G

Go Game Guru

gogameguru.com · Group blog · on HN since 2012

An English-language Go site with game commentary and analysis, notably of the AlphaGo versus Lee Sedol matches.

What HN saysCommenters link its AlphaGo game analyses and reader comments on search and weak moves, and its profile of Go Seigen.
33HN people shared it
21linked it in comments
18stories submitted
3.8Kstory points
9 years agolast shared
2012people per year2026

Most-shared posts

  1. 1
    Deepmind mastering go.pdf
    7 people · first shared 2016
  2. 2
  3. 3
  4. 4
  5. 5
    A review of game 2, AlphaGo vs. Lee Sedol
    3 people · 2 points · first shared 2016 · discussion on HN
  6. 6
    Lee Sedol Beats AlphaGo in Game 4
    2 people · 1.4K points · first shared 2016 · 448 comments on HN
  7. 7
    Worldwide shortage of Go equipment in wake of AlphaGo
    2 people · 7 points · first shared 2016 · discussion on HN
  8. 8
    AlphaGo beats Lee Sedol again in match 2 of 5
    1 people · 942 points · first shared 2016 · 555 comments on HN
  9. 9
    AlphaGo Beats Lee Sedol in Final Game
    1 people · 708 points · first shared 2016 · 290 comments on HN
  10. 10
  11. 11
  12. 12
    Go Game Guru – Learn all about the board game Go
    1 people · 171 points · first shared 2016 · 85 comments on HN
  13. 13
    RIP Go Seigen
    1 people · 107 points · first shared 2014 · 18 comments on HN
  14. 14
    Lee Sedol wins historic jubango against Gu Li
    1 people · 7 points · first shared 2014 · discussion on HN
  15. 15
    Can AlphaGo Defeat Lee Sedol?
    1 people · 3 points · first shared 2016 · discussion on HN

What HN people wrote when they linked it

comboy · 2017-05-23
> IIRC, the version without tree search beat the full version 25% of the time. That would be amazing but it seems hard to believe. Any references? I found this (which is also impressive): AlphaGo team then tested the performance of the policy networks. At each move, they chose the actions that were predicted by the policy networks to give the highest likelihood of a win. Using this strategy, each move took only 3 ms to compute. They tested their best-performing policy network against Pachi, the strongest open-source Go program, and which relies on 100,000 simulations of MCTS at each turn. AlphaGo's policy network won 85% of the games against Pachi! 1. https://www.tastehit.com/blog/google-deepmind-alphago-how-it-works/ 2. https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf
versteegen · 2016-03-13
I found this comment on that thread quite insightful: https://gogameguru.com/alphago-4/#comment-13410 Edit: here's another great one on MCTS: https://gogameguru.com/alphago-4/#comment-13479
nopinsight · 2016-03-13
Not so coincidentally, "This was when things got weird. From 87 to 101 AlphaGo made a series of very bad moves." [1] The bad moves in the eyes of humans could be risky bets or the horizon effect. [1] [2] AlphaGo's use of deep neural nets (value networks) to evaluate board positions should significantly help counter the horizon effect, but since move 78 by Lee Sedol which turned the situation around was unexpected by some top pros (Gu Li referred to it as the 'hand of god' [1]), the patterns which follow are likely rare in possible game states and therefore not strongly embedded into the value networks, leading to AlphaGo's loss. I hope the DeepMind team will help enlighten us on this in the near future. [1] https://gogameguru.com/lee-sedol-defeats-alphago-masterful-comeback-ga… [2] https://en.m.wikipedia.org/wiki/Horizon_effect
fuzzythinker · 2014-12-08
Here's some good reads on him: http://gobase.org/studying/articles/mioch/goseigen/interview-1.html https://gogameguru.com/go-seigen/ http://en.wikipedia.org/wiki/Go_Seigen (Almost don't want to post this since the donation is taking over 1/2 the screen now..)
zardeh · 2016-06-04
>No, I assure you that stockfish definitely does not look "all the way down (ie to states where the game is over)" in most positions, even with pruning - that would take too long. It uses a static evaluation function to evaluate positions without searching down the tree further Ehh alright, it calculates the value of a node exactly (or exactly assuming its evaluation function). MCTS does not. To be clear, what I meant, that you pulled out of context is that Minimax requires an exact calculation of the value of each child before choosing the best and returning it, this requires either simulating every possible game, or an evaluation function (depth-pruning). MCTS uses monte-carlo methods to estimate the best paths instead of trying all of them naively. At t=infinity, MCTS is equivalent to Minimax, because it will try all nodes. But it can run in time constrained systems better because it picks a much smarter order to run in. >You described the "Monte Carlo" part of MCTS but not the "Tree Search" part. It's right in the name! See for example the first paragraph on page 20 of https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf, which clearly describes AG constructing a search tree. yes. That has nothing to do with minimax though. Which is what I said. AlphaGo uses pruning. AlphaGo doesn't use minimax with or without pruning, it uses MCTS (with pruning).
GolDDranks · 2016-03-13
https://gogameguru.com/lee-sedol-defeats-alphago-masterful-comeback-ga… > This was when things got weird. From 87 to 101 AlphaGo made a series of very bad moves. It seems to me, that these bad moves were a direct result of AlphaGo's min-maxing tree search. According to @demishassabis' tweet, it had had the "realisation" that it had misestimated the board situation at move 87. After that, it did a series of bad moves, but it seems to me that those moves were done precisely because it couldn't come up with any other better strategy – the min-max algorithm used traversing the play tree expects that your opponent responds the best he possibly can, so the moves were optimal in that sense. But if you are an underdog, it doesn't suffice to play the "best" moves, because the best moves might be conservative. With that playing style, the only way you can do a comeback is to wait for your opponent to "make a mistake", that is, to stray from a series of the best moves you are able to find, and then capitalize that. I don't think AlphaGo has the concept of betting on the opportunity of the opponent making mistakes. It always just tries to find the "best play in game" with its neural networks and tree search – in terms of maximising the probability of winning. If it doesn't find any moves that would raise the probability, it picks one that will lower it as little as possible. That's why it picks uninteresting sente moves without any strategy. It just postpones the…
espadrine · 2018-01-30
I can confirm that the original 2015 Nature paper for AlphaGo mentions setting ladder capture / ladder escape bits as input to the neural network. cf. https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf, Extended data table 2
romaniv · 2017-02-08
I edited the post because I thought someone will nitpick on my comment about hardware, but it seems you caught the older version. > This is a fallacy, AlphaGo didn't increase very much with additional hardware at all It did. Please take a look at the page 36 of the original paper. (https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf) The performance did not grow linearly, but the increases were vert significant. >it's elo would still have been higher than lee se-dol's elo I seriously doubt it would win that match. One-GPU version lost to 8-GPU version around 95% of all games. The paper is somewhat misleading in estimating relative performance of AlphaGo compared to older programs, because (as far as I know) while all of them were run on the same hardware, only AlphaGo used GPU acceleration.
rurban · 2016-03-09
According to DAVID ORMEROD in his commentary at https://gogameguru.com/alphago-defeats-lee-sedol-game-1/, black (Lee Sedol) made plenty of mistakes from the start to the end, and they were seriously questioning his form. White (AlphaGo) made only a few mistakes in the middle, which allowed Black to catch up a bit, but he had no chance, esp. in the endgame.
mathgenius · 2016-03-09
What was the mistake that Lee made? EDIT: good postmortem here https://gogameguru.com/alphago-defeats-lee-sedol-game-1/
Someone · 2013-05-20
Might be true in 2004, but is it still now? http://gogameguru.com/zen-computer-go-program-beats-takemiya-masaki-4-… Also, as to whether it is harder: I think we will see a complete analysis of go before we see one of chess because of its simpler structure. Reason is that go is mathematically simpler. Because of that, there actually is math on go. For example, http://www.amazon.com/Mathematical-Go-Chilling-Gets-Point/dp/156881032… talks about math that proves the value of some endgames that had been discussed for years by pro go players. Yes, that is a fair stretch from making good moves in the beginning of a game, but it's way better than the exhaustive searches we need to prove anything about chess endgames.
mquander · 2012-04-18
Zen beat Takemiya Masaki a few weeks ago in a non-blitz two-game match at five and four stones. It didn't even use an excessive amount of hardware, just a couple of boxes: http://gogameguru.com/zen-computer-go-program-beats-takemiya-masaki-4-…
zodiac · 2016-06-03
> No, stockfish uses minimax with pruning... Minimax actually needs to look at all possible branches all the way down. No, I assure you that stockfish definitely does not look "all the way down (ie to states where the game is over)" in most positions, even with pruning - that would take too long. It uses a static evaluation function to evaluate positions without searching down the tree further. > MCTS simulates games randomly and creates a distribution of expected value for each one based on some cool math. You described the "Monte Carlo" part of MCTS but not the "Tree Search" part. It's right in the name! See for example the first paragraph on page 20 of https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf, which clearly describes AG constructing a search tree. Minimax obviously will produce perfect play in both chess and Go, but we can't use it because it takes too long. Hence we prune and truncate the search tree. When we truncate it we use an approximation of the value of the node (the static evaluation function); when we prune we sometimes use the static evaluation function as well. This is true in both MCTS and in Stockfish.
pmontra · 2016-03-13
GoGameGuru just published a commentary of the game with some extra insight https://gogameguru.com/lee-sedol-defeats-alphago-masterful-comeback-ga… The author thinks that Lee Sedol was able "to force an all or nothing battle where AlphaGo’s accurate negotiating skills were largely irrelevant." [...] "Once White 78 was on the board, Black’s territory at the top collapsed in value." [...] "This was when things got weird. From 87 to 101 AlphaGo made a series of very bad moves." "We’ve talked about AlphaGo’s ‘bad’ moves in the discussion of previous games, but this was not the same." "In previous games, AlphaGo played ‘bad’ (slack) moves when it was already ahead. Human observers criticized these moves because there seemed to be no reason to play slackly, but AlphaGo had already calculated that these moves would lead to a safe win." Which, I add, is something that human players also do: simplify the game and get home quickly with a win. We usually don't give up as much as AlphaGo (pride?), still it's not different. "The bad moves AlphaGo played in game four were not at all like that. They were simply bad, and they ruined AlphaGo’s chances of recovering." "They’re the kind of moves played by someone who forgets that their opponent also gets to respond with a move. Moves that trample over possibilities and damage one’s own position — achieving less than nothing." And those moves unfortunately resemble what beginners play when they stubbornly cling to the hope of…
_vk_ · 2016-03-10
>I wonder if AlphaGo has some specialized knowledge to handle ladders Yes. A representation of ladders is among the input features of its neural networks. https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf Stone colour 3 Player stone / opponent stone / empty Ones 1 A constant plane filled with 1 Turns since 8 How many turns since a move was played Liberties 8 Number of liberties (empty adjacent points) Capture size 8 How many opponent stones would be captured Self-atari size 8 How many of own stones would be captured Liberties after move 8 Number of liberties after this move is played Ladder capture 1 Whether a move at this point is a successful ladder capture Ladder escape 1 Whether a move at this point is a successful ladder escape Sensibleness 1 Whether a move is legal and does not fill its own eyes Zeros 1 A constant plane filled with 0 Player color 1 Whether current player is black (The number is how many 19x19 planes the feature consists of.)
Terribledactyl · 2016-03-10
They are using Monte Carlo Methods for looking around, more like a tiny sampling, it's an incomprehensibly large space. They have both value and policy (deep) neural nets. Train one to get the sense of good/bad individual board states (value) and one to get the sense of good/bad trajectories (policy, evaluates chains of moves). Chess has a fairly straight forward ranking of pieces, fairly well established ranking of piece power. A knight is more or less always a knight. Go, you kinda make up your "pieces" from scratch and there isn't any single common ranking. This makes the problem of even evaluating the board difficult (value), which is a sub step of making your higher plans (policy). The output of the two dNN help cut off, or prevent the sampling of the bad game states and encourage looking into the fruitful areas. Here is a (edit: not old) new paper, https://gogameguru.com/i/2016/03/deepmind-mastering-go.pdf
mjn · 2016-03-09
> What they've proved is that the same kind of intelligence required to play Go can be implemented with computer hardware. Before now, software couldn't beat a ranked human player at Go no matter how much computing power we threw at it. I don't think that's quite true as a description of what we knew about computer Go previously, though it depends on what precisely you mean. Recent systems (meaning the past 10 years, post the resurgence of MCTS) appear to scale to essentially arbitrarily good play as you throw more computing power at them. Play strength scales roughly with the log of computing power, at least as far as anyone tested them (maybe it plateaus at some point, but if so, that hasn't been demonstrated). So we've had systems that can in principle play to any arbitrary strength, if you can throw enough computing power at them. Though you might legitimately argue: by "in principle" do you mean some truly absurd amount, like more computing power than could conceivably fit in the universe? The answer to that is also no; scaling trends have been such that people expected computer Go to beat humans anywhere from, well, around now [1], to 5 to 10 years from now [2]. The two achievements of the team here, at least as I see them, are: 1) they managed to actually throw orders of magnitude more computing power at it than other recent systems have used, in part by making use of GPUs, which the other strong computer-Go systems don't use (the AlphaGo cluster as reported in the…

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