What was impressive was the way Stockfish9 was beaten. AlphaZero played like a human player, making sacrifices for position that stockfish thought were detrimental. When it played as white, the fact that is mostly started with the Queen pawn (despite that the King pawn is "best by test") and the way AlphaZero used Stockfish pawnstructure and tempo to basicaly remove a bishop from the game was magical.
Yes, since its a game, it's "useless", but it allowed me (and i'm not the only one) to be a bit better at chess. It's not world hunger, not climate change, it's just a bit of distraction for some people.
PS: I was part of the people thinking that Genetic algorithm+deep learning was not enough to emulate human logical capacities, AlphaZero vs Stockfish games made me admit i was wrong (even if i still think it only works inside well-defined environments)
Just because Fischer preferred 1. e4, it doesn't make it better than other openings. https://en.chessbase.com/post/1-e4-best-by-test-part-1
Playing like a human for me also means making human mistakes. A chess-playing computer playing like a 4000 rated "human" is useless, one that can be configured to play at different ELOs is more interesting, although most can do that and there's no ML needed, nor huge amounts of computing power.
Without its opening database and without its endgame tablebase?
Frankly, the Stockfish vs AlphaZero match was the beginning of the AI Winter in my mind. The fact that they disabled Stockfish's primary databases was incredibly fishy IMO and is a major detriment to their paper.
Stockfish's engine is designed to only work in the midgame of Chess. Remove the opening database and remove the endgame database, and you're not really playing against Stockfish anymore.
The fact that Stockfish's opening was severely gimped is not a surprise to anybody in the Chess community. Stockfish didn't have its opening database enabled... for some reason.
Most games are also closed systems, and conveniently grokkable systems, with enumerable search spaces. Which gives us easily produceable measures of the contraptions' abilities.
Whether this is the most effective path to understanding deeper questions about intelligence is an open question.
But I don't think it's fair to say that deeper questions and problems are being foregone simply to play games.
I think most 'games researchers' are pursuing these paths because they themselves and no one else has put forth any other suggestion that makes them think, "hmm, that's a really good idea, that seems like it might be viable and there is probably something interesting we could learn from it."
Do you have any suggestions?
And comparing Alpha Go Zero against those "other chess programs that existed for 30 years" is exactly missing the point also. Those programs were not constructed with zero-knowledge. They were carefully crafted by human players to achieve the result. Are we also going to count in all the brain processing power and the time spent by those researchers to learn to play chess? Alpha Go Zero did not need any of that, besides the knowledge about the basic rules of the game. Who compare compute requirements for 2 programs that have fundamentally different goals and achievements? One is carefully crafted by human intervention. The other one learns a new game without prior knowledge...
Sounds more like religion and less like science to me.
I guess we could argue until the end of the world that no intelligence will emerge from more and more clever ways of brute-forcing your way out of problems in a finite space with perfect information. But that's what I think.
On the topic of the different algorithmic approaches, I find it so fascinating how different these two approaches actually end up looking when analyzed by a professional commentator. When you watch the new style with a chess commentator, it feels a lot like listening to the analysis of a human game. The algorithm has very clearly captured strategic concepts in its neural network. Meanwhile, with older chess engines there is a tendency to get to positions where the computer clearly doesn't know what its doing. The game reaches a strategic point and the things its supposed to do are beyond the horizon of moves it can computer by brute force. So it plays stupid. These are the positions that, even now, human players can beat better than human old style chess engines at.
But attacking not-well-constrained problems is what's needed to show real progress in AI these days, right?
This. Learning to play a game is one thing. Learning how to teach computers to learn a game is another thing. Yes chess programs have been good before, but that's missing the point a little bit. The novel bit is not that it can beat another computer, but how it learned how to do so.
That's a pretty major shift for humanity.
But it's a mistake to think that a system learning by playing against itself is something new. Arthur Samuel's draughts (chequers) program did that in 1959.
Big Blue is fine - it's referring to the company and not the machine. From Wikipedia "Big Blue is a nickname for IBM"
It's not that it's new, it's that they've achieved it. Chess was orders of magnitude harder than draughts. The solution for draughts didn't scale to chess but Alpha Go zero showed that chess was ridiculously easy for it once it had learned Go.
If this were true, there would be a vast demand for grandmasters in commerce, government, the military... and there just isn’t. Poker players suffer from similar delusions about how their game can be generalised to other domains.
I suspect that chess as a metagame is just so far developed that being "good at chess" means your general ability is really overtrained for chess.
Oh that's so true
Poker players in the real life would give up more often than not, whenever they didn't know enough about a situation or they didn't have enough resources for a win with a high probability.
And people can call your bluff even if you fold.
Consider it as the perfect lab.
Seems like a lab so simplified that I'm unconvinced of its general applicability. Perfect knowledge of the situation and a very limited set of valid moves at any one time.
an awful lot of graph and optimization problems. See for instance some examples in https://en.wikipedia.org/wiki/A*_search_algorithm
Did they manage to extend it to games with hidden and imperfect information?
(Say, chess with fog of war also known as Dark Chess. Phantom Go. Pathfinding equivalent would be an incremental search.)
Edit: I see they are working on it, predictive state memory paper (MERLIN) is promising but not there yet.
The real challenge is to devise a general algorithm that will learn to be a good poker player in thousands of games, strategically, from just a bunch of games played. DeepStack AI required 10 million simulated games. Good human players outperform it at intermediate training stages.
And then the other part is figuring out actual rules of a harder game...
(You said problems, not games...)
The thing is, an algorithm that can work with fewer samples and robustly tolerating mistakes in datasets (also known as imperfect information) will be vastly cheaper and easier to operate. Less tedious sample data collection and labelling.
Working with lacking and erroneous information (without known error value) is necessarily a crucial step towards AGI; as is extracting structure from such data.
This is the difference between an engineering problem and research problem.
I completely agree about the importance of imperfect information problems. In practice, many techniques handle some label noise, but not optimally. Even MNIST is much easier to solve if you remove the one incorrectly-labeled training example. (one! Which is barely noise. Though as a reassuring example from the classification domain, JFT is noisy and still results in better real world performance than just training on imagenet.)
I guess in the same way as lab chemistry isn't interesting anymore ? (Since it often happens in unrealistically clean equipment :-)
I think there is nothing preventing lab research from going on at the same time as industrialization of yesterday's results. Quite on the contrary: in the long run they often depend on each other.
A good example of a game of imperfect information is poker, because players have a private hand which is known only to them. Whereas all possible future states of a chess game can be narrowed down according to the current game state, the fundamental uncertainty of poker means there is a combinatorial explosion involved in predicting future states. There's also the element of chance in poker, which further muddies the waters.
Board games are often (but not always) games of perfect and complete information. Card games are typically games of imperfect and complete information. This latter term, "complete information", means that even if not all of the game state is public, the intrinsic rules and structure of the game are public. Both chess and poker are complete, because we know the rules, win conditions and incentives for all players.
This is all to say that games of perfect information are relatively easy for a computer to win, while games of imperfect information are harder. And of course, games of incomplete information can be much more difficult :)
Can AI make the world better? It can, but it won't since we are humans, and humans will weaponize technology every chance it gets. Of course some positive uses will come, but the negative ones will be incredibly destructive.
The practical uses of these technologies don't always make national news.
I'm sure you would also have scoffed at the "pointless impractical, wasteful use of our brightest minds" to make the the Flyer hang in the air for 30 yards at Kitty Hawk.
We solved nothing.
IBM Deep Blue doesn't exactly think like humans do.
Most of our algorithms really are 'better brute force'.
https://www.theatlantic.com/magazine/archive/2013/11/the-man...
Side observers are taking joy in the risker plays that it did -- reminded them of certain grand-masters I suppose -- but that still doesn't mean AGZ is close to any form of intelligence at all. Those "riskier moves" are probably just a way to more quickly reduce the problem space anyway.
It seriously reminds me more and more of religion, the AI area these days.