Beating Go thanks to the power of randomness
summary
Claims that random simulation plus tree search beats old approaches using Monte Carlo Tree Search, deploys 50k+ playouts per second on strong engines, and wins tournaments historically dominated by heuristics; Crazy Stone beats pros with a 4‑stone handicap, Zen wins one game against Franz‑Josef Dickhut by 1.5 points, and heavy compute (an 80‑core cluster) helps. Papers show 44–51% professional move prediction from a convolutional neural network. A playable Ruby engine Rubykon exists and integrates MCTS; practical enhancements and RAVE nuance whether this actually works in match play.
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chapters (17)
- 0:00Start
- 11:51GO vs. Chess
- 12:23Complex vs. Complicated
- 17:04Why is Go so hard?
- 17:20Almost every move is legal
- 18:55Global Impact of moves
- 20:39Evoluation function
- 21:41What is Pi?
- 27:02Exploitation vs Exploration
- 30:19Characteristics
- 30:37Generate a valid random move
- 36:02Enhancements
- 37:31Expert Knowledge
- 41:22Selection
- 44:13What have I learned?
- 44:37Modularizing small components
- 44:55Benchmark everything
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