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, darkforest achieves a stable 1d-2d level on KGS Go Server, estimated from free games against human players. This substantially improves the estimated rankings reported in Clark & Storkey (2015), where DCNN-based bots are estimated at 4k-5k level based on performance against other machine players. Adding MCTS to darkforest creates a much stronger player: with only 1000 rollouts, darkforest+MCTS beats pure darkforest 90% of the time; with 5000 rollouts, our best model plus MCTS beats Pachi with 10,000 rollouts 95.5% of the time.
Comments: | 10 pages, 9 without references. Submission for ICLR 2016 |
Subjects: | Learning (cs.LG); Artificial Intelligence (cs.AI) |
Cite as: | arXiv:1511.06410 [cs.LG] |
(or arXiv:1511.06410v1 [cs.LG] for this version) |
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