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/

The importance of studying at your level

Many people try to study very advanced things. Some kyu adults try to memorize 4dan, 5dan, and 6dan joseki variations.

This could work for talented kyu children who could beome a 1dan and then a 7 dan within a year or two years. But that doesn’t happen to adults. Also children will never forget what they learn. Adults can forget lessons much more easily.

In the years of teaching hundreds of kyu players, I’m convinced that you should study things at your level..

If you’re a 10 kyu player, you should study tesuji, life-and-death, joseki at 10 kyu levels, and I can tell you why.

Please think about it this way.

Suppose you learn a ski jump. As a sky jump 10 kyu player, would you go up to the top of a take-off ramp from 100m above the ground like top amateur ski players do?

No!

If you tried to slide and fly from the 100m top ramp, you could die or at
least end up with broken bones.

You probably start with learning how to jump from a 50-cm hill,
and then 1m-hill, and then 2m-hill, and so on down the line.

But kyu players often try to learn 4dan, 5dan, 6dan, 7dan things. For example even if they successfully play a 4dan joseki, they should keep playing 4dan moves in order to maximize the joseki. But that’s probably impossible for kyu players.

What often happens is that many of their stones often end up with dead or broken bone stones in the middle of the game when they play with a bit stronger player.

This is why you should learn basic things at your level. Otherwise, your stones
will keep facing dead stones or a lot of broken stones, and you will only lose confidence.

Also if you study at your level, you will understand things much more
easily. Then you can retain them and apply them. Further, you probably enjoy
learning them because you can understand them.

When I give a private lesson, I examine my student’s games (10 or 20 games at first) to learn how much they understand things because every key player has a different understanding. (Ideally I should examine 100 games, but I don’t have time.) Then I start commenting on their games.

After commenting on their games, I try to choose problems at their levels. If you’re interested in my private lesson, please take a look at my website (which will be updated sometime very soon. So please wait. I’d appreciate your understanding. )

I hope you find this advice useful.

via Go, Igo, Weiqi, Baduk. Kaz’s original Igo-advice & fundamentals of Igo http://ift.tt/1q5h6Mq

May 05, 2014 at 08:46AM

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Studying tesuji is far more important than joseki

More and more I’m convinced that one of the most effective ways to study Go is to learn tesuji than joseki. I’m sure I have already reiterated some advice before, but many of them are new.

(I’m not saying that learning joseki doesn’t help you. It does help you become strong. But I believe it’s better to spend more time on learning tesuji than joseki, and I’m giving the reasons below. )

1. Learning tesuji helps you not only in the opening, but also the middle game as well as the endgame.

2. Some joseki variations become out of date, but tesuji never gets old or uncommon.

3. One of the hardest things to learn about Go is the shortage of liberties especially for adults. Often adults lose a winning game because the shortage of liberties often makes you lose stones.

Tesuji problems often contain a lot of shortage of liberty problems. So the more you learn tesuji, the more likely that you will be able to spot that.

4. When you learn tesuji, you not only learn tesuji, but also learn good shapes. It’s always good to make good shapes than bad shapes, so you can fight better.

5. The more you know tesuji and good shapes, the more you can understand the meaning of joseki moves. But just memorizing joseki will not make you understand tesuji and good shapes, especially for adults.

It’s partly because many joseki variations contain 5dan, 6dan, or 7dan tesujis. If you’re a kyu player, when do you expect to understand 5dan, 6dan, and 7dan tesujis and learn them

Keep in mind that all pros were talented when they were children and easily memorized hundreds of josekis as a children. They also got from a kyu player to 1dan and then 7dan within a year or two years. So all the joseki moves would make sense quickly. But this doesn’t happen to adults.

For adutls, it’s much better to understand the meaning of each joseki move so that you can remember joseki moves more easily. To do so, learning tesuji is probably the best way. Also I think for most people it’s more fun to understand the meaning of moves than pure memorization.

I’ve taught hundreds of adult kyu players and helped them learn long, complicated joseki variations. But they will eventually forget them if they don’t keep playing it. Pure memorization doesn’t work for adult kyu playres.

Moreover, some joseki variations contain exception moves, which can be bad in ordinary situations.

For example the Chinese opening has many exception moves rather than basic moves. So I don’t like to recommend it to the people who haven’t solidified the basic foundations. Unfortunately joseki books don’t explain which moves are exceptions and why.

6. The more you know tesuji, the more you are able to respond correctly to new joseki moves and an opponent’s incorrect joseki moves. I’d like to explain this further.

You can’t learn thousands of josekis as well as all new josekis. New josekis come out everyday, especially in South Korea and China, and even Japanese top pros can’t keep up with everything.

Moreover, regardless of how many josekis you memorize, you always meet an opponent’s moves deviating from a correct joseki move. (Keep in mind that not everyone studies joseki extensively.) When that happen, your joseki knowledge no longer helps you. What helps you is the knowledge of tesuji, which also helps you find good shape as I’ve already stated.

This is why I’d like to recommend that you learn tesuji more than joseki.

via Go, Igo, Weiqi, Baduk. Kaz’s original Igo-advice & fundamentals of Igo http://ift.tt/1mt3usX

May 05, 2014 at 07:43AM

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