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Under review as a conference paper at ICLR 2015 | |
MOVE EVALUATION IN GO USING DEEP | |
CONVOLUTIONAL NEURAL NETWORKS | |
Chris J. Maddison | |
University of Toronto | |
[email protected] | |
Aja Huang1, Ilya Sutskever2, David Silver1 | |
Google DeepMind1, Google Brain2 | |
{ajahuang,ilyasu,davidsilver}@google.com | |
ABSTRACT | |
The game of Go is more challenging than other board games, due to the difficulty | |
of constructing a position or move evaluation function. In this paper we investi- | |
gate whether deep convolutional networks can be used to directly represent and | |
learn this knowledge. We train a large 12-layer convolutional neural network by | |
supervised learning from a database of human professional games. The network | |
correctly predicts the expert move in 55% of positions, equalling the accuracy | |
of a 6 dan human player. When the trained convolutional network was used di- | |
rectly to play games of Go, without any search, it beat the traditional-search pro- | |
gram GnuGo in 97% of games, and matched the performance of a state-of-the-art | |
Monte-Carlo tree search that simulates two million positions per move. | |
INTRODUCTION | |
The most frequently cited reason for the difficulty of Go, compared to games such as Chess, Scrabble | |
or Shogi, is the difficulty of constructing an evaluation function that can differentiate good moves | |
from bad in a given position. The combination of an enormous state space of 10170 positions, | |
combined with sharp tactics that lead to steep non-linearities in the optimal value function, has led | |
many researchers to conclude that representing and learning such a function is impossible (M¨uller, | |
2002). In previous years, the most successful methods have sidestepped this problem altogether | |
using Monte-Carlo search, which dynamically evaluates a position through random sequences of | |
self-play. Such programs have led to strong amateur level performance, but a considerable gap still | |
remains between top professional players and the strongest computer programs. The majority of | |
recent progress has been due to increased quantity and quality of prior knowledge, which is used to | |
bias the search towards more promising states in both the search tree and during rollouts (Coulom, | |
2007; Gelly & Silver, 2011; Enzenberger et al., 2010; Huang et al., 2011), and it is widely believed | |
that this knowledge is the major bottleneck towards further progress (Huang & M¨uller, 2013). How- | |
ever, this knowledge again is ultimately compiled into an evaluation function or distribution that | |
expresses a preference over moves. | |
In this paper we address these fundamental questions of representation and learning of Go knowl- | |
edge, by using a deep convolutional neural network (CNN). Although CNNs have previously been | |
applied to the game of Go, with modest success (Schraudolph et al., 1994; Enzenberger, 1996; | |
Sutskever & Nair, 2008), previous architectures have typically been limited to one hidden layer of | |
relatively small size, and have not exploited recent advances in computational power. In this paper | |
we use much deeper and larger CNNs of 12 hidden layers and several billion connections to repre- | |
sent and learn Go knowledge. We find that this increase in depth and size leads to a qualitative jump | |
in performance, suggesting that contrary to previous beliefs, a strong move evaluation function for | |
Go can indeed be represented and learnt by such architectures. | |
We focus on a supervised learning setup, in which the network is trained to predict expert human | |
moves, using a large database of professional 19 × 19 Go games. The predictive accuracy of the | |
Under review as a conference paper at ICLR 2015 | |
CNN on a held-out set of positions reaches 55%, which a significant improvement over the 35% | |
and 39% predictive accuracy reported for some of the strongest Go programs, and comparable to | |
the performance of the 6 dan author on the same data set. Furthermore, when the CNN was used | |
to play games by directly selecting the move recommended by the network output, without any | |
search, it equalled the performance of state-of-the-art Monte-Carlo search programs (such as Pachi) | |
that are given 10,000 rollouts per move (i.e., programs that combine handcrafted or shallow prior | |
knowledge with a search that simulates two million positions), and the first strong Monte-Carlo | |
search program MoGo with 100,000 rollouts per move. In addition, direct move selection using the | |
CNN beat GnuGo (a traditional search program) in 97% of games.1 | |
Finally, we demonstrate that the Go knowledge embodied by the CNN can be effectively combined | |
with Monte-Carlo tree search, by using a delayed prior knowledge procedure. In this approach, | |
the CNN is evaluated asynchronously on a GPU, and results are incorporated into the main search | |
procedure once available. Using 100,000 rollouts per move, the overall search defeats the raw CNN | |
in 87% of games. | |
2 PRIOR WORK | |
Convolutional neural networks have a long history in the game of Go. Schraudolph Schraudolph | |
et al. (1994) trained a simple CNN (exploiting rotational, reflectional, and colour inversion sym- | |
metries) to predict final territory, by reinforcement learning from games of self-play. The resulting | |
program beat a simplistic handcrafted program called Wally. NeuroGo (Enzenberger, 1996) used | |
a more sophisticated architecture to predict final territory, eyes, and connectivity, again exploiting | |
symmetries; and used a connectivity pathfinder to propagate information across weakly connected | |
groups of stones. Enzenberger’s program also used reinforcement learning from self-play. When | |
combined with an alpha-beta search, NeuroGo equalled the performance of GnuGo on 9 × 9 Go, | |
and reached around 13 kyu on 19 × 19 Go. Sutskever & Nair (2008) applied convolutional net- | |
works to supervised learning of expert moves, but using a small 1 hidden layer CNN; this matched | |
the state-of-the-art prediction performance, achieving 34.6% accuracy, but this was not sufficient to | |
play Go at any reasonable level. | |
The most successful current programs in Go are based on Monte-Carlo tree search (Kocsis & | |
Szepesv´ari, 2006). The basic algorithm was augmented in MoGo to use prior knowledge to bootstrap | |
value estimates in the search tree (Gelly & Silver, 2007); and to use abstractions over subtrees to | |
accelerate the search (Gelly & Silver, 2011). The strongest current programs such as CrazyStone ap- | |
ply supervised learning to construct a move selection policy; this is then used to bias the exploration | |
during search; a faster policy is also learned that selects moves during rollouts (Coulom, 2007). | |
CrazyStone achieved a 35% move prediction accuracy by extracting a large database of common | |
patterns from expert games, and combining them into a large linear softmax. | |
Recent work in image recognition has demonstrated considerable advantages of deep convolutional | |
networks over alternative architectures. Krizhevsky et al. (2012) were the first to achieve a very large | |
performance gain with large and deep convolutional neural networks over traditional computer vi- | |
sion systems. Improved convolutional neural network architectures (primarily in the form of deeper | |
networks) (Simonyan & Zisserman, 2014) provided another substantial improvement, culminating | |
with Szegedy et al. (2014), who reduced the error rate of Krizhevsky et al. (2012) from 15.3% top-5 | |
error to 7.0%. The power and generality of large and deep convolutional neural networks suggests | |
that they may do well on other “visual” domains, such as computer Go. | |
3 DATA | |
The dataset used in this work comes from the KGS Go Server. It consists of sequences of board | |
positions st for complete games played between humans of varying rank. Board state information | |
includes the position of all stones on the 19x19 board and the sequence allows one to determine the | |
sequence of moves; a move at is encoded as a 1 of 361 indicator for each position on the 19x19 | |
1 Since we performed this research, we have learned that Clark & Storkey (2014) independently adopted a | |
similar approach using a smaller 8-layer CNN to achieve 44% move prediction accuracy; and defeated GnuGo | |
in 86% of games. | |
Under review as a conference paper at ICLR 2015 | |
Feature | |
Black / white / empty | |
Liberties | |
Liberties after move | |
Legality | |
Turns since | |
Capture size | |
Ladder move | |
KGS rank | |
Planes Description | |
Stone colour | |
4 Number of liberties (empty adjacent points) | |
6 Number of liberties after this move is played | |
1 Whether point is legal for current player | |
5 How many turns since a move was played | |
7 How many opponent stones would be captured | |
1 Whether a move at this point is a successful ladder capture | |
9 Rank of current player | |
Table 1: Features used as inputs to the CNN. | |
board. We collected 29.4 million board-state next-move pairs (st, at) corresponding to 160,000 | |
games. | |
Each position st was preprocessed into a set of 19 × 19 feature planes φ(st), that serve as input | |
to the neural network. The features that we use come directly from the raw representation of the | |
game rules (stones, liberties, captures, legality, turns since). In addition, we have one simple tactical | |
feature representing a basic common pattern in Go known as ladders; in practice this adds a small | |
performance benefit, but the results that we report would be qualitatively similar even without these | |
features. Many of the features are split into multiple planes of binary values, for example in the case | |
of liberties there are separate binary features representing whether each intersection has 1 liberty, 2 | |
liberties, 3 liberties, >= 4 liberties. The feature planes are listed in Table 1.2 | |
Finally, we used the following minor innovation. Our dataset consists of games from players of | |
different strengths. Specifically, the KGS data contains more games by lower dan players, and fewer | |
games by higher dan players. As a result, a naive approach to training on the KGS data will result in | |
a network that primarily imitates weaker players. Alternatively, training only on games by stronger | |
players would result in a massive reduction of training data. | |
To mitigate this, we provided the network with an additional global inputs indicating the player’s | |
rank. Specifically we add 9 feature planes each indicating a specific rank. This is like a 1 of 9 | |
encoding that represents the strength of the current player. That is, if the network is learning to | |
predict a move made by a d dan player, the dth rank feature plane is filled with 1s and the remaining | |
8 planes are filled with 0s. This has the effect of providing a dynamic bias to the network that | |
depends on rank. | |
Because every Go game is symmetric under reflections and rotations, we augmented the dataset by | |
sampling uniformly from one of the 8 symmetric boards as we filled minibatches in gradient descent. | |
The dataset was split into a training set of 27.4 million board-state next-move pairs and a test set of | |
2 million. This split was done before shuffling, so this corresponds to a test set with distinct games. | |
4 ARCHITECTURE & TRAINING | |
In this section we describe the precise network architecture and the details of the training procedure. | |
We used a deep convolutional neural network with 12 weight matrices for each of 12 layers and | |
rectified linear non-linearities. The first hidden layer’s filters were of size 5×5 and the remainder | |
were of size 3×3, with a stride of 1. Every layer operated on a 19× 19 input space, with no pooling; | |
outputs were zero-padded back up up to 19 × 19. The number of filters in each layer ranged from | |
64 to 192. In addition to convolutions, we also used position-dependent biases (following Sutskever | |
& Nair (2008)). Our best model has 2.3 million parameters, 630 million connections, and 550,000 | |
hidden units. | |
The output layer of the CNN was also convolutional with position dependent biases, but with only | |
two filters. Each produced a 19 × 19 plane, corresponding to inputs to two softmax distributions of | |
size 361. The first softmax is the distribution over the next move if it is the black player’s turn, and | |
the second softmax is the distribution over the next move if it is the white player’s move. Although | |
2Due to the computational cost of running extensive experiments, it is possible that some of these features | |
are unnecessary or redundant. | |
Under review as a conference paper at ICLR 2015 | |
both players may often prefer the same move, in general the optimal policy may select different | |
moves for each player. | |
We also experimented with weight symmetries Schraudolph et al. (1994). Given that the board is | |
symmetric, it makes sense to force the filters and biases to be rotationally and reflectionally symmet- | |
ric, by aggregating weight updates over the 8-fold symmetry group between connections. This type | |
of symmetry is stronger than the symmetric data augmentation described above, since it enforces | |
local symmetry of all filters at all locations on the board, not just global symmetry of the entire | |
board. | |
For training the network, we used asynchronous stochastic gradient descent (Dean et al., 2012) with | |
50 replicas each on its own GPU. All parameters were initialized randomly from a uniform[-0.05, | |
0.05]. Each replica was trained for 25 epochs with a batchsize of 128, a fixed learning rate of 0.128 | |
normalized by batchsize, and no momentum. The network was then fine-tuned on a single GPU | |
with vanilla SGD for 3 epochs with an annealed learning rate, beginning at half the learning rate for | |
the asynchronous setting and halved again every epoch. After augmenting the dataset with random | |
symmetries overfitting was very minor — our 10 layer network overfit by under 1% achieving 55% | |
on the training set and 54.5% on the test set. Even at the end of training errors on the test set did | |
not increase. This suggests that we are currently operating in an underfitting regime suggesting that | |
further improvement is possible. All reported accuracies are on a held out test set. | |
5 RESULTS | |
5.1 | |
INVESTIGATION OF WEIGHT SYMMETRIES | |
We evaluated the effect of weight symmetries on a smaller CNN with 3 and 6 layers respectively. | |
These networks were trained on a reduced feature set, excluding rank, liberties after move, capture | |
size, ladder move, and only including a history of one move. The results are given in the table below: | |
model | |
3 layer, 64 filters | |
3 layer, 64 filters, symmetric | |
6 layer, 192 filters | |
6 layer, 192 filters, symmetric | |
% Accuracy | |
43.3 | |
44.3 | |
49.6 | |
49.4 | |
These results suggest that, perhaps surprisingly, weight symmetries have a strong effect on move | |
prediction for small and shallow networks, but the effect appeared to disappear completely in larger | |
and deeper networks. | |
5.2 ACCURACY AND PLAYING STRENGTH | |
To understand how the performance depends on network depth, we trained several networks of | |
different depths. Each CNN used the same architecture as described above, except that the number | |
of 3 × 3 layers was restricted to 3, 6, 10 and 12 respectively. We measured the prediction accuracy | |
on the test set, and also the playing strength of the CNN when it was used to directly select moves. | |
This was achieved by inputting the current position into the network, and selecting the action with | |
maximum probability in the softmax output for the current player. | |
Performance was evaluated against the benchmark program GnuGo 3.8, running at its highest level | |
10. Comparisons are given with reported values for the 3 dan Monte-Carlo search program Aya3; | |
simultaneously published results on a somewhat shallower CNN Clark & Storkey (2014)4; and also | |
with the prediction accuracy of a 6 dan human (the second author) on randomly sampled positions | |
from the test set. All games were scored using Chinese rules, refereed by GnuGo; duplicate games | |
were excluded from results. | |
3http://computer-go.org/pipermail/computer-go/2014-December/007018.html | |
4It should be noted that Clark & Storkey (2014) did not use the highly-predictive turn since feature, because | |
they believed that it would hurt the network’s play. This is an interesting hypothesis, which this work does not | |
address. | |
Under review as a conference paper at ICLR 2015 | |
Figure 1: Probability that the expert’s move is within the top-n predictions of the network. The 10 layer CNN | |
was omitted for clarity, but it’s performance is only slightly worse than 12 layer. Note y-axis begins at 0.30. | |
It is apparent from the results that larger and deeper networks have qualitatively better performance | |
than shallow networks, reaching 97% winning rate against GnuGo for a large 12-layer network | |
compared to 3.4% for a small 3-layer network. Furthermore, the accuracy on the supervised learning | |
task is clearly strongly correlated with playing performance, demonstrating that the knowledge learnt | |
by the network generalises effectively to the real task of evaluating moves. | |
Size % Accuracy % Wins vs. GnuGo | |
Depth | |
16 filters | |
3 layer | |
128 filters | |
3 layer | |
128 filters | |
6 layer | |
10 layer | |
128 filters | |
128 filters | |
12 layer | |
8 layer (Clark & Storkey, 2014) ≤ 64 filters | |
Aya 2014 | |
Human 6 dan | |
37.5 | |
48.0 | |
51.2 | |
54.5 | |
55.2 | |
44.44 | |
38.8 | |
52 ±5.8 | |
stderr | |
3.4 ± 1.1 | |
61.8 ± 2.6 | |
84.4 ± 1.9 | |
94.7 ± 1.2 | |
97.2 ± 0.9 | |
86 ± 2.5 | |
6 ± 1.0 | |
It is also valuable to know that the correct move is within the network’s n most confident predictions. | |
If n can be kept small, then this knowledge can be used to reduce the program’s effective search | |
space. We find that the top-n performance of our network is quite strong; in particular, the network | |
is able to predict the correct expert move 94% of the time when n = 10. | |
Next, we compared how the CNN performed when asked to imitate players of different strengths. | |
We used the same CNN, trained on KGS data of all ranks, and asked it to select moves as if it was | |
playing according to a specified rank. The opponent was a fixed 10 layer, 128 filter CNN trained | |
without the KGS rank feature. The results clearly show that the network plays significantly better | |
when it is asked to imitate a stronger player. | |
KGS rank % wins vs. 10-layer CNN stderr | |
49.2 ± 3.6 | |
1 dan | |
60.1 ± 1.6 | |
5 dan | |
67.9 ± 5.0 | |
9 dan | |
Finally, we evaluated the overall strength of the 12-layer CNN when used for move selection, by | |
playing against several publicly available benchmark programs. All programs were played at the | |
strongest available settings, and a fixed number of rollouts per move, as specified in the table. | |
Under review as a conference paper at ICLR 2015 | |
Opponent Rollouts per move Games won by CNN stderr | |
97.2 ± 0.9 | |
GnuGo | |
45.9 ± 4.5 | |
MoGo | |
11.0 ± 2.1 | |
Pachi | |
12.5 ± 5.8 | |
Fuego | |
47.4 ± 3.7 | |
Pachi | |
23.3 ± 7.8 | |
Fuego | |
100,000 | |
100,000 | |
100,000 | |
10,000 | |
10,000 | |
The neural network is considerably stronger than the traditional search-based program GnuGo, and | |
its performance is on a par with MoGo with 100,000 rollouts per move (Gelly & Silver, 2007), and | |
Pachi (a 4 dan MCTS program) running a somewhat reduced search of 10,000 rollouts per move (a | |
search that visits approximately 2 million positions). It wins more than 10% of games against Fuego | |
1.1 (Enzenberger et al., 2010) and Pachi 10.99 playing at a strong level (using 100,000 rollouts per | |
move over 16 threads).5 | |
6 SEARCH | |
The overreaching goal of this work is to build a strong Go playing program. To this end, we at- | |
tempted to integrate our move prediction network with Monte Carlo Tree Search (MCTS). | |
Combining MCTS with a large deep neural network is far from trivial, since the CNN is slower than | |
the natural speed of the search, and it is not feasible to evaluate every node with the neural network. | |
The 12-layer network takes 0.15s to evaluate a minibatch of size 128.6 | |
We address this problem by using asynchronous node evaluation. In asynchronous node evaluation, | |
MCTS builds its search tree and tracks the new nodes that are added into the search tree. When the | |
number of new nodes equals the minibatch size, all these new positions are submitted to the CNN for | |
evaluation on a GPU. The GPU computes the move recommendations, while the search continues in | |
parallel. Once the GPU computation is complete, the prior knowledge in the new nodes is updated to | |
contain move evaluations from the CNN. The network evaluates the nodes in a FIFO order, in order | |
to maximally influence the search tree. By using a single machine with 16 Intel® Xeon® CPU E5- | |
2643 v2 @ 3.50GHz and and 4 GeForce GTX Titan Black GPUs, we are able to maintain a MCTS | |
search at approximately 47,000 rollouts per second, without dropping CNN evaluations. However, | |
it should be noted that the performance of asynchronous node evaluation is significantly less than a | |
fully synchronous and serial implementation, since new information from the search is only utilised | |
after a significant lag (around 0.15s in our case), due to the GPU computation. | |
In addition, the MCTS engine utilised standard heuristics for computer Go: RAVE (Gelly & Silver, | |
2011), a UCT exploration strategy similar to Chaslot et al. (2008), and very simple rollouts based | |
solely on 3 × 3 patterns (Huang et al., 2011). | |
We measured the performance of the search-based program by playing games between the 12-layer | |
CNN with MCTS, and a baseline 12-layer CNN without any search. Using 100,000 rollouts per | |
move, the search-based program beats the baseline CNN in 87% of games. | |
Rollouts per move % wins against baseline | |
100,000 | |
10,000 | |
stderr | |
86.7 ± 3.5 | |
67.6 ± 2.6 | |
7 DISCUSSION | |
In this work, we showed that large deep convolutional neural networks can predict the next move | |
made by Go experts with an accuracy that exceeds previous methods by a large margin, approxi- | |
mately matching human performance. Furthermore, this predictive accuracy translates into much | |
stronger move evaluation and playing strength than has previously been possible. Without any | |
5The 8-layer network of Clark & Storkey (2014) won 12% of games against Fuego using time limits corre- | |
sponding to approximately 5,000 rollouts per move. | |
6Reducing the minibatch size does not significantly speed up end-to-end computation time in our GPU | |
implementation. | |
Under review as a conference paper at ICLR 2015 | |
Figure 2: A game played between the 12-layer CNN (without any search) and Fuego (using 100k roll- | |
outs/move). The CNN plays white. | |
search, the network is able to outperform traditional search based programs such as GnuGo, and | |
compete with state-of-the-art MCTS programs such as Pachi and Fuego. | |
In Figure 2 we present a sample game played by the 12-layer CNN (with no search) versus Fuego | |
(searching 100K rollouts per move) which was won by the neural network player. It is clear that | |
the neural network has implicitly understood many sophisticated aspects of Go, including good | |
shape (patterns that maximise long term effectiveness of stones), Fuseki (opening sequences), Joseki | |
(corner patterns), Tesuji (tactical patterns), Ko fights (intricate tactical battles involving repeated | |
recapture of the same stones), territory (ownership of points), and influence (long-term potential | |
for territory). It is remarkable that a single, unified, straightforward architecture can master these | |
elements of the game to such a degree, and without any explicit lookahead. | |
On the other hand, we note that the network still has weaknesses: notably it sometimes fails to under- | |
stand the global picture, behaving as if the life and death status of large groups has been incorrectly | |
assessed. Interestingly, it is precisely these global aspects of the game for which Monte-Carlo search | |
excels, suggesting that these two techniques may be largely complementary. We have provided a | |
preliminary proof-of-concept that MCTS and deep neural networks may be combined effectively. It | |
appears that we now have two core elements that scale effectively with increased computational re- | |
source: scalable planning, using Monte-Carlo search; and scalable evaluation functions, using deep | |
neural networks. In the future, as parallel computation units such as GPUs continue to increase in | |
performance, we believe that this trajectory of research will lead to considerably stronger programs | |
than are currently possible. | |
Under review as a conference paper at ICLR 2015 | |
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