ElemedexA pocket encyclopedia of AI architectures
No. 024

AlphaGo

Divine Move

It looks at the board as if it were a photograph, then imagines thousands of games before moving. In 2016 it played a move no human would have played, and its opponent had to leave the room. In the fourth game, the human returned the favor.

Height
13 (policy net) · 15 (value net)
Weight
≈ 16 MB per network (fp32, estimate)
Parameters
≈ 4 M per network (estimate)
Context
Board 19 × 19 × 48 planes
Training data
29.4 M positions (160,000 KGS games) + 30 M self-play positions
Year
2016
Generation
3 · Deep learning
Creators
Silver, Huang, Hassabis et al. (Google DeepMind)
Kind
System

Base stats

Total
175

Approximate, ordinal scales meant for comparing species with each other; the hard numbers are in the data sheet.

Weaknesses

  • A single game: a 19 × 19 board and fixed rules; its value network was even trained for one particular komi (7.5).
  • Blind spots: it did not see Lee Sedol's move 78 coming in the fourth game.
  • Hunger for experience: millions of games where a human plays tens of thousands at most.
  • Opacity: you can read its search tree, but not why the network values a position as it does.

Habitat

It learned from 160,000 games by strong amateurs (6 to 9 dan) on the KGS server and from millions of games against itself. It retired in May 2017, after beating world number one Ke Jie 3–0. Today it survives in its successors and in a theory of Go that had to be revised to make sense of its moves.

Moves

Abilities

Policy network
A 13-layer convolutional network proposes moves: it narrows the breadth of the search to a handful of plausible candidates.
Value network
It estimates who will win from a position; a single evaluation approaches the accuracy of simulating whole games, with 15,000 times less computation.
Guided search
The search consults both networks in every simulation and, at the end, plays the most-visited move.

Anatomy

Conv layer×11Conv layer×13prior probabilitiesleaf valueBoard 19×19×48Conv 5×5, 192 + ReLUConv 3×3, 192 + ReLUp(a|s): 361 movesSelect: max Q + uExpand the leafFast rollout → zV =(1−λ)·v+ λ·zUpdate Q and NMost-visited moveBoard + side to moveConv + ReLUDense, 256 unitsv(s): who wins?Policy networkTree searchValue network

AlphaGo at play time. Each simulation descends the tree along promising branches; on reaching a new leaf, the policy network (the supervised one, which worked better in search than the reinforced one) assigns it prior probabilities, and the value network and a fast rollout to the end of the game evaluate it, mixed with λ = 0.5. After thousands of simulations, it plays the most-visited move.

Evolution chain

  • convolutional policy and value networks, tree search and self-play018 AlexNet
024 AlphaGo
  • from self-play to a league of agents and exploiters, and no tree search054 AlphaStar

AlphaGo is DeepMind's Go-playing system, which combines two convolutional networks with Monte Carlo tree search. In October 2015 it became the first program to beat a professional without handicap, the European champion Fan Hui, 5–0 (Silver et al., 2016, p. 488); in March 2016 it defeated Lee Sedol, one of the world's best players, 4–1, with more than two hundred million people watching (M. Mitchell, 2019, ch. 9).

The problem

In chess there are about 35 legal moves per turn and a game lasts about 80; in Go, about 250 and 150 (Silver et al., 2016, p. 484). Exhaustive search is impossible, and nobody had managed to write a good evaluation function either: experts explain their choices with notions such as "influence" or "stability" that resist being turned into rules (Buckner, 2024, p. 52; M. Mitchell, 2019, ch. 9). In 1997 one enthusiast predicted it might take a hundred years for a machine to beat a human (M. Mitchell, 2019, ch. 9).

How it works

AlphaGo reads the board as a 19 × 19 image with 48 feature planes, just as a vision network reads a photo (Silver et al., 2016, p. 484). Its training has four pieces (2016, pp. 485–486):

  1. A 13-layer policy network, trained by supervised learning on about 30 million positions from the KGS server, predicts an expert's move with 57% accuracy.
  2. A fast policy, linear and far less accurate, picks each move in 2 microseconds (the network takes 3 milliseconds) and is used to simulate whole games.
  3. The policy network is then improved by reinforcement learning, playing against earlier versions of itself; with no search at all, it already won 85% of its games against Pachi, the strongest open-source program.
  4. A value network learns to predict the winner from 30 million positions, each taken from a different self-play game, so that it cannot memorize whole games.

At play time, the search uses the policy network to decide which branches to explore (less breadth) and evaluates each leaf by mixing the value network with a fast rollout to the end of the game (less depth). A curious detail: the supervised network guided the search better than the reinforced one, "presumably" because humans propose a more diverse beam of moves (Silver et al., 2016, p. 486). The distributed version used 1,202 CPUs and 176 GPUs (2016, p. 487).

What changed

Deep Blue explored over 200 million moves per second, with heuristics and an opening library supplied by experts (Buckner, 2024, p. 51). Against Fan Hui, AlphaGo evaluated thousands of times fewer positions than Deep Blue had against Kasparov, choosing them with one network and assessing them with another, an approach its authors call "perhaps closer to how humans play" (Silver et al., 2016, p. 489). The debt to AlexNet is direct: the same kind of network that recognizes objects in photos recognizes shapes on the board (Buckner, 2024, p. 119).

In the second game against Lee, move 37 baffled the commentators; Lee left the room and took nearly fifteen minutes to reply (Buckner, 2024, p. 63). The policy network estimated that a human would play it with a probability below 1 in 10,000 (2024, p. 226).

Its evolved form, AlphaGo Zero, did without human games altogether: it learned by self-play alone and beat the version that had defeated Lee 100–0 (Silver et al., 2017). With AlphaZero, the method was extended to chess and shogi (M. Mitchell, 2019, ch. 9). In real time and with hidden information, the line continued with AlphaStar.

Limits

In the fourth game, Lee found his own unexpected move, move 78, and AlphaGo did not seem to realize what was happening (M. Mitchell, 2019, ch. 9). The system needed far more experience than a human: about 30 million games against itself, whereas Lee cannot have played more than 50,000 in his whole life (Buckner, 2024, p. 144). It is opaque: one can inspect the tree, but not why the network values a position as it does (2024, pp. 62–63). And it is narrow: Chollet (2019) noted that neither AlphaGo nor AlphaZero had found any application outside board games (2019, sec. I.3.5).

Sources

  • Buckner, C. J. (2024). From deep learning to rational machines: What the history of philosophy can teach us about the future of artificial intelligence. Oxford University Press. https://doi.org/10.1093/oso/9780197653302.001.0001 §
  • Chollet, F. (2019). On the measure of intelligence (arXiv:1911.01547). arXiv. https://doi.org/10.48550/arXiv.1911.01547 §
  • Mitchell, M. (2019). Artificial intelligence: A guide for thinking humans. Pelican Books. §
  • Santelli, M. (2026, August 25). El futuro de la IA: Entre doomers y hyperos. 421.news. https://www.421.news/es/ia-doomers-hyperos/ §
  • Silver, D., Huang, A., Maddison, C. J., Guez, A., Sifre, L., van den Driessche, G., Schrittwieser, J., Antonoglou, I., Panneershelvam, V., Lanctot, M., Dieleman, S., Grewe, D., Nham, J., Kalchbrenner, N., Sutskever, I., Lillicrap, T., Leach, M., Kavukcuoglu, K., Graepel, T., & Hassabis, D. (2016). Mastering the game of Go with deep neural networks and tree search. Nature, 529(7587), 484–489. https://doi.org/10.1038/nature16961 §
  • Silver, D., Schrittwieser, J., Simonyan, K., Antonoglou, I., Huang, A., Guez, A., Hubert, T., Baker, L., Lai, M., Bolton, A., Chen, Y., Lillicrap, T., Hui, F., Sifre, L., van den Driessche, G., Graepel, T., & Hassabis, D. (2017). Mastering the game of Go without human knowledge. Nature, 550(7676), 354–359. https://doi.org/10.1038/nature24270 §