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Key Papers Guide

This article summarizes the most important papers in Go AI development history, providing quick summaries and technical highlights.

The milestone papers in Go AI history include Coulom's MCTS (2006), AlphaGo (2016), AlphaGo Zero (2017), the generalized AlphaZero (2017), and KataGo (2019) by David Wu, which introduced many efficiency improvements. To learn the fundamentals, start with AlphaGo; for implementation reference, focus on the KataGo paper.


Papers Overview

Timeline

2006  Coulom - MCTS first applied to Go
2016 Silver et al. - AlphaGo (Nature)
2017 Silver et al. - AlphaGo Zero (Nature)
2017 Silver et al. - AlphaZero
2019 Wu - KataGo
2020+ Various improvements and applications

Reading Recommendations

GoalRecommended Paper
Understand basicsAlphaGo (2016)
Understand self-playAlphaGo Zero (2017)
Understand general methodsAlphaZero (2017)
Implementation referenceKataGo (2019)

1. Birth of MCTS (2006)

Paper Information

Title: Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search
Author: Remi Coulom
Published: Computers and Games 2006

Core Contribution

First systematic application of Monte Carlo methods to Go:

Before: Pure random simulation, no tree structure
After: Build search tree + UCB selection + backpropagation

Key Concepts

UCB1 Formula

Selection score = Average win rate + C × √(ln(N) / n)

Where:
- N: Parent visit count
- n: Child visit count
- C: Exploration constant

MCTS Four Steps

1. Selection: Use UCB to select node
2. Expansion: Expand new node
3. Simulation: Random playout to end
4. Backpropagation: Propagate win/loss

Impact

  • Go AI reached amateur dan level
  • Became foundation for all subsequent Go AI
  • UCB concept influenced PUCT development

2. AlphaGo (2016)

Paper Information

Title: Mastering the game of Go with deep neural networks and tree search
Authors: Silver, D., Huang, A., Maddison, C.J., et al.
Published: Nature, 2016
DOI: 10.1038/nature16961

Core Contribution

First combination of deep learning and MCTS, defeating human world champion.

System Architecture

Technical Highlights

1. Supervised Learning Policy Network

# Input features (48 planes)
- Own stone positions
- Opponent stone positions
- Liberty counts
- Post-capture state
- Legal move positions
- Recent move positions
...

2. Reinforcement Learning Improvement

SL Policy → Self-play → RL Policy

RL Policy beats SL Policy with ~80% win rate

3. Value Network Training

Key to prevent overfitting:
- Take only one position per game
- Avoid similar positions repeating

4. MCTS Integration

Leaf evaluation = 0.5 × Value Network + 0.5 × Rollout

Rollout uses fast Policy Network (lower accuracy but faster)

Key Numbers

ItemValue
SL Policy accuracy57%
RL Policy vs SL Policy win rate80%
Training GPUs176
Playing TPUs48

3. AlphaGo Zero (2017)

Paper Information

Title: Mastering the game of Go without human knowledge
Authors: Silver, D., Schrittwieser, J., Simonyan, K., et al.
Published: Nature, 2017
DOI: 10.1038/nature24270

Core Contribution

No human games needed, learning from scratch through self-play.

Differences from AlphaGo

AspectAlphaGoAlphaGo Zero
Human gamesRequiredNot required
Network count41 dual-head
Input features48 planes17 planes
RolloutUsedNot used
Residual networkNoYes
Training timeMonths3 days

Key Innovations

1. Single Dual-Head Network

2. Simplified Input Features

# Only 17 feature planes needed
features = [
current_player_stones, # Own stones
opponent_stones, # Opponent stones
history_1_player, # History state 1
history_1_opponent,
... # History states 2-7
color_to_play # Whose turn
]

3. Pure Value Network Evaluation

No more Rollout
Leaf evaluation = Value Network output

Cleaner, faster

4. Training Process

Learning Curve

Training time    Elo
─────────────────────
3 hours Beginner
24 hours Surpasses AlphaGo Lee
72 hours Surpasses AlphaGo Master

4. AlphaZero (2017)

Paper Information

Title: Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm
Authors: Silver, D., Hubert, T., Schrittwieser, J., et al.
Published: arXiv:1712.01815 (later published in Science, 2018)

Core Contribution

Generalization: Same algorithm applied to Go, Chess, and Shogi.

General Architecture

Input encoding (game-specific) → Residual network (general) → Dual-head output (general)

Cross-Game Adaptation

GameInput PlanesAction SpaceTraining Time
Go1736240 days
Chess11946729 hours
Shogi3621125912 hours

MCTS Improvements

PUCT Formula

Selection score = Q(s,a) + c(s) × P(s,a) × √N(s) / (1 + N(s,a))

c(s) = log((1 + N(s) + c_base) / c_base) + c_init

Exploration Noise

# Add Dirichlet noise at root
P(s,a) = (1 - ε) × p_a + ε × η_a

η ~ Dir(α)
α = 0.03 (Go), 0.3 (Chess), 0.15 (Shogi)

5. KataGo (2019)

Paper Information

Title: Accelerating Self-Play Learning in Go
Author: David J. Wu
Published: arXiv:1902.10565

Core Contribution

50x efficiency improvement, allowing individual developers to train strong Go AI.

Key Innovations

1. Auxiliary Training Targets

Total loss = Policy Loss + Value Loss +
Score Loss + Ownership Loss + ...

Auxiliary targets help network converge faster

2. Global Features

# Global pooling layer
global_features = global_avg_pool(conv_features)
# Combine with local features
combined = concat(conv_features, broadcast(global_features))

3. Playout Cap Randomization

Traditional: Fixed N searches each time
KataGo: N sampled from a distribution

Lets network perform well at various search depths

4. Progressive Board Sizes

if training_step < 1000000:
board_size = random.choice([9, 13, 19])
else:
board_size = 19

Efficiency Comparison

MetricAlphaZeroKataGo
GPU-days to superhuman5000100
Efficiency improvementBaseline50x

6. Extended Papers

MuZero (2020)

Title: Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model
Contribution: Learn environment dynamics model, no game rules needed

EfficientZero (2021)

Title: Mastering Atari Games with Limited Data
Contribution: Dramatically improved sample efficiency

Gumbel AlphaZero (2022)

Title: Policy Improvement by Planning with Gumbel
Contribution: Improved policy improvement method

Paper Reading Suggestions

Beginner Order

1. AlphaGo (2016) - Understand basic architecture
2. AlphaGo Zero (2017) - Understand self-play
3. KataGo (2019) - Understand implementation details

Advanced Order

4. AlphaZero (2017) - Generalization
5. MuZero (2020) - Learn world models
6. MCTS original paper - Understand foundations

Reading Tips

  1. Read abstract and conclusion first: Quickly grasp core contribution
  2. Look at figures: Understand overall architecture
  3. Read methods section: Understand technical details
  4. Check appendix: Find implementation details and hyperparameters

Paper PDFs

PaperLink
AlphaGoNature
AlphaGo ZeroNature
AlphaZeroScience
KataGoarXiv

Open Source Implementations

ProjectLink
KataGoGitHub
Leela ZeroGitHub
MiniGoGitHub

Further Reading