lillicrap, Timothy
Leach, Madeleine
Kavukcuoglu, Koray
Graepel, Thore
Hassabis, Demis
description The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here 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, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. A computer Go program based on deep neural networks defeats a human professional player to achieve one of the grand challenges of artificial intelligence. AlphaGo computer beats Go champion The victory in 1997 of the chess-playing computer Deep Blue in a six-game series against the then world champion Gary Kasparov was seen as a significant milestone in the development of artificial intelligence. An even greater challenge remained — the ancient game of Go. Despite decades of refinement, until recently the strongest computers were still playing Go at the level of human amateurs. Enter AlphaGo. Developed by Google DeepMind, this program uses deep neural networks to mimic expert players, and further improves its performance by learning from games played against itself. AlphaGo has achieved a 99% win rate against the strongest other Go programs, and defeated the reigning European champion Fan Hui 5–0 in a tournament match. This is the first time that a computer program has defeated a human professional player in even games, on a full, 19 x 19 board, in even games with no handicap.
doi_str_mv 10.1038/nature16961
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aerospace journals</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>Biotechnology and BioEngineering Abstracts</collection><collection>Environmental Science Database</collection><collection>Earth, Atmospheric &amp; Aquatic Science Database</collection><collection>Materials science collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest One Psychology</collection><collection>Engineering collection</collection><collection>Environmental Science Collection</collection><collection>ProQuest Central Basic</collection><collection>University of Michigan</collection><collection>Genetics Abstracts</collection><collection>SIRS Editorial</collection><collection>Environment Abstracts</collection><collection>MEDLINE - Academic</collection><jtitle>Nature (London)</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Silver, David</au><au>Huang, Aja</au><au>Maddison, Chris J.</au><au>Guez, Arthur</au><au>Sifre, Laurent</au><au>van den Driessche, George</au><au>Schrittwieser, Julian</au><au>Antonoglou, Ioannis</au><au>Panneershelvam, Veda</au><au>Lanctot, Marc</au><au>Dieleman, Sander</au><au>Grewe, Dominik</au><au>Nham, John</au><au>Kalchbrenner, Nal</au><au>Sutskever, Ilya</au><au>Lillicrap, Timothy</au><au>Leach, Madeleine</au><au>Kavukcuoglu, Koray</au><au>Graepel, Thore</au><au>Hassabis, Demis</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Mastering the game of Go with deep neural networks and tree search</atitle><jtitle>Nature (London)</jtitle><stitle>Nature</stitle><addtitle>Nature</addtitle><date>2016-01-28</date><risdate>2016</risdate><volume>529</volume><issue>7587</issue><spage>484</spage><epage>489</epage><pages>484-489</pages><issn>0028-0836</issn><eissn>1476-4687</eissn><coden>NATUAS</coden><abstract>The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here 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, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. A computer Go program based on deep neural networks defeats a human professional player to achieve one of the grand challenges of artificial intelligence. AlphaGo computer beats Go champion The victory in 1997 of the chess-playing computer Deep Blue in a six-game series against the then world champion Gary Kasparov was seen as a significant milestone in the development of artificial intelligence. An even greater challenge remained — the ancient game of Go. Despite decades of refinement, until recently the strongest computers were still playing Go at the level of human amateurs. Enter AlphaGo. Developed by Google DeepMind, this program uses deep neural networks to mimic expert players, and further improves its performance by learning from games played against itself. AlphaGo has achieved a 99% win rate against the strongest other Go programs, and defeated the reigning European champion Fan Hui 5–0 in a tournament match. This is the first time that a computer program has defeated a human professional player in even games, on a full, 19 x 19 board, in even games with no handicap.</abstract><cop>London</cop><pub>Nature Publishing Group UK</pub><pmid>26819042</pmid><doi>10.1038/nature16961</doi><tpages>6</tpages></addata></record>
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identifier ISSN: 0028-0836
ispartof Nature (London), 2016-01, Vol.529 (7587), p.484-489
issn 0028-0836
1476-4687
language eng
recordid cdi_proquest_miscellaneous_1761459006
source Nature
subjects 631/378/1788
639/705/1042
639/705/117
Algorithms
Analysis
Artificial intelligence
Computer games
Computers
Europe
Evaluation
Games
Games, Recreational
Go (Game)
Humanities and Social Sciences
Humans
Monte Carlo Method
Monte Carlo simulation
multidisciplinary
Neural networks
Neural Networks (Computer)
Product development
Reinforcement (Psychology)
Science
Software
Supervised Machine Learning
Technology application
title Mastering the game of Go with deep neural networks and tree search
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