{ "id": "1412.6564", "version": "v2", "published": "2014-12-20T00:31:30.000Z", "updated": "2015-04-10T19:03:34.000Z", "title": "Move Evaluation in Go Using Deep Convolutional Neural Networks", "authors": [ "Chris J. Maddison", "Aja Huang", "Ilya Sutskever", "David Silver" ], "comment": "Minor edits and included captures in Figure 2", "categories": [ "cs.LG", "cs.NE" ], "abstract": "The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and learn this knowledge. We train a large 12-layer convolutional neural network by supervised learning from a database of human professional games. The network correctly predicts the expert move in 55% of positions, equalling the accuracy of a 6 dan human player. When the trained convolutional network was used directly to play games of Go, without any search, it beat the traditional search program GnuGo in 97% of games, and matched the performance of a state-of-the-art Monte-Carlo tree search that simulates a million positions per move.", "revisions": [ { "version": "v1", "updated": "2014-12-20T00:31:30.000Z", "comment": null, "journal": null, "doi": null }, { "version": "v2", "updated": "2015-04-10T19:03:34.000Z" } ], "analyses": { "keywords": [ "deep convolutional neural networks", "traditional search program gnugo", "state-of-the-art monte-carlo tree search", "deep convolutional networks", "move evaluation function" ], "note": { "typesetting": "TeX", "pages": 0, "language": "en", "license": "arXiv", "status": "editable", "adsabs": "2014arXiv1412.6564M" } } }