GO for IT. Guillaume Chaslot. Mark Winands

Similar documents
A Bandit Approach for Tree Search

Creating a Havannah Playing Agent

Games solved: Now and in the future

Recent Progress in Computer Go. Martin Müller University of Alberta Edmonton, Canada

Computer Go: from the Beginnings to AlphaGo. Martin Müller, University of Alberta

Two-Player Perfect Information Games: A Brief Survey

Playing Othello Using Monte Carlo

Adding expert knowledge and exploration in Monte-Carlo Tree Search

Two-Player Perfect Information Games: A Brief Survey

Exploration exploitation in Go: UCT for Monte-Carlo Go

Score Bounded Monte-Carlo Tree Search

Generalized Rapid Action Value Estimation

Virtual Global Search: Application to 9x9 Go

A Parallel Monte-Carlo Tree Search Algorithm

Foundations of AI. 6. Adversarial Search. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard & Bernhard Nebel

Combining Final Score with Winning Percentage by Sigmoid Function in Monte-Carlo Simulations

CS 4700: Foundations of Artificial Intelligence

情報処理学会研究報告 IPSJ SIG Technical Report Vol.2010-GI-24 No /6/25 UCT UCT UCT UCB A new UCT search method using position evaluation function an

Foundations of AI. 6. Board Games. Search Strategies for Games, Games with Chance, State of the Art

By David Anderson SZTAKI (Budapest, Hungary) WPI D2009

Monte-Carlo Tree Search Enhancements for Havannah

Computing Elo Ratings of Move Patterns in the Game of Go

Contents. Foundations of Artificial Intelligence. Problems. Why Board Games?

Monte-Carlo Tree Search in Settlers of Catan

Adversarial Search. Soleymani. Artificial Intelligence: A Modern Approach, 3 rd Edition, Chapter 5

Building Opening Books for 9 9 Go Without Relying on Human Go Expertise

NOTE 6 6 LOA IS SOLVED

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997)

Constructing an Abalone Game-Playing Agent

Foundations of Artificial Intelligence Introduction State of the Art Summary. classification: Board Games: Overview

Application of UCT Search to the Connection Games of Hex, Y, *Star, and Renkula!

ON THE TACTICAL AND STRATEGIC BEHAVIOUR OF MCTS WHEN BIASING RANDOM SIMULATIONS

A Quoridor-playing Agent

CSC321 Lecture 23: Go

Foundations of Artificial Intelligence

46.1 Introduction. Foundations of Artificial Intelligence Introduction MCTS in AlphaGo Neural Networks. 46.

Artificial Intelligence. Minimax and alpha-beta pruning

Foundations of Artificial Intelligence

Adversarial Search: Game Playing. Reading: Chapter

Adversarial Search. Chapter 5. Mausam (Based on slides of Stuart Russell, Andrew Parks, Henry Kautz, Linda Shapiro, Diane Cook) 1

Monte-Carlo Tree Search and Minimax Hybrids with Heuristic Evaluation Functions

CS 188: Artificial Intelligence

Investigations with Monte Carlo Tree Search for finding better multivariate Horner schemes

The Computational Intelligence of MoGo Revealed in Taiwan s Computer Go Tournaments

Early Playout Termination in MCTS

Monte Carlo Tree Search

Revisiting Monte-Carlo Tree Search on a Normal Form Game: NoGo

MONTE-CARLO TWIXT. Janik Steinhauer. Master Thesis 10-08

Outline. Game Playing. Game Problems. Game Problems. Types of games Playing a perfect game. Playing an imperfect game

Playout Search for Monte-Carlo Tree Search in Multi-Player Games

Foundations of AI. 5. Board Games. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard and Luc De Raedt SA-1

Games and Adversarial Search

Last update: March 9, Game playing. CMSC 421, Chapter 6. CMSC 421, Chapter 6 1

One Jump Ahead. Jonathan Schaeffer Department of Computing Science University of Alberta

Using Neural Network and Monte-Carlo Tree Search to Play the Game TEN

A Study of UCT and its Enhancements in an Artificial Game

AIs may use randomness to finally master this ancient game of strategy

On Games And Fairness

Monte-Carlo Tree Search for the Simultaneous Move Game Tron

Tree Parallelization of Ary on a Cluster

Unit-III Chap-II Adversarial Search. Created by: Ashish Shah 1

On the Huge Benefit of Decisive Moves in Monte-Carlo Tree Search Algorithms

Old-fashioned Computer Go vs Monte-Carlo Go

AlphaGo and Artificial Intelligence GUEST LECTURE IN THE GAME OF GO AND SOCIETY

A Desktop Grid Computing Service for Connect6

Pruning playouts in Monte-Carlo Tree Search for the game of Havannah

The Evolution of Knowledge and Search in Game-Playing Systems

The larger the ratio, the better. If the ratio approaches 0, then we re in trouble. The idea is to choose moves that maximize this ratio.

Adversarial Search. Chapter 5. Mausam (Based on slides of Stuart Russell, Andrew Parks, Henry Kautz, Linda Shapiro) 1

Monte-Carlo Tree Search and Minimax Hybrids

UCD : Upper Confidence bound for rooted Directed acyclic graphs

Game playing. Chapter 5, Sections 1 6

Programming Project 1: Pacman (Due )

Adversarial Search (I)

Adversarial Search (I)

Current Frontiers in Computer Go

Game Playing. Garry Kasparov and Deep Blue. 1997, GM Gabriel Schwartzman's Chess Camera, courtesy IBM.

AI in Tabletop Games. Team 13 Josh Charnetsky Zachary Koch CSE Professor Anita Wasilewska

Andrei Behel AC-43И 1

Enhancements for Monte-Carlo Tree Search in Ms Pac-Man

Game-Playing & Adversarial Search

UNIT 13A AI: Games & Search Strategies. Announcements

Game-playing: DeepBlue and AlphaGo

Monte Carlo Tree Search in a Modern Board Game Framework

Quick work: Memory allocation

UNIT 13A AI: Games & Search Strategies

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask

Upper Confidence Trees with Short Term Partial Information

Adversarial Search and Game- Playing C H A P T E R 6 C M P T : S P R I N G H A S S A N K H O S R A V I

Lecture 33: How can computation Win games against you? Chess: Mechanical Turk

AIR FORCE INSTITUTE OF TECHNOLOGY

CS 380: ARTIFICIAL INTELLIGENCE MONTE CARLO SEARCH. Santiago Ontañón

Ar#ficial)Intelligence!!

Strategic Evaluation in Complex Domains

CS 331: Artificial Intelligence Adversarial Search II. Outline

Ch.4 AI and Games. Hantao Zhang. The University of Iowa Department of Computer Science. hzhang/c145

Monte Carlo Tree Search. Simon M. Lucas

Probability of Potential Model Pruning in Monte-Carlo Go

Computer Analysis of Connect-4 PopOut

CS 188: Artificial Intelligence Spring Game Playing in Practice

Transcription:

GO for IT Guillaume Chaslot Jaap van den Herik Mark Winands (UM) (UvT / Big Grid) (UM) Partnership for Advanced Computing in EUROPE Amsterdam, NH Hotel, Industrial Competitiveness: Europe goes HPC Krasnapolsky, September 3, 2008 PRACE meeting Dinner Talk 1

From Maastricht to Tilburg Tilburg University: TiCC TiCC stands for Tilburg Centre for Creative Computing The start was September 1, 2008 So, you are privileged to become familiar with TiCC already now 2

Technology and Future 1950 Mechanization Intelligent Programs Intelligent E-commerce 1970 1990 2000 Computerization Information handling Communication (ICT) E-commerce 2005 Agent Technology 2010 Ant Technology (Grid) 2030 Singularity Point 3

Go for IT Data Handling Information Technology Knowledge Engineering Agent Technology Grid Technology / Supercomputing 4

Go for Intelligence Games Gaming Serious Gaming 5

Go for Power PCs IBM 360 / 65 370 / 158 370 / 168 Supercomputers 1997: RS 6000 defeats Kasparov on Chess TERAS HUYGENS defeats Kim Myungwan on Go (9-stone handicap) 6

Four Challenging Questions 1. Can a computer play Go? 2. Can a computer defeat the human world champion? 3. Can a computer solve the game? 4. Are some generic ideas applicable elsewhere? 7

Computer Olympiad Initiative of David Levy (1989) Since 1989 there have been 12 olympiads; 4x Londen, 3x Maastricht, 1x Graz, 1x Ramat-Gan, 1x Taipei, 1x Turin, 1x Amsterdam Goal: Finding the best computer program for each game Connecting programmers / researchers of different games Computers play each other in competition Demonstrations: Man versus Machine Man + Machine versus Man + Machine 8

Computer versus Computer 9

Computer Olympiad In Amsterdam, June 2007 80 participants in several categories Competitions in Olympiad's history: Abalone, Awari, Amazons, Backgammon, Bao, Bridge, Checkers, Chess, Chinese Chess, Dots and Boxes, Draughts, Gipf, Go-Moku, 19x19 Go, 9x9 Go, Hex, Lines of Action, Poker, Renju, Roshambo, Scrabble, and Shogi In September 2008 in Beijing 10

Overview Solved Super human World champion Grand master Amateur Connect-four Amazons Go Qubic Gipf Draughts (10x10) Bridge Arimaa Go-Moku Othello Chinese Chess Shogi Renju Scrabble Hex Kalah Backgammon Poker Awari Lines of Action Nine men s morris Checkers (2006) Bao Chess (2006) 11

Go Computer Go programs are weak Problem: recognition of patterns Top Go programs:handtalk and MoGoTitan 12

13

Go for Go NWO: 2005 Maastricht / Tilburg Jaap van den Herik Jos Uiterwijk Mark Winands Jahn Saito Guillaume Chaslot (link to French) 14

- top contributors: MOGO University of Paris Sud: 2006 - Jean-Yves Albert - Remi Munos - Guillaume Chaslot - Julien Perez - Christophe Fiter - Arpad Rimmel - Sylvain Gelly - Olivier Teytaud - Jean-Baptiste Hoock - Yizao Wang - Other contributors are: Vincent Danjean, Thomas Herault, Georges Bolsilca, David Silver - Most important institutes are (i) Tao, Inria, Cnrs, Universite Paris- Sud, Grid 5000, (ii) Institutes supporting G. Chaslot 15

Development of MoGo and MoGo Titan - Started in 2006 by Sylvain Gelly and Yizao Wang at University of Paris- Sud - August 2006: Takes the highest rank program on the 9x9 Computer Go Server. It still holds this rank for 2 years long. - June 2007: wins the 12th Computer Olympiads in Amsterdam, and first program ever to defeat a professional on 9x9 in a blitz game. - April 2008: wins the first non-blitz game against a professional. - May 2008: involvement of the project GoForGo leading to MoGo-Titan. - August 2008: wins the first match ever against a professional on 19x19 with 9 stones handicap (running on Huygens). This result is acknowledged as a milestone for AI. 16

MOGO is the French part MOGO TITAN IS THE NEW NAME and TITAN is the finding by Christian Huygens (a satellite moon around Saturnus) The name is taken as a tribute to Supercomputing in the Netherlands 17

The 9 stone Match - The professional commented: I think there s no chance on nine stones, it would even be difficult with eight stones. MoGo played really well; after getting a lead, every time I played aggressively, it just played safely, even when it meant sacrificing some stones. It didn t try to maximize the win and just played the most sure way to win. It s like a machine. 18

Financial partners: Partners of MoGo-Titan Partners providing computational time: 19

National Supercomputer in NL What When Flop/s Processors CDC Cyber205 1983 100 M100 1 CDC Cyber205 1987 200 M 200 M 2 Cray YMP 1990 1.3 G 1.3 G 4 Cray C90 1994 4 G 4 G 4 Cray C90 1997 12 G 12 G 12 SGI Origin 2000 1 T 1 T 1024 SGI Altix 2003 3.2 T 3.2 T 1440 IBM p5+ 2007 15 T 15 T 1920 IBM p6 2008 >60 T >60 T >3000 Software effort So the gain will be almost 1 M in 25 years 20

P6- architecture # of processors 3328 Water cooled Huygens at SARA MoGo had 800 processors at its disposal This was over 1000 times as powerful as the RS 6000 (1997) defeating Kasparov. 21

August 8, 2008 Portland - Oregon MoGo Titan plays Kom Myungwan A 9-stones handicap match The machine wins 22

IBM Supercomputer Huygens Used - MoGo using Huygens (provided by SARA) is called MoGo-Titan - The processors are IBM Power6 at 4.7Ghz. - Each node has 32 cores, and 256 GB of RAM. - It uses generally 10 to 25 nodes, out of 104 nodes. - Parallelization is using OpenMPI. 23

Human-Computer Matches in Go - For a long time, a prize of 40,000,000 NTD (1,400,000 $) for the first computer Go-playing program that would succeed in beating a Taipei Go Professional without handicap. The prize was donated by Ing Chang-Ki and was valid until 2000, due to the death of Ing Chang-Ki. - 400,000 NTD (14,000 $) were offered to a program that would beat a professional at 9 stones. Numerous attempts were made but no program ever won. - More information on the numerous attemps are listed here: http://senseis.xmp.net/?ingprize 24

Rank of the best programs: 9 dan Evolution of the level of programs 1 dan 9x9 19x19 20 kuy 1968 1978 1988 1998 2007 2008 (Albert Zobrist) 25

The Difference between Chess and Go Chess: Search Tactics play an important role Go: Pattern Recognition Strategy is much more important 26

Two breakthroughs that enabled Go to play at acceptable level 1. Monte Carlo Search (Brügmann and Bouzy) 2. UCT algorithm (Chaslot, Coulom, Kocsis) UCT stands for Upper Confidence bounds applied to Trees 27

- Monte-Carlo Tree Search: underlying idea 28

- Exploration-exploitation dilemma: If only the best moves are explored (too few explorations), the algorithm is focusing on a few moves, and moves that - did not seem promising are forgotten. If too many moves are explored, the branching factor is too high and the search is not deep enough Alternative solutions have to be found (Progressive strategies, RAVE, etc ) 29

SUPERCOMPUTING, CONCLUSION MONTE CARLO TREE SEARCH and the UCT algorithm have sped up the performances in computer Go 30

FUTURE EXPECTATIONS MoGo-Titan defeats a top Go player in 2008-9 stones handicap 2009-8 stones handicap 2010-7 stones handicap 2011-6 stones handicap 2012-5 stones handicap 2014-4 stones handicap 2016-3 stones handicap 2018-2 stones handicap 2019-1 stones handicap 2020 - MOGO-TITAN defeats the human Go World Champion The singularity point in Go is reached 31

MESSAGE Ray Kurzweil (2007): The singularity point is near The general point is due 2030 (Kurzweil) 2048 (others) 2400 (disbelievers) Nobody will deny the development. Everybody will think about the future. 32