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>> In computer chess, the methods that defeated the world champion, Kasparov, in
1997, were based on massive, deep search. "Massive, deep search" that started from a book of opening moves and the
combined expert knowledge of several chess Grandmasters. And that was an
instance of the minimax algorithm with alpha-beta cutoff, i.e. a search
algorithm specifically designed for two-player, deterministic games like
chess. And with a hand-crafted evaluation function, whose parameters were
filled-in by self-play. But still, an evaluation function; because the minimax
algorithm requires one and blind search alone did not, could not, come up with
minimax, or with the concept of an evaluation function in a million years.
Essentially, human
expertise about what matters in the game was baked-in to Deep Blue's design
from the very beginning and permeated every aspect of its design. Of course, ultimately, search was what allowed Deep Blue to beat Kasparov
(3½–2½; Kasparov won two games and drew another). That, in the sense that the
alpha-beta minimax algorithm itself is a search algorithm and it goes without
saying that a longer, deeper, better search will inevitably eventually
outperform whatever a human player is doing, which clearly is not search. But, rather than an irrelevant "bitter" lesson about how big machines can
perfom more computations than a human, a really useful lesson -and one that we
haven't yet learned, as a field- is why humans can do so well without
search. It is clear to anyone who has played any board game that humans can't
search ahead more than a scant few ply, even for the simplest games. And yet,
it took 30 years (counting from the Dartmouth workshop) for a computer chess
player to beat an expert human player. And almost 60 to beat one in Go. No, no. The biggest question in the field is not one that is answered by "a
deeper search". The biggest question is "how can we do that without a search"? Also see Rodney Brook's "better lesson" [2] addressing the other successes of
big search discussed in the article. _____________ [1] https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer)#Des... [2] https://rodneybrooks.com/a-better-lesson/ |
I think the answer is heuristics based on priors(e.g. board state), which we've demonstrated (with alphago and derivatives, especially alphago zero) that neural networks are readily able to learn.
This is why I get the impression that modern neural networks are quickly approaching humanlike reasoning - once you figure out how to
(1) encode (or train) heuristics and
(2) encode relationships between concepts in a manner which preserves a sort of topology (think for example of a graph where nodes represent generic ideas)
You're well on your way to artificial general reasoning - the only remaining question becomes one of hardware (compute, memory, and/or efficiency of architecture).