Re: Ars Technica article about go
Posted: Tue Dec 20, 2022 6:02 pm
Fascinating stuff, thanks.lightvector wrote:See this post a couple weeks ago:
https://forums.online-go.com/t/potentia ... hexahedron
The issue specifically is groups that wrap back to themselves, and not any other thing that you might think, as far as I know. For example, large capturing races can be hard for bots of course, and ko can also be hard, but neither of those is what's happening here.
To my best understanding all current AlphaZero-style neural nets learn one wrong algorithm or another for determining life and/or group strength. I also tested other independently trained nets such as ELF and LZ a couple years ago and they also had tons of trouble with cyclic groups. So as of a few years ago, two headed-dragon (https://senseis.xmp.net/?TwoHeadedDragon) situations were found to be a frequent misevaluation for AZ bots, just like ladders, this adversary is just the first time someone automated a bot to play for these kinds of positions.
To oversimplify a bit, I believe one algorithm a net can tend to learn is roughly equivalent to, "start anywhere on the group and walk along the group in every direction counting eyes and/or liberties until you reach the end of the group in every direction", and if the total of all the directions gives 2 eyes or lots of liberties (or at least, more eyes/liberties than neighboring groups), the group is deemed alive/strong. The net handles a small wraparound just fine (e.g. the stones that loop around a small eye), but when a group connects cyclically back to itself on a large scale, the problem is that such an algorithm never hits a dead end - it just keeps walking around the cycle over and over and therefore it double, triple, quadruple,.. counts all the liberties or eyes.
Such a naive algorithm works on 99.9%+ of the data in natural games, and among the times when it in theory doesn't work the group is often still alive anyways by chance, e.g. two headed dragons that genuinely do have enough liberties or eyes, given that many "false" eyes can now also work for life. So the net never has much pressure to learn a much more difficult algorithm that takes into account cycles.
They're also rare enough in pro games that it's hard to find enough "natural" examples to train on. But with the help of this adversary, it's much easier to generate lots of semi-random examples, so there's now an ongoing very early experiment to see if adding a tiny % of these positions to training will force the net to learn it.