Mastering the game of Go without

2017-10-29  本文已影响0人  lecea丽

Mastering the game of Go without human knowledge

authors:David Silver, Julian Schrittwieser, Karen Simonyan, ioannis Antonoglou, Aja Huang, Arthur Guez, Thomas Hubert, Lucas baker, Matthew Lai, Adrian bolton, Yutian chen, Timothy Lillicrap, Fan Hui, Laurent Sifre, George van den Driessche, Thore Graepel & Demis Hassabis

Abstract

Here we introduce an algorithm based solely on reinforcement learning, without human data, guidance or domain knowledge beyond game rules.

人工智能的一个长期目标便是算法可以在挑战性领域中学习,纯粹的,并有着超过人类表现的能力。最近,AlphaGo成为了第一个能够打败世界围棋冠军的程序。AlphaGo的树搜索方法分析位置并通过深度搜索树来选择下一步。这些神经网络通过监督学习和人类围棋步骤来学习训练,通过加强学习来自我博弈。这里我们介绍了一种只基于增强学习方法的算法,不需要人类的数据,指导或者除了规则之外的其他专业知识。AlphaGo成为了自己的老师:一个神经网络用于预测AlphaGo自身的步骤选择并成为了AlphaGo对局中的赢家。这种神经网络提升了树搜索的强度,通过高质量的步骤选择和在下一次迭代的强大的自我博弈能力。从最空白的时刻开始,我们的新程序AlphaGo Zero达到了超过人类的性能,和前任已经打败了冠军的AlphaGo相比,是100:0的成绩。

Contribution:

graph LR
AlphaGo_Fan-->AlphaGo_Lee
AlphaGo_Lee-->AlphaGo_Zero

Our program, AlphaGo Zero, differs from AlphaGo Fan and AlphaGo Lee in several important aspects:

首先,它只是通过自我强化学习进行训练,是无监督的方法。
第二,输入只是黑白棋。
第三,它只使用single neural network,而不是分别的policy network和value network。
最后,它使用更简单的tree search,依靠这个单一的神经网络来评估位置和样本移动,而不执行任何Monte Carlo rollouts。

Reinforcement learning in AlphaGo Zero

Self-play training pipeline:

QQ图片20171025194536.png QQ图片20171025194610.png

The main idea of our reinforcement learning algorithm is to use these search operators repeatedly in a policy iteration procedure: the neural network’s parameters are updated to make the move probabilities and value (p, v)=fθ(s) more closely match the improved search probabilities and self-play winner (π, z); these new parameters are used in the next iteration
of self-play to make the search even stronger.

The neural network $(p,v)=f_{\theta_i}(s) $ is adjusted to minimize the error between
the predicted value v and the self-play winner z, and to maximize the
similarity of the neural network move probabilities p to the search
probabilities π.

Loss function $l $ that sums over the mean-squared error and cross-entropy losses, respectively:

QQ图片20171025200644.png

Empirical analysis of AlphaGo Zero training

QQ图片20171025200038.png

Notably, although supervised learning achieved higher move prediction accuracy, the self-learned player performed much better overall, defeating the human-trained player within the first 24h of training. This suggests that AlphaGo Zero may be learning a strategy that is qualitatively different to human play.

QQ图片20171025200421.png

Knowledge learned by AlphaGo Zero

AlphaGo Zero discovered a remarkable level of Go knowledge during its self-play training process. This included not only fundamental elements of human Go knowledge, but also non-standard strategies beyond the scope of traditional Go knowledge.
AlphaGo Zero rapidly progressed from entirely random moves towards a sophisticated understanding of Go concepts.

Final performance of AlphaGo Zero

The learning curve is shown in Fig. 6a.
Figure 6b shows the performance of each program on an Elo scale.

QQ图片20171025202305.png

Conclusion


METHODS

Reinforcement learning.

Policy iteration

Classification-based reinforcement learning

Classification-based modified policy iteration (CBMPI)

AlphaGo Zero self-play algorithm

Self-play reinforcement learning in games.

AlphaGo versions.

Domain knowledge.

Self-play training pipeline.

Main components:

Optimization.

Evaluator.

The neural network $f_{\theta_i}$ is evaluated by the performance of an MCTS search $\alpha_{\theta_i}$ that uses $f_{\theta_i}$ to evaluate leaf positions and prior probabilities.

Self-play.

The best current player $\alpha_{\theta_*}$, as selected by the evaluator, is used to generate data.

Supervised learning.

Search algorithm.

graph LR
Select -->Expand_and_evaluate
Expand_and_evaluate -->Backup
Backup -->Play

Each node s in the search tree contains edges $(s, a)$ for all legal actions a $s\in A(s)$. Each edge stores a set of statistics,
$ \{N(s,a),W(s,a),Q(s,a),P(s,a)\} $.where $N(s, a)$ is the visit count, $W(s, a)$ is the total action value, $ Q(s, a) $ is the mean action value and $ P(s, a) $ is the prior probability of selecting that edge.

QQ图片20171025211148.png

Neural network architecture.

input features $s_t=[X_t,Y_t,X_{t-1},Y_{t-1},...,X_{t-7},Y_{t-7},C]$.

刘丽
2017-10-25

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