Re: [Computer-go] AlphaGo Zero
On 20.10.2017 21:12, uurtamo . wrote: do something like really careful experimental design across many dimensions simultaneously (node weights) and several million experiments -- each of which will require hundreds if not tens of thousands of games to find the result of the change. Worse, there are probably tens of millions of neural nets of this size that will perform equally well (isomorphisms plus minor weight changes). So many changes will result in no change or a completely useless game model. It is possible that things turn out as complex as you describe... "modeling through human knowledge" neural nets doesn't sound like a sensible goal ...but I am not convinced. Researchers in the human brain's thinking keep their optimism, too. Nevertheless, alternative approaches can be imagined. E.g., while building a neural net of eventually great strength also build in its own semantic interpretator, semantic verificator (including exclusion of errors as far as computationally possible) and translator between internal structure and human (or programming) language representation. I do not know if such dynamic self-representations of neural nets have already been described but if not this would be an interesting research topic. -- robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Zero performance
I agree. Even on 19x19 you can use smaller searches. 400 iterations MCTS is probably already a lot stronger than the raw network, especially if you are expanding every node (very different from a normal program at 400 playouts!). Some tuning of these mini searches is important. Surely you don't want to explore every child node for the first play urgency... I remember this little algorithmic detail was missing from the first paper as well. So that's a factor 32 gain. Because the network is smaller, it should learn much faster too. Someone on reddit posted a comparison of 20 blocks vs 40 blocks. With 10 people you can probably get some results in a few months. The question is, how much Elo have we lost on the way... Another advantage would be that, as long as you keep all the SGF, you can bootstrap a bigger network from the data! So, nothing is lost from starting small. You can "upgrade" if the improvements start to plateau. On Fri, Oct 20, 2017, 23:32 Álvaro Beguéwrote: > I suggest scaling down the problem until some experience is gained. > > You don't need the full-fledge 40-block network to get started. You can > probably get away with using only 20 blocks and maybe 128 features (from > 256). That should save you about a factor of 8, plus you can use larger > mini-batches. > > You can also start with 9x9 go. That way games are shorter, and you > probably don't need 1600 network evaluations per move to do well. > > Álvaro. > > > On Fri, Oct 20, 2017 at 1:44 PM, Gian-Carlo Pascutto > wrote: > >> I reconstructed the full AlphaGo Zero network in Caffe: >> https://sjeng.org/dl/zero.prototxt >> >> I did some performance measurements, with what should be >> state-of-the-art on consumer hardware: >> >> GTX 1080 Ti >> NVIDIA-Caffe + CUDA 9 + cuDNN 7 >> batch size = 8 >> >> Memory use is about ~2G. (It's much more for learning, the original >> minibatch size of 32 wouldn't fit on this card!) >> >> Running 2000 iterations takes 93 seconds. >> >> In the AlphaGo paper, they claim 0.4 seconds to do 1600 MCTS >> simulations, and they expand 1 node per visit (if I got it right) so >> that would be 1600 network evaluations as well, or 200 of my iterations. >> >> So it would take me ~9.3s to produce a self-play move, compared to 0.4s >> for them. >> >> I would like to extrapolate how long it will take to reproduce the >> research, but I think I'm missing how many GPUs are in each self-play >> worker (4 TPU or 64 GPU or ?), or perhaps the average length of the games. >> >> Let's say the latter is around 200 moves. They generated 29 million >> games for the final result, which means it's going to take me about 1700 >> years to replicate this. I initially estimated 7 years based on the >> reported 64 GPU vs 1 GPU, but this seems far worse. Did I miss anything >> in the calculations above, or was it really a *pile* of those 64 GPU >> machines? >> >> Because the performance on playing seems reasonable (you would be able >> to actually run the MCTS on a consumer machine, and hence end up with a >> strong program), I would be interested in setting up a distributed >> effort for this. But realistically there will be maybe 10 people >> joining, 80 if we're very lucky (looking at Stockfish numbers). That >> means it'd still take 20 to 170 years. >> >> Someone please tell me I missed a factor of 100 or more somewhere. I'd >> love to be wrong here. >> > >> -- >> GCP > > >> ___ >> Computer-go mailing list >> Computer-go@computer-go.org >> http://computer-go.org/mailman/listinfo/computer-go > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Zero performance
> You can also start with 9x9 go. That way games are shorter, and you probably > don't need 1600 network evaluations per move to do well. Bonus points if you can have it play on goquest where many of us can enjoy watching its progress, or even challenge it... regards, -John ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Zero performance
The paper describes 20 and 40 block networks, but the section on comparison says AlphaGo Zero uses 20 blocks. I think your protobuf describes a 40 block network. That's a factor of two If you only want pro strength rather than superhuman, you can train for half their time. Your time looks reasonable when calculating the time to generate the 29M games at about 10 seconds per move. This is only the time to generate the input data. Do you have an estimate of the additional time it takes to do the training? It's probably small in comparison, but it might not be. My plan is to start out with a little supervised learning, since I'm not trying to prove a breakthrough. I experimented last year for a few months with res-nets for a policy network and there are some things I discovered there that probably apply to this network. They should get perhaps a factor of 5 to 10 speedup. For a commercial program I'll be happy with 7-dan amateur with about 6 months of training using my two GPUs and sixteen i7 cores. David -Original Message- From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of Gian-Carlo Pascutto Sent: Friday, October 20, 2017 10:45 AM To: computer-go@computer-go.org Subject: [Computer-go] Zero performance I reconstructed the full AlphaGo Zero network in Caffe: https://sjeng.org/dl/zero.prototxt I did some performance measurements, with what should be state-of-the-art on consumer hardware: GTX 1080 Ti NVIDIA-Caffe + CUDA 9 + cuDNN 7 batch size = 8 Memory use is about ~2G. (It's much more for learning, the original minibatch size of 32 wouldn't fit on this card!) Running 2000 iterations takes 93 seconds. In the AlphaGo paper, they claim 0.4 seconds to do 1600 MCTS simulations, and they expand 1 node per visit (if I got it right) so that would be 1600 network evaluations as well, or 200 of my iterations. So it would take me ~9.3s to produce a self-play move, compared to 0.4s for them. I would like to extrapolate how long it will take to reproduce the research, but I think I'm missing how many GPUs are in each self-play worker (4 TPU or 64 GPU or ?), or perhaps the average length of the games. Let's say the latter is around 200 moves. They generated 29 million games for the final result, which means it's going to take me about 1700 years to replicate this. I initially estimated 7 years based on the reported 64 GPU vs 1 GPU, but this seems far worse. Did I miss anything in the calculations above, or was it really a *pile* of those 64 GPU machines? Because the performance on playing seems reasonable (you would be able to actually run the MCTS on a consumer machine, and hence end up with a strong program), I would be interested in setting up a distributed effort for this. But realistically there will be maybe 10 people joining, 80 if we're very lucky (looking at Stockfish numbers). That means it'd still take 20 to 170 years. Someone please tell me I missed a factor of 100 or more somewhere. I'd love to be wrong here. -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Zero performance
Training of AlphaGo Zero has been done on thousands of TPUs, according to this source: https://www.reddit.com/r/baduk/comments/777ym4/alphago_zero_learning_from_scratch_deepmind/dokj1uz/?context=3 Maybe that should explain the difference in orders of magnitude that you noticed? On Fri, Oct 20, 2017 at 10:44 AM, Gian-Carlo Pascuttowrote: > I reconstructed the full AlphaGo Zero network in Caffe: > https://sjeng.org/dl/zero.prototxt > > I did some performance measurements, with what should be > state-of-the-art on consumer hardware: > > GTX 1080 Ti > NVIDIA-Caffe + CUDA 9 + cuDNN 7 > batch size = 8 > > Memory use is about ~2G. (It's much more for learning, the original > minibatch size of 32 wouldn't fit on this card!) > > Running 2000 iterations takes 93 seconds. > > In the AlphaGo paper, they claim 0.4 seconds to do 1600 MCTS > simulations, and they expand 1 node per visit (if I got it right) so > that would be 1600 network evaluations as well, or 200 of my iterations. > > So it would take me ~9.3s to produce a self-play move, compared to 0.4s > for them. > > I would like to extrapolate how long it will take to reproduce the > research, but I think I'm missing how many GPUs are in each self-play > worker (4 TPU or 64 GPU or ?), or perhaps the average length of the games. > > Let's say the latter is around 200 moves. They generated 29 million > games for the final result, which means it's going to take me about 1700 > years to replicate this. I initially estimated 7 years based on the > reported 64 GPU vs 1 GPU, but this seems far worse. Did I miss anything > in the calculations above, or was it really a *pile* of those 64 GPU > machines? > > Because the performance on playing seems reasonable (you would be able > to actually run the MCTS on a consumer machine, and hence end up with a > strong program), I would be interested in setting up a distributed > effort for this. But realistically there will be maybe 10 people > joining, 80 if we're very lucky (looking at Stockfish numbers). That > means it'd still take 20 to 170 years. > > Someone please tell me I missed a factor of 100 or more somewhere. I'd > love to be wrong here. > > -- > GCP > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On Fri, Oct 20, 2017, 21:48 Petr Baudiswrote: > Few open questions I currently have, comments welcome: > > - there is no input representing the number of captures; is this > information somehow implicit or can the learned winrate predictor > never truly approximate the true values because of this? > They are using Chinese rules, so prisoners don't matter. There are simply less stones of one color on the board. > - what ballpark values for c_{puct} are reasonable? > The original paper has the value they used. But this likely needs tuning. I would tune with a supervised network to get started, but you need games for that. Does it even matter much early on? The network is random :) > - why is the dirichlet noise applied only at the root node, if it's > useful? > It's only used to get some randomness in the move selection, no ? It's not actually useful for anything besides that. > - the training process is quite lazy - it's not like the network sees > each game immediately and adjusts, it looks at last 500k games and > samples 1000*2048 positions, meaning about 4 positions per game (if > I understood this right) - I wonder what would happen if we trained > it more aggressively, and what AlphaGo does during the initial 500k > games; currently, I'm training on all positions immediately, I guess > I should at least shuffle them ;) > I think the lazyness may be related to the concern that reinforcement methods can easily "forget" things they had learned before. The value network training also likes positions from distinct games. -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Zero performance
I suggest scaling down the problem until some experience is gained. You don't need the full-fledge 40-block network to get started. You can probably get away with using only 20 blocks and maybe 128 features (from 256). That should save you about a factor of 8, plus you can use larger mini-batches. You can also start with 9x9 go. That way games are shorter, and you probably don't need 1600 network evaluations per move to do well. Álvaro. On Fri, Oct 20, 2017 at 1:44 PM, Gian-Carlo Pascuttowrote: > I reconstructed the full AlphaGo Zero network in Caffe: > https://sjeng.org/dl/zero.prototxt > > I did some performance measurements, with what should be > state-of-the-art on consumer hardware: > > GTX 1080 Ti > NVIDIA-Caffe + CUDA 9 + cuDNN 7 > batch size = 8 > > Memory use is about ~2G. (It's much more for learning, the original > minibatch size of 32 wouldn't fit on this card!) > > Running 2000 iterations takes 93 seconds. > > In the AlphaGo paper, they claim 0.4 seconds to do 1600 MCTS > simulations, and they expand 1 node per visit (if I got it right) so > that would be 1600 network evaluations as well, or 200 of my iterations. > > So it would take me ~9.3s to produce a self-play move, compared to 0.4s > for them. > > I would like to extrapolate how long it will take to reproduce the > research, but I think I'm missing how many GPUs are in each self-play > worker (4 TPU or 64 GPU or ?), or perhaps the average length of the games. > > Let's say the latter is around 200 moves. They generated 29 million > games for the final result, which means it's going to take me about 1700 > years to replicate this. I initially estimated 7 years based on the > reported 64 GPU vs 1 GPU, but this seems far worse. Did I miss anything > in the calculations above, or was it really a *pile* of those 64 GPU > machines? > > Because the performance on playing seems reasonable (you would be able > to actually run the MCTS on a consumer machine, and hence end up with a > strong program), I would be interested in setting up a distributed > effort for this. But realistically there will be maybe 10 people > joining, 80 if we're very lucky (looking at Stockfish numbers). That > means it'd still take 20 to 170 years. > > Someone please tell me I missed a factor of 100 or more somewhere. I'd > love to be wrong here. > > -- > GCP > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
This sounds like a nice idea that is a misguided project. Keep in mind the number of weights to change, and the fact that "one factor at a time" testing will tell you nearly nothing about the overall dynamics in a system of tens of thousands of dimensions. So you're going to need to do something like really careful experimental design across many dimensions simultaneously (node weights) and several million experiments -- each of which will require hundreds if not tens of thousands of games to find the result of the change. Worse, there are probably tens of millions of neural nets of this size that will perform equally well (isomorphisms plus minor weight changes). So many changes will result in no change or a completely useless game model. "modeling through human knowledge" neural nets doesn't sound like a sensible goal -- it sounds more like a need to understand a topic in a language not equipped for it without a simultaneous desire to understand a topic under its own fundamental requirements in its own language. Or you could build a machine-learning model to try to model those changes except that you'd end up where you started, roughly. Another black box and another frustrated human. Just accept that something awesome happened and that studying those things that make it work well are more interesting than translating coefficients into a bad understanding for people. I'm sorry that this NN can't teach anyone how to be a better player through anything other than kicking their ass, but it wasn't built for that. s. On Fri, Oct 20, 2017 at 8:24 AM, Robert Jasiekwrote: > On 20.10.2017 15:07, adrian.b.rob...@gmail.com wrote: > >> 1) Where is the semantic translation of the neural net to human theory >>> knowledge? >>> >> As far as (1), if we could do it, it would mean we could relate the >> structures embedded in the net's weight patterns to some other domain -- >> > > The other domain can be "human go theory". It has various forms, from > informal via textbook to mathematically proven. Sure, it is also incomplete > but it can cope with additions. > > The neural net's weights and whatnot are given. This raw data can be > deciphered in principle. By humans, algorithms or a combination. > > You do not know where to start? Why, that is easy: test! Modify ONE weight > and study its effect on ONE aspect of human go theory, such as the > occurrance (frequency) of independent life. No effect? Increase the > modification, test a different weight, test a subset of adjacent weights > etc. It has been possible to study semantics of parts of DNA, e.g., from > differences related to illnesses. Modifications on the weights is like > creating causes for illnesses (or improved health). > > There is no "we cannot do it", but maybe there is too much required effort > for it to be financially worthwhile for the "too specialised" case of Go? > As I say, a mathematical proof of a complete solution of Go will occur > before AI playing perfectly;) > > So far neural >> nets have been trained and applied within single domains, and any >> "generalization" means within that domain. >> > > Yes. > > -- > robert jasiek > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
[Computer-go] Zero performance
I reconstructed the full AlphaGo Zero network in Caffe: https://sjeng.org/dl/zero.prototxt I did some performance measurements, with what should be state-of-the-art on consumer hardware: GTX 1080 Ti NVIDIA-Caffe + CUDA 9 + cuDNN 7 batch size = 8 Memory use is about ~2G. (It's much more for learning, the original minibatch size of 32 wouldn't fit on this card!) Running 2000 iterations takes 93 seconds. In the AlphaGo paper, they claim 0.4 seconds to do 1600 MCTS simulations, and they expand 1 node per visit (if I got it right) so that would be 1600 network evaluations as well, or 200 of my iterations. So it would take me ~9.3s to produce a self-play move, compared to 0.4s for them. I would like to extrapolate how long it will take to reproduce the research, but I think I'm missing how many GPUs are in each self-play worker (4 TPU or 64 GPU or ?), or perhaps the average length of the games. Let's say the latter is around 200 moves. They generated 29 million games for the final result, which means it's going to take me about 1700 years to replicate this. I initially estimated 7 years based on the reported 64 GPU vs 1 GPU, but this seems far worse. Did I miss anything in the calculations above, or was it really a *pile* of those 64 GPU machines? Because the performance on playing seems reasonable (you would be able to actually run the MCTS on a consumer machine, and hence end up with a strong program), I would be interested in setting up a distributed effort for this. But realistically there will be maybe 10 people joining, 80 if we're very lucky (looking at Stockfish numbers). That means it'd still take 20 to 170 years. Someone please tell me I missed a factor of 100 or more somewhere. I'd love to be wrong here. -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] Subject: Re: AlphaGo Zero
On 20.10.2017 16:44, Hendrik Baier wrote: Where is the respect and the appreciation for other people's groundbreaking work without immediately having to make the discussion about your own research, or otherwise derailing it into the irrelevant or fantastical? Instead of joining your meta-discussion, let me point out some motivation: - Research should also proceed after groundbreaking work. - Research should not be isolated but different research approaches can be combined. Research is not a one-way street. - Research in go also serves as a model for research in other or more general fields, such as generalised AI, which includes use of AI to provide a) interchange with semantics of human domains or b) assistance for or replacement of human activities, such as car driving, which profit from avoiding errors. Therefore I discuss these aspects. - Ethical questions are becoming increasingly important in view of the fast progress of AI. Surely you are aware that Deepmind knows this. -- robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On 19-10-17 13:00, Aja Huang via Computer-go wrote: > Hi Hiroshi, > > I think these are good questions. You can ask them at > https://www.reddit.com/r/MachineLearning/comments/76xjb5/ama_we_are_david_silver_and_julian_schrittwieser/ It seems the question was indeed asked but not answered: https://www.reddit.com/r/MachineLearning/comments/76xjb5/ama_we_are_david_silver_and_julian_schrittwieser/dol03aq/ -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On 20.10.2017 15:07, adrian.b.rob...@gmail.com wrote: 1) Where is the semantic translation of the neural net to human theory knowledge? As far as (1), if we could do it, it would mean we could relate the structures embedded in the net's weight patterns to some other domain -- The other domain can be "human go theory". It has various forms, from informal via textbook to mathematically proven. Sure, it is also incomplete but it can cope with additions. The neural net's weights and whatnot are given. This raw data can be deciphered in principle. By humans, algorithms or a combination. You do not know where to start? Why, that is easy: test! Modify ONE weight and study its effect on ONE aspect of human go theory, such as the occurrance (frequency) of independent life. No effect? Increase the modification, test a different weight, test a subset of adjacent weights etc. It has been possible to study semantics of parts of DNA, e.g., from differences related to illnesses. Modifications on the weights is like creating causes for illnesses (or improved health). There is no "we cannot do it", but maybe there is too much required effort for it to be financially worthwhile for the "too specialised" case of Go? As I say, a mathematical proof of a complete solution of Go will occur before AI playing perfectly;) So far neural nets have been trained and applied within single domains, and any "generalization" means within that domain. Yes. -- robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
When I did something like this for Spanish checkers (training a neural network to be the evaluation function in an alpha-beta search, without any human knowledge), I solved the problem of adding game variety by using UCT for the opening moves. That means that I kept a tree structure with the opening moves and I used the UCB1 formula to pick the next move as long as the game was in the tree. Once outside the tree, I used alpha-beta search to play a normal [very fast] game. One important characteristic of this UCT opening-book builder is that the last move inside the tree is basically random, so this explores a lot of unbalanced positions. Álvaro. On Fri, Oct 20, 2017 at 9:23 AM, Petr Baudiswrote: > I tried to reimplement the system - in a simplified way, trying to > find the minimum that learns to play 5x5 in a few thousands of > self-plays. Turns out there are several components which are important > to avoid some obvious attractors (like the network predicting black > loses on every move from its second game on): > > - disabling resignation in a portion of games is essential not just > for tuning resignation threshold (if you want to even do that), but > just to correct prediction signal by actual scoring rather than > starting to always resign early in the game > > - dirichlet (or other) noise is essential for the network getting > looped into the same game - which is also self-reinforcing > > - i have my doubts about the idea of high temperature move choices > at the beginning, especially with T=1 ... maybe that's just bad > very early in the training > > On Thu, Oct 19, 2017 at 02:23:41PM +0200, Petr Baudis wrote: > > The order of magnitude matches my parameter numbers. (My attempt to > > reproduce a simplified version of this is currently evolving at > > https://github.com/pasky/michi/tree/nnet but the code is a mess right > > now.) > > -- > Petr Baudis, Rossum > Run before you walk! Fly before you crawl! Keep moving forward! > If we fail, I'd rather fail really hugely. -- Moist von Lipwig > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On 19-10-17 13:23, Álvaro Begué wrote: > Summing it all up, I get 22,837,864 parameters for the 20-block network > and 46,461,544 parameters for the 40-block network. > > Does this seem correct? My Caffe model file is 185887898 bytes / 32-bit floats = 46 471 974 So yes, that seems pretty close. I'll send the model file and some observations in a separate post. -- GCP ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
[Computer-go] Subject: Re: AlphaGo Zero
Where is the respect and the appreciation for other people's groundbreaking work without immediately having to make the discussion about your own research, or otherwise derailing it into the irrelevant or fantastical? Congratulations again to the AlphaGo team! Excellent work well described, a pleasure to read. Hendrik Baier > So there is a superstrong neural net. > > 1) Where is the semantic translation of the neural net to human theory > knowledge? > > 2) Where is the analysis of the neural net's errors in decision-making? > > 3) Where is the world-wide discussion preventing a combination of AI and > (nano-)robots, which self-replicate or permanently ensure energy access, > from causing extinction of mankind? > > -- > robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
I tried to reimplement the system - in a simplified way, trying to find the minimum that learns to play 5x5 in a few thousands of self-plays. Turns out there are several components which are important to avoid some obvious attractors (like the network predicting black loses on every move from its second game on): - disabling resignation in a portion of games is essential not just for tuning resignation threshold (if you want to even do that), but just to correct prediction signal by actual scoring rather than starting to always resign early in the game - dirichlet (or other) noise is essential for the network getting looped into the same game - which is also self-reinforcing - i have my doubts about the idea of high temperature move choices at the beginning, especially with T=1 ... maybe that's just bad very early in the training On Thu, Oct 19, 2017 at 02:23:41PM +0200, Petr Baudis wrote: > The order of magnitude matches my parameter numbers. (My attempt to > reproduce a simplified version of this is currently evolving at > https://github.com/pasky/michi/tree/nnet but the code is a mess right > now.) -- Petr Baudis, Rossum Run before you walk! Fly before you crawl! Keep moving forward! If we fail, I'd rather fail really hugely. -- Moist von Lipwig ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
Robert Jasiekwrites: > So there is a superstrong neural net. > > 1) Where is the semantic translation of the neural net to human theory > knowledge? > > 2) Where is the analysis of the neural net's errors in decision-making? > > 3) Where is the world-wide discussion preventing a combination of AI > and (nano-)robots, which self-replicate or permanently ensure energy > access, from causing extinction of mankind? As far as (1), if we could do it, it would mean we could relate the structures embedded in the net's weight patterns to some other domain -- if nothing else, the domain of the meanings of words in some natural language. We cannot, and most certainly the net cannot. So far neural nets have been trained and applied within single domains, and any "generalization" means within that domain. A net may learn to recognize and act similarly with respect to a certain eye pattern on different parts of the board. No one, as far as I know, has presented a net that would be able to use a guideline like, "two eyes alive, one eye dead" to help it speed learning of how to act on the board. But a human can apply "one"/"two", and "alive"/"dead" once it has been made clear that "eye" in this context is standing for a recognizable structure of same-color-surrounding-space, and thereby learn in one step what the net learns in thousands of incremental iterations. And (2) presupposes (1), since to understand why a situation was mis-perceived or mis-acted upon requires some understanding of what exactly the perception and judgment process was in the first place. It may be that the recent successes in brute-force learning powered by improved hardware together with improved crafting of the architecture eventually play some role in understanding and recreating "intelligence". But so far, using the term "AI" in connection with 99% of this kind of work is just hype. Useful in accomplishing engineering goals, yes. But not so much to do with intelligence. ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On Fri, Oct 20, 2017 at 12:06 AM, Robert Jasiekwrote: > > 3) Where is the world-wide discussion preventing a combination of AI and > (nano-)robots, which self-replicate or permanently ensure energy access, > from causing extinction of mankind? > You will find it if you Google for "artificial intelligence existential threat". But the subject seems off-topic here. Dan ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On 20.10.2017 09:38, Xavier Combelle wrote: What is currently named nanorobot is simply hand assembled molecules which have mechanical properties and need huge framework to be able simply move. Sure. But we must not wait until such a thing exists. -- robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
You seems to lack of knowing what is really a nano robot in current term. They are very far to have the possibility to self replicate them self and far more being able to dissolve the planet by doing that. What is currently named nanorobot is simply hand assembled molecules which have mechanical properties and need huge framework to be able simply move. So far to be a threat. Le 20/10/2017 à 08:33, Robert Jasiek a écrit : > On 20.10.2017 07:10, Petri Pitkanen wrote: > >> 3) Where is the world-wide discussion preventing a combination of > AI >> and (nano-)robots, which self-replicate or permanently ensure > energy >> access, from causing extinction of mankind? >> 3) Would it be a bad thing? All thing considered, not just human >> point of >> view > > Have you realised the potential of one successful self-duplication of > a nano-robot? Iterate and the self-replicating nano-robots might > dissolve the planet earth into elementary particles. Now discuss > whether that might be good or bad. Not good for animals or plants, to > start with. > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
On 20.10.2017 07:10, Petri Pitkanen wrote: >> 3) Where is the world-wide discussion preventing a combination of AI >> and (nano-)robots, which self-replicate or permanently ensure energy >> access, from causing extinction of mankind? 3) Would it be a bad thing? All thing considered, not just human point of view Have you realised the potential of one successful self-duplication of a nano-robot? Iterate and the self-replicating nano-robots might dissolve the planet earth into elementary particles. Now discuss whether that might be good or bad. Not good for animals or plants, to start with. -- robert jasiek ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go
Re: [Computer-go] AlphaGo Zero
1) There is no such thing and I do doubt if it ever will exist. Even humans fail elaborate why they know certain things 2) If we are talking about new one. Very few people seen it playing so I guess we lack the data. For the old we know it made errors, dunno if analysis points why. Neural nets tend to be black boxes 3) Would it be a bad thing? All thing considered, not just human point of view 2017-10-20 7:06 GMT+03:00 Robert Jasiek: > So there is a superstrong neural net. > > 1) Where is the semantic translation of the neural net to human theory > knowledge? > > 2) Where is the analysis of the neural net's errors in decision-making? > > 3) Where is the world-wide discussion preventing a combination of AI and > (nano-)robots, which self-replicate or permanently ensure energy access, > from causing extinction of mankind? > > -- > robert jasiek > > ___ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > ___ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go