DeepMind's go AI, called AlphaGo, has beaten the European champion with a score of 5-0. A match against top ranked human, Lee Se-dol, is scheduled for March.
Games are a great testing ground for developing smarter, more flexible algorithms that have the ability to tackle problems in ways similar to humans. Creating programs that are able to play games better than the best humans has a long history
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But one game has thwarted A.I. research thus far: the ancient game of Go.
It's a big deal for Go, but I don't think it's a very big deal for AGI.
Conceptually Go is like Chess or Checkers: fully deterministic, perfect information two-player games.
Go is more challenging for computers because the search space (and in particular the average branching factor) is larger and known position evaluation heuristics are not as good, so traditional alpha-beta minimax search becomes infeasible.
The first big innovation, already put into use by most Go programs for a decade (although the idea is older) was Monte Carlo tree search, which addresses the high branching factor issue: while traditional search either does not expand a node or expands it and recursively evaluates all its children, MCTS stochastically evaluates nodes with a probability that depends on how promising they look, according to some heuristic.
DeepMind's innovation consists in using a NN to learn a good position evaluation heuristic in a supervised fashion from a large database of professional games, refining it with reinforcement learning in "greedy" self-play mode and then using both the refined heuristic and the supervised heuristic in a MCTS engine.
Their approach essentially relies on big data and big hardware. From an engineering point of view, it is a major advancement of neural network technology because of the sheer scale and in particular the speed of the thing, which required significant non-trivial parallelization, but the core techniques aren't particularly new and I doubt that they can scale well to more general domains with non-determinism and partial observability. However, neural networks may be more robust to noise and certain kinds of disturbances than hand-coded heuristics, so take this with a grain of salt.
So, to the extent that AGI will rely on large and fast neural networks, this work is a significant step towards practical AGI engineering, but to the extent that AGI will rely on some "master algorithm" this work is probably not a very big step towards the discovery of such algorithm, at least compared to previously known techniques.
I think it is a bigger deal than chess because it doesn't use brute-force but mostly unsupervised learning. It is not the breakthrough in AGI but it is telling that this approach thoroughly beats all the other Go algorithms (1 out of 500 plays lost, even with handicap 4. And they say that it still improves by training.