That means that this setup isn't necessarily general. How applicable is MCTS to games with asymmetric information, a la Starcraft? What about games that can't quite be modeled with an alternating turn-based game tree like bughouse?
That means that this setup isn't necessarily general. How applicable is MCTS to games with asymmetric information, a la Starcraft? What about games that can't quite be modeled with an alternating turn-based game tree like bughouse?
"We’re not ready to talk about agent internals"
What makes you think it uses a tree search?
The problem is that there's no intrinsic scoring system for Go, nothing specific to maximize, so it's difficult to tell a computer whether a given outcome is "good" or "bad". So early versions of AlphaGo used a collection of human-played Go games to get an idea of what constitutes "good" and what is "bad", so it can then train its model to predict whether a move will make things better or worse.
This new system forgoes that step, and instead has the model play itself starting at random and looking for patterns that end up winning games. It's as if you gave the rules to the game of Go to a culture that's never heard of it before, and they evolved their own play style entirely in isolation.
Their result is a model that is better than the one that was developed with human influence, and that's the interesting bit.
Train a network which predicts future state of the game, given current state and input. Train a network which generates sensible inputs, given current state. Use MCTS.
To see why this is important, consider why min-max (which MCTS approximates) actually works. At any given point, the equilibrium strategy for the player to move is the move that maximizes their payoff, and the utility for each move can be found recursively.
In simultaneous decision games, calculating the equilibrium strategy (which may even be a mixed strategy) is more complicated. See http://mlanctot.info/files/papers/cig14-smmctsggp.pdf for various ways in which MCTS can be extended to simultaneous-decision games.
It'll be interesting to see if DeepMind picks up a search algorithm someone else has researched, or if they come up with something entirely new.
It's interesting how NN will be able to deal with uncertainty of enemy's state and moves.