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Bayesian Optimization in AlphaGo

Yutian Chen, Aja Huang, Ziyu Wang, Ioannis Antonoglou, Julian Schrittwieser, David Silver, Nando de Freitas

arXiv:1812.06855v1cs.LGcs.AIstat.ML

TL;DR

AlphaGo’s game-playing hyper-parameters were costly to tune manually, and win-rate could not be expressed analytically in terms of those parameters. The paper applies Bayesian optimization with self-play evaluations, reporting improved playing strength and a 66.5% win-rate for a tuned time-control formula against the default setting.

  • Problem

    Manual grid search for AlphaGo hyper-parameters was costly, while win-rate was non-differentiable and expensive to evaluate.

    Source: §1 · p. 2, §2 · p. 2
  • Method

    The authors used Bayesian optimization with Gaussian-process modeling and self-play evaluations, estimating observation noise from game outcomes.

    Source: §2 · pp. 2–3
  • Results

    66.5% win-rate against the default time setting with a fixed 30-second search time per move was achieved by the tuned time-control formula.

    Source: §3.5 · p. 6
  • Takeaways & Limitations

    Tuning produced insights that led the team to abandon roll-out estimates in later AlphaGo and AlphaGo Zero versions.

    Source: §3.1 · p. 4

Abstract

from arXiv · show

During the development of AlphaGo, its many hyper-parameters were tuned with Bayesian optimization multiple times. This automatic tuning process resulted in substantial improvements in playing strength. For example, prior to the match with Lee Sedol, we tuned the latest AlphaGo agent and this improved its win-rate from 50% to 66.5% in self-play games. This tuned version was deployed in the final match. Of course, since we tuned AlphaGo many times during its development cycle, the compounded contribution was even higher than this percentage. It is our hope that this brief case study will be of interest to Go fans, and also provide Bayesian optimization practitioners with some insights and inspiration.

1 Introduction

Bayesian optimization was used throughout AlphaGo’s development to tune game-playing hyper-parameters, improving playing strength and yielding insights into component contributions. The paper motivates this approach with the cost of manual search and evaluates agents through self-play.

1 Introduction

  • Tuning focused on game-playing parameters because neural-network tuning strategies were more robust and human knowledge was more limited for game playing.The tuned components included MCTS controls, roll-out/value-network mixing, network evaluation parameters, and search time per move.Source: §1 · p. 1
  • Bayesian optimization reduced manual tuning effort, improved AlphaGo’s playing strength, and revealed insights into component contributions.One example was the relative value of fast Monte Carlo roll-outs versus value-network board evaluation.Source: §1 · p. 1
  • The win-rate has no analytically tractable relationship to hyper-parameters, so it was estimated by playing self-play games against a fixed baseline.Win-rate is a function of the agent’s hyper-parameters, and each game produces a win-or-loss Bernoulli outcome.Source: §1 · pp. 1–2
  • BayesElo was also used across games with different AlphaGo versions to estimate a scalar strength value for each agent.Source: §1 · p. 2
  • A grid search over six hyper-parameters with five values each would have taken 8.3 days using 400 GPUs.Each value required 1,000 self-play games, with an estimated 6.7 hours per value.Source: §1 · p. 2

2 Methods

The methods use Bayesian optimization to choose hyper-parameter settings for an expensive, non-differentiable win-rate objective. A Gaussian-process model and expected-improvement acquisition guide sequential self-play evaluations, with estimated observation noise and visualizations supporting the tuning process.

2 Methods

  • A Gaussian-process posterior over the unknown objective feeds expected improvement, which balances exploitation and exploration when selecting the next query.The method uses Gaussian-process priors and expected improvement; the target is typically the best past observation or posterior mean at past queries.Source: §2 · p. 2
  • Bayesian optimization was chosen because win-rate is non-differentiable, costly to evaluate, and has a moderate number of hyper-parameters.Source: §2 · p. 2
  • The modified Spearmint procedure updates the GP with completed self-play outcomes, launches games at an EI-maximizing setting, and returns the setting with the highest posterior mean.Source: §2 · p. 3
  • Self-play evaluations use win-rates from 50 games to reduce evaluation cost at the price of higher noise.The win-rate is an average of Bernoulli outcomes, and the GP receives the observed win-rate and an estimated standard deviation under a nonstationary Gaussian observation-noise model.Source: §2 · p. 3
  • The visualization plots posterior win-rate mean and variance for individual parameters and pairs, helping identify influential parameters and correlations for later tuning.Figure 2 shows individual-parameter views with other parameters fixed and a paired-parameter posterior mean.Source: §2 · p. 3, Figure 2 · p. 3
  • Figure 3 tracks observed and maximum expected win-rates across optimization steps.Source: Figure 3 · p. 4

3 Tasks and Results

The five tasks apply Bayesian optimization to MCTS settings, fast data-generation players, TPU implementations, a dynamic mixing formula, and time allocation, reporting gains across these settings.

3.1 Task 1: Tuning MCTS hyper-parameters

  • MCTS tuning raised win-rate from 50% to 63.2% and 64.4% (94 and 103 Elo gains) in two pre-match design iterations.Optimized hyper-parameters were often correlated and not reachable through element-wise hand-tuning; tuning also increasingly favored value-network estimates over roll-outs.Source: §3.1 · p. 4

3.2 Task 2: Tuning fast AlphaGo players for data generation

  • Tuning four key fast-player versions yielded Elo gains of 300, 285, 145, and 129.Under the short-search-time setting, optimal hyper-parameters differed substantially, making manual tuning prohibitive without prior knowledge.Source: §3.2 · p. 5

3.3 Task 3: Tuning on TPUs

  • TPU migration changed existing hyper-parameter optima and introduced new distributed-implementation parameters; Bayesian optimization yielded further large Elo improvements.TPUs provided faster network evaluation than GPUs, and AlphaGo’s performance was boosted after the hardware migration.Source: §3.3 · p. 5

3.4 Task 4: Developing and tuning a dynamic mixing ratio formula

  • Reparameterizing the dynamic mixer around its ratio at move 150 decorrelated r0 and a; tuning set the visit-count coefficient b to zero.The resulting formula weighted value networks more at the beginning of a game and less toward the end.Source: §3.4 · p. 6

3.5 Task 5: Tuning a time control formula

  • 66.5% win-rate against the default time setting with a fixed 30-second search time per move followed time-control tuning.The optimized formula was for a 2-hour main play time and 60-second byoyomi.Source: Figure 5 · p. 5, §3.5 · p. 6

4 Conclusion

Bayesian optimization automatically tuned AlphaGo’s game-playing hyper-parameters, contributing to win-rate and insights that informed later MCTS self-play agents.

  • Bayesian optimization made automatic tuning of AlphaGo’s game-playing hyper-parameters possible, contributing significantly to win-rate and insights useful in developing later MCTS self-play agents.Source: §4 · p. 6
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