Mastering the game of Go with deep neural networks and tree search.

Silver David, Huang Aja, Maddison Chris J, Guez Arthur, Sifre Laurent, van den Driessche George, Schrittwieser Julian, Antonoglou Ioannis, Panneershelvam Veda, Lanctot Marc, Dieleman Sander, Grewe Dominik, Nham John, Kalchbrenner Nal, Sutskever Ilya, Lillicrap Timothy, Leach Madeleine, Kavukcuoglu Koray, Graepel Thore, Hassabis Demis

Nature · 2016 · PMID 26819042 · 인용 16.0k

PubMed ↗DOI ↗

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.

🏛️ 거인의 어깨이 분야를 만든 논문들

심층 강화학습을 통해 인간이 정복할 수 없다고 여겨졌던 바둑에서 AI가 인간 최고 수를 꺾는 이정표를 세웠습니다.

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Paperis - Mastering the game of Go with deep neural networks and tree search.