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.
*These authors contributed equally to this work.A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in AlphaGo evaluated positions and selected moves using deep neural networks. These neural networks were trained by supervised learning from human expert moves, and by reinforcement learning from selfplay. Here, we introduce an algorithm based solely on reinforcement learning, without human data, guidance, or domain knowledge beyond game rules. AlphaGo becomes its own teacher: a neural network is trained to predict AlphaGo's own move selections and also the winner of AlphaGo's games. This neural network improves the strength of tree search, resulting in higher quality move selection and stronger self-play in the next iteration. Starting tabula rasa, our new program AlphaGo Zero achieved superhuman performance, winning 100-0 against the previously published, champion-defeating AlphaGo.Much progress towards artificial intelligence has been made using supervised learning systems that are trained to replicate the decisions of human experts [1][2][3][4] . However, expert data is often expensive, unreliable, or simply unavailable. Even when reliable data is available it may impose a ceiling on the performance of systems trained in this manner 5 . In contrast, reinforcement learning systems are trained from their own experience, in principle allowing them to exceed human capabilities, and to operate in domains where human expertise is lacking. Recently, there has been rapid progress towards this goal, using deep neural networks trained by reinforcement learning. initially by supervised learning to accurately predict human expert moves, and was subsequently refined by policy-gradient reinforcement learning. The value network was trained to predict the winner of games played by the policy network against itself. Once trained, these networks were combined with a Monte-Carlo Tree Search (MCTS) [13][14][15] to provide a lookahead search, using the policy network to narrow down the search to high-probability moves, and using the value network (in conjunction with Monte-Carlo rollouts using a fast rollout policy) to evaluate positions in the tree. A subsequent version, which we refer to as AlphaGo Lee, used a similar approach (see Methods), and defeated Lee Sedol, the winner of 18 international titles, in March 2016.Our program, AlphaGo Zero, differs from AlphaGo Fan and AlphaGo Lee 12 in several important aspects. First and foremost, it is trained solely by self-play reinforcement learning, starting from random play, without any supervision or use of human data. Second, it only uses the black and white stones from the board as input features. Third, it uses a single neural network, rather than separate policy and value networks. Finally, it uses a simpler tree search that relies upon this single neural network to evaluate positions and samp...
The game of chess is the longest-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. By contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by reinforcement learning from self-play. In this paper, we generalize this approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games. Starting from random play and given no domain knowledge except the game rules, AlphaZero convincingly defeated a world champion program in the games of chess and shogi (Japanese chess), as well as Go.
Abstract-Reinforcement learning holds the promise of enabling autonomous robots to learn large repertoires of behavioral skills with minimal human intervention. However, robotic applications of reinforcement learning often compromise the autonomy of the learning process in favor of achieving training times that are practical for real physical systems. This typically involves introducing hand-engineered policy representations and human-supplied demonstrations. Deep reinforcement learning alleviates this limitation by training general-purpose neural network policies, but applications of direct deep reinforcement learning algorithms have so far been restricted to simulated settings and relatively simple tasks, due to their apparent high sample complexity. In this paper, we demonstrate that a recent deep reinforcement learning algorithm based on offpolicy training of deep Q-functions can scale to complex 3D manipulation tasks and can learn deep neural network policies efficiently enough to train on real physical robots. We demonstrate that the training times can be further reduced by parallelizing the algorithm across multiple robots which pool their policy updates asynchronously. Our experimental evaluation shows that our method can learn a variety of 3D manipulation skills in simulation and a complex door opening skill on real robots without any prior demonstrations or manually designed representations.
The brain processes information through multiple layers of neurons. This deep architecture is representationally powerful, but complicates learning because it is difficult to identify the responsible neurons when a mistake is made. In machine learning, the backpropagation algorithm assigns blame by multiplying error signals with all the synaptic weights on each neuron's axon and further downstream. However, this involves a precise, symmetric backward connectivity pattern, which is thought to be impossible in the brain. Here we demonstrate that this strong architectural constraint is not required for effective error propagation. We present a surprisingly simple mechanism that assigns blame by multiplying errors by even random synaptic weights. This mechanism can transmit teaching signals across multiple layers of neurons and performs as effectively as backpropagation on a variety of tasks. Our results help reopen questions about how the brain could use error signals and dispel long-held assumptions about algorithmic constraints on learning.
Social learning (learning through observation or interaction with other individuals) is widespread in nature and is central to the remarkable success of humanity, yet it remains unclear why it pays to copy, and how best to do so. To address these questions we organised a computer tournament in which entrants submitted strategies specifying how to use social learning and its asocial alternative (e.g. trial-and-error) to acquire adaptive behavior in a complex environment. Most current theory predicts the emergence of mixed strategies that rely on some combination of the two types of learning. In the tournament, however, strategies that relied heavily on social learning were found to be remarkably successful, even when asocial information was no more costly than social information. Social learning proved advantageous because individuals frequently demonstrated the highest-payoff behavior in their repertoire, inadvertently filtering information for copiers. The winning strategy (discountmachine) relied exclusively on social learning, and weighted information according to the time since acquisition.Human culture is widely thought to underlie the extraordinary demographic success of our species, manifest in virtually every terrestrial habitat (1-2). Cultural processes facilitate the spread of adaptive knowledge, accumulated over generations, allowing individuals to acquire vital life skills. One of the foundations of culture is social learning -learning influenced by observation or interaction with other individuals (3) -which occurs widely, in various forms, * To whom correspondence should be addressed. ler4@st-andrews.ac.uk.One sentence summary: A computer tournament helps to explain why social learning is common in nature and why human beings happen to be so good at it. NIH Public Access Author ManuscriptScience. Author manuscript; available in PMC 2010 November 22. Published in final edited form as:Science. 2010 April 9; 328(5975): 208-213. doi:10.1126/science.1184719. NIH-PA Author ManuscriptNIH-PA Author Manuscript NIH-PA Author Manuscript across the animal kingdom (4). Yet it remains something of a mystery why it pays individuals to copy others, and how best to do this.At first sight, social learning appears advantageous because it allows individuals to avoid the costs, in terms of effort and risk, of trial-and-error learning. However, social learning can also cost time and effort, and theoretical work reveals that it can be error prone, leading individuals to acquire inappropriate or outdated information in nonuniform and changing environments (5-11). Current theory suggests that to avoid these errors individuals should be selective in when and how they use social learning, so as to balance its advantages against the risks inherent in its indiscriminate use (9). Accordingly, natural selection is expected to have favoured social learning strategies, psychological mechanisms that specify when individuals copy, and from whom they learn (12-13).These issues lie at the interface of multiple academic fields,...
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