The Mystery of Go, the Ancient Game That Computers Still Can’t Win

Invented over 2500 years ago in China, Go is a pastime beloved by emperors and generals, intellectuals and child prodigies. Like chess, it’s a deterministic perfect information game — a game where no information is hidden from either player, and there are no built-in elements of chance, such as dice.1 And like chess, it’s a two-person war game. Play begins with an empty board, where players alternate the placement of black and white stones, attempting to surround territory while avoiding capture by the enemy. That may seem simpler than chess, but it’s not. When Deep Blue was busy beating Kasparov, the best Go programs couldn’t even challenge a decent amateur. And despite huge computing advances in the years since — Kasparov would probably lose to your home computer — the automation of expert-level Go remains one of AI’s greatest unsolved riddles.

 

Rémi Coulum shows off Crazy Horse. Photo: Takashi Osato/WIRED

The Mystery of Go

Even in the West, Go has long been a favorite game of mathematicians, physicists, and computer scientists. Einstein played Go during his time at Princeton, as did mathematician John Nash. Seminal computer scientist Alan Turing was a Go aficionado, and while working as a World War II code-breaker, he introduced the game to fellow cryptologist I.J. Good. Now known for contributing the idea of an “intelligence exposition” to singularity theories — predictions of how machines will become smarter than people — Good gave the game a huge boost in Europe with a 1965 article for New Scientist entitled “The Mystery of Go.”

Good opens the article by suggesting that Go is inherently superior to all other strategy games, an opinion shared by pretty much every Go player I’ve met. “There is chess in the western world, but Go is incomparably more subtle and intellectual,” says South Korean Lee Sedol, perhaps the greatest living Go player and one of a handful who make over seven figures a year in prize money. Subtlety, of course, is subjective. But the fact is that of all the world’s deterministic perfect information games — tic-tac-toe, chess, checkers, Othello, xiangqi, shogi — Go is the only one in which computers don’t stand a chance against humans.

This is not for lack of trying on the part of programmers, who have worked on Go alongside chess for the last fifty years, with substantially less success. The first chess programs were written in the early fifties, one by Turing himself. By the 1970s, they were quite good. But as late as 1962, despite the game’s popularity among programmers, only two people had succeeded at publishing Go programs, neither of which was implemented or tested against humans.

Finally, in 1968, computer game theory genius Alfred Zobrist authored the first Go program capable of beating an absolute beginner. It was a promising first step, but notwithstanding enormous amounts of time, effort, brilliance, and quantum leaps in processing power, programs remained incapable of beating accomplished amateurs for the next four decades.

To understand this, think about Go in relation to chess. At the beginning of a chess game, White has twenty possible moves. After that, Black also has twenty possible moves. Once both sides have played, there are 400 possible board positions. Go, by contrast, begins with an empty board, where Black has 361 possible opening moves, one at every intersection of the 19 by 19 grid. White can follow with 360 moves. That makes for 129,960 possible board positions after just the first round of moves.

The rate at which possible positions increase is directly related to a game’s “branching factor,” or the average number of moves available on any given turn. Chess’s branching factor is 35. Go’s is 250. Games with high branching factors make classic search algorithms like minimax extremely costly. Minimax creates a search tree that evaluates possible moves by simulating all possible games that might follow, and then it chooses the move that minimizes the opponent’s best-case scenario. Improvements on the algorithm — such as alpha-beta search and null-move — can prune the chess game tree, identifying which moves deserve more attention and facilitating faster and deeper searches. But what works for chess — and checkers and Othello — does not work for Go.

Similarly inscrutable is the process of evaluating a particular board configuration. In chess, there are some obvious rules. If, ten moves down the line, one side is missing a knight and the other isn’t, generally it’s clear who’s ahead. Not so in Go, where there’s no easy way to prove why Black’s moyo is large but vulnerable, and White has bad aji. Such things may be obvious to an expert player, but without a good way to quantify them, they will be invisible to computers. And if there’s no good way to evaluate intermediate game positions, an alpha-beta algorithm that engages in global board searches has no way of deciding which move leads to the best outcome.

Not that it matters: Go’s impossibly high branching factor and state space (the number of possible board configurations) render full-board alpha-beta searches all but useless, even after implementing clever refinements. Factor in the average length of a game — chess is around 40 turns, Go is 200 — and computer Go starts to look like a fool’s errand.

 

A traditional Go gameboard. Photo: Takashi Osato/WIRED

 

Many Go players see the game as the final bastion of human dominance over computers. This view, which tacitly accepts the existence of a battle of intellects between humans and machines, is deeply misguided. In fact, computers can’t “win” at anything, not until they can experience real joy in victory and sadness in defeat, a programming challenge that makes Go look like tic-tac-toe. Computer Go matches aren’t the brain’s last stand. Rather, they help show just how far machines have to go before achieving something akin to true human intelligence. Until that day comes, perhaps it’s best to view the Densei-sen as programmers do.

 

Abstracted from http://www.wired.com/2014/05/the-world-of-computer-go/

Go Quiz Clarification

The answer to this week’s quiz is not in the title of the four cartoons listed in this week’s quiz; actually, the title of our piece of New York Go history, is referenced in one of these shows: “Hong Kong Phooey”, “Underdog”, “Tennessee Tuxedo and His Tales” or “Teenage Mutant Ninja Turtles”. Still a tough one, but I hope this helps. Click here to submit your answer.
– Keith Arnold, HKA 

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Wired Magazine on “The Mystery of Go, the Ancient Game That Computers Still Can’t Win”

“Rémi Coulom is sitting in a rolling desk chair, hunched over a battered Macbook laptop, hoping it will do something no machine has ever done.” So begins Alan Levinovitz’s thorough report on the current state of computer go in Wired Magazine – The Mystery of Go, the Ancient Game That Computers Still Can’t Win – published May 12. Levinovitz covered this year’s UEC Cup, the computer Go tournament held each March that rewards two finalists with matches against a “Go sage” in the Densei-sen, or machine-versus-man matches. The Wired report covers the history of computer go, name-checking Einstein, Turing and Nash, includes an excellent explanation of the game’s branching problem and explains how the development of Monte Carlo Tree Search enabled the latest breakthroughs in computer go, in which Coulom’s Crazy Stone program won the first Densei-sen last year against Japanese professional Yoshio “The Computer” Ishida. American-born pro Michael Redmond — a regular EJ contributor — makes an appearance in the report as the commentator at the UEC Cup. Levinovitz does a good job demystifying computer go, as well, writing that the view that go is “the final bastion of human dominance over computers” is “deeply misguided.” Levinovitz points out that “computers can’t ‘win’ at anything, not until they can experience real joy in victory and sadness in defeat, a programming challenge that makes Go look like tic-tac-toe. Computer Go matches aren’t the brain’s last stand. Rather, they help show just how far machines have to go before achieving something akin to true human intelligence.”
photo: Remi Coulom (left) and his computer program, Crazy Stone, take on grandmaster Norimoto Yoda. Photo: Takashi Osato/WIRED. Thanks to the many EJ readers who quickly spotted this report and passed it along. 

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Problem Of The Week: Classic for a Reason

This study comes from Xuan Xuan QiJing, a 14th century work, which may be the most copied problem set in go.  Black plays.  The odd nature of the correct move sequence may throw off some stronger players, so that weaker players may actually find the solution faster! Click here to see the solution.
A new problem appears every Monday morning. And for archived problems click here.
– Myron Souris, POTW Editor

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US Go Congress Announces New Logo & Contest

The US Go Congress has a brand-new logo (right), and to celebrate, organizers are holding a contest. The logo was designed by Michael Samuel, a go player and graphic designer whose work includes logos for The History Channel, Sears, Hillary Clinton, and both the Seattle Go Center and the New York Go Center. The logo features a classic go problem in which the enclosed white stone must escape: all registered players who submit a complete and correct solution to the problem will be entered into a pool, “and one lucky player will win $50 off their Go Congress registration fee,” says Congress Director Matthew Hershberger. Solutions must be emailed to registrar@gocongress.org before the end of May. “At first glance it may seem impossible, but don’t give up!” Hershberger adds.

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Club News: Evanston Boosts Tourney Turn-Out; Austin Hosts May Tourney

Evanston Boosts Tourney Turn-Out: The Evanston Go Club held its regular quarterly tournament on May 10, with 22 players attending. Players ranged from beginner to 6 dan.  Albert Yen took the dan prize with a 4-0 record, Nathan Chan dominated the single-digit kyu division with a 4-1 record, and new-comer Mary Skolnik, playing in her first tournament, won the double-digit kyus at 4-1. “We tried something a little different this time.”, said TD Mark Rubenstein. “In an effort to get more participants, we offered free attendance to anyone who had not been to one of our tournaments in the last 16 months. And in an effort to boost attendance at our weekly club, we also offered free entry to anyone who came to three club meetings before the tournament. Of the 22 players, 9 were first-time attendees, so we think we are onto something. Since there was less money available prizes, books were given instead. Many thanks to Bob Barber for donating the entire 6-volume set of Yilun Yang’s Workshop Lectures series.”
photo: Albert Yen, 6 dan plays teaching games with Teddy Garrison and Emily No, both 25k.

Austin Hosts May Tourney: Sixteen players participated in the “May…you win” tournament held in Austin, TX on May 10th. Players came from as far away as Houston and Dallas to participate in this 4-round handicap tournament held at Great Hall Games, which hosts the Austin Go Club every Tuesday night. Gift certificates were awarded to 5 players who each had 3 wins: Michael Ruiz 1K (3-0); John Zhang 4D (3-1); Andy Olsen 3D (3-1); JT Jackson 8K (3-1); Kyle Highful 13K (3-1).

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Go Quiz: New York’s Go History Mystery

LICENSE TO FILL the US Open Field.  Respondents were evenly split between Tacoma ’05, Lancaster ’07, and Washington ’09 but Lancaster is the correct response with 379 players in the US Open field, second was Washington with 364.  Lisa Scott explained her reasons for her correct answer: “I had expected Portland, since Portland had the largest number of registered people in total, but Lancaster was a close second.” While overall attendance has been somewhat lower, the percentage of non-players has gone up of late, explaining the “ancient” leader.  Last year’s Congress had an open field of 285.  So, the gauntlet is thrown down for New York to make us proud.   Congrats to this week’s winner, Steven Burrall of Elk Grove, CA, chosen at random from among those answering correctly.

This Week’s Quiz: This week’s quiz focuses on the proud history of the beginnings of go in New York City, but your only clue is that the particular history I have in mind is referenced by the title of what old television cartoon show?  Is it “Hong Kong Phooey”, “Underdog”, “Tennessee Tuxedo and His Tales” or “Teenage Mutant Ninja Turtles”? Your quizmaster remains convinced that the players of this fascinating game are up for the most obscure challenge and while I really hope someone impresses me with the correct answer, please feel free to make up something creative for me to share. Click here to submit your answer.
– Keith Arnold, HKA

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Nominations Open for 2014 AGA Board Elections

Four American Go Association (AGA) Board of Director seats are up for election this year, including the three regional seats and the At-Large seat. Broad authority for organizational decisions and management throughout the year resides with the AGA Board, which selects the President. The current terms of office expire this September. Nominations may be made by full AGA members for the At-Large seat and the regional seat in which the member resides and must be received by June 15. Nominations and questions must be emailed to elections@usgo.org. Click here for complete election information and qualifications.

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