The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game optimally? Here, we investigate these and related questions with respect to the special properties of Go (meaningful draws and extreme combinatorial complexity). Since traditional board games have an important role in human culture, our analysis is relevant in a broader context. What happens in the game world could forecast our relationship with AI entities, their explainability, and usefulness.
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing tools for analyzing games. Here we describe two ways of how the innovations of the second generation engines (e.g. score estimates, variable komi) can be used for defining new metrics that help deepen our understanding of the game. First, we study how much information the search component contributes in addition to the raw neural network policy output. This gives an intrinsic strength measurement for the neural network. Second, we define the effect of a move by the difference in score estimates. This gives a fine-grained, move-by-move performance evaluation of a player. We use this in combating the new challenge of detecting online cheating.
In addition to their playing skills, AI engines utilizing deep learning neural networks provide excellent tools for analyzing traditional board games if we define new measures based on their raw output. For the ancient game of Go, we develop a numerical tool for context-sensitive move-by-move performance evaluation and for automating the recognition of game features. We measure the urgency of a move by the cost of passing, which is the score value difference between the current configuration of stones and after a hypothetical pass in the same board position. In this paper, we investigate the properties of this measure and describe some applications for developing learning tools and analyzing a large number of games. As we use AI tools to gain new insights into the ancient game of Go and develop a more precise, quantified understanding, this work fits into the more significant and general project of utilizing superhuman AI engines for deepening human understanding and growing human knowledge.
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