814 karma · joined August 16, 2010
I had the same reaction, and it reminded me of other slo-mo videos of insects crawling -- it looked like they are falling all over themselves, with none of the gracefulness that I see in mammals (cheetah running, for example). I wonder if it has to do with insects having much smaller mass, hence they are more easily jerked around by things like airflow.
for whatever reason, it's no longer feasible in modern pro game (not to mention that this could result in no winner if each player wins half the game), so komi was introduced. at first at 5.5, and steadily climbed higher to 7.5 at present. In pro game, even a change of 1 is considered a big deal, so from 5.5 to 7.5 is hardly trivial.
Now with alphago playing "perfect" games against itself, we might finally be able to put to rest the debate of the correct komi (the Japanese Go associations for decades have kept meticulous records of every professional game, in order to find the correct komi).
There is a big "but" though. The correct komi at Alphgo Zero's level might not be the correct komi for human level players (AlphaGo is estimated to be 2-3 handicaps above human play; this is a bigger gap between the average pro player and the best amateurs).
Indeed, the change from 5.5 komi to 7.5 komi also had a lot to do with the change in play style rather than simply zooming in on the "correct" komi number. In the 70s and 80s, predominant play style was more conservative, and 5.5 might well be the correct komi for the time (defined as resulting in 50:50 chance of winning for either side). As play style shifted to become more aggressive and confrontational (actually fueld somewhat by the introduction of komi), it was discovered that komi needs to be raised to keep chances of winning at 50:50.
To make an analogy, suppose one is playing a casino game of chance that gives the house a slight advantage (similar to the first mover advantage for black in go). If one only makes small bets, the house will end up winning only a small amount. in other words, the player needs to be compensated by a small amount to make the game "fair".
If however one makes big bets (i.e. more aggressive game play), then the compensation needs to be bigger too, to make the game "fair", even if the underlying probabilities have not changed.
following this logic, while 7.5 komi is fair for Alphago vs. alphago games, it might not be the right number for human games. I suspect it might be samller for humans.... if only we could calibrate Alphago to the average human level and generate millions of self-play games...
1. how many handicaps can AlphaGo give to human players, while still come out winning? the idea of handicap is basically the stronger player lets the weaker player a few "freebie moves" before the game proper starts. For reference, a typical professional player can give 2 to 3 handicaps to the strongest amateurs.
2. Can AlphaGo defeat a group of professional who are also given unlimited time to think and discuss?
Of course, what's obvious to a human might not be so at all to a computer. And this is the interesting point that I hope the DeepMind researchers would shed some light on for all of us after they dig out what was going on inside AlphaGo at the time. And we'd also love to learn why did AlphaGo seem to go off the rails after this initial stumble and made a string of indecipherable moves thereafter.
Congrats to Lee and the DeepMind team! It was an exciting and I hope informative match to both sides.
As a final note: I started following the match thinking I am watching a competition of intelligence (loosely defined) between man and machine. What I ended up witnessing was incredible human drama, of Lee bearing incredible pressure, being hit hard repeatedly while the world is watching, sinking to the lowest of the lows, and soaring back up winning one game for the human race.. Just incredible up and down in a course of a week. Many of my friends were crying as the computer resigned.
AlphaGo plays some unusual moves that go clearly against any classically trained Go players. Moves that simply don't quite fit into the current theories of Go playing, and the world's top players are struggling to explain what's the purpose/strategy behind them.
I've been giving it some thought. When I was learning to play Go as a teenager in China, I followed a fairly standard, classical learning path. First I learned the rules, then progressively I learn the more abstract theories and tactics. Many of these theories, as I see them now, draw analogies from the physical world, and are used as tools to hide the underlying complexity (chunking), and enable the players to think at a higher level.
For example, we're taught of considering connected stones as one unit, and give this one unit attributes like dead, alive, strong, weak, projecting influence in the surrounding areas. In other words, much like a standalone army unit.
These abstractions all made a lot of sense, and feels natural, and certainly helps game play -- no player can consider the dozens (sometimes over 100) stones all as individuals and come up with a coherent game play. Chunking is such a natural and useful way of thinking.
But watching AlphaGo, I am not sure that's how it thinks of the game. Maybe it simply doesn't do chunking at all, or maybe it does chunking its own way, not influenced by the physical world as we humans invariably do. AlphaGo's moves are sometimes strange, and couldn't be explained by the way humans chunk the game.
It's both exciting and eerie. It's like another intelligent species opening up a new way of looking at the world (at least for this very specific domain). and much to our surprise, it's a new way that's more powerful than ours.