TD-gammon is regarded as a special case from the stochastic characteristics of the backgammon game; it smoothens the search space for the value function and the value function itself to a great degree compared to those 'static' games such as go. Experiments of applying TD learning to chess and go was done after the success of TD-gammon, and the result was not good. I also did a small experiment a while ago applying TD learning to go using a similar network structure to that of TD-gammon. The network gets 'stuck' really fast. You can see similar comments to my experience here ( https://chessprogramming.wikispaces.com/Temporal+Difference+Learning). You can make the network more 'actively' trained by doing stochastic move selection rather than simply selecting the move with highest value, but this doesn't work well enough to my experience, where I applied softmax. Schradolph experimented with TD for go in his 1994 paper, where he applied Gibbs sampling for stochastic move selection, although it wasn't a success for building a strong go bot.
On Fri, Feb 24, 2017 at 11:03 PM, Brian Sheppard via Computer-go < computer-go@computer-go.org> wrote: > Neural networks always have a lot of local optima. Simply because they > have a high degree of internal symmetry. That is, you can “permute” sets of > coefficients and get the same function. > > > > Don’t think of starting with expert training as a way to avoid local > optima. It is a way to start training with some good examples so that > learning can start at a higher level. But then you should continue with > self-play. > > > > Backgammon was trained to expert level based on self-play games that were > initially random. Google “Tesauro backgammon” and you should be able to > find a paper. > > > > I don’t know NEAT and HyperNEAT; I will look them up. Thank you for the > reference. > > > > Best, > > Brian > > > > *From:* Computer-go [mailto:computer-go-boun...@computer-go.org] *On > Behalf Of *Minjae Kim > *Sent:* Friday, February 24, 2017 3:39 AM > *To:* computer-go@computer-go.org > *Subject:* [Computer-go] dealing with multiple local optima > > > > I've recently viewed the paper of AlphaGo, which has done gradient-based > reinforcement learning to get stronger. The learning was successful enough > to beat a human master, but in this case, supervised learning with a large > database of master level human games was preceded the reinforcement > learning. For a complex enough game as go, one can expect that the search > space for the policy function would not be smooth at all. So supposedly > supervised learning was necessary to guide the policy function to a good > starting point before reinforcement. Without such, applying reinforcement > learning directly to a random policy can easily make the policy stuck at a > bad local optimum. I could have a miunderstanding at this point; correct me > if so, but to continue on: if it is hard to have "the good starting point" > such as a trained policy from human expert game records, what is a way to > devise one. I've had a look on NEAT and HyperNEAT, which are evolutionary > methods. Do these evolutionary algorithms scale well on complex strategic > decision processes and not just on simple linear decisions such as food > gathering and danger avoidance? In case not, what alternatives are known? > Is there any success case of a chess, go, or any kind of complex strategic > game playing algorithm, where it gained expert strength without domain > knowledge such as expert game examples? > > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go >
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