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Journal ArticleDOI

Mastering the game of Go with deep neural networks and tree search

TLDR
Using this search algorithm, the program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0.5, the first time that a computer program has defeated a human professional player in the full-sized game of Go.
Abstract
The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of stateof-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

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Journal ArticleDOI

Dermatologist-level classification of skin cancer with deep neural networks

TL;DR: This work demonstrates an artificial intelligence capable of classifying skin cancer with a level of competence comparable to dermatologists, trained end-to-end from images directly, using only pixels and disease labels as inputs.
Journal ArticleDOI

Mastering the game of Go without human knowledge

TL;DR: An algorithm based solely on reinforcement learning is introduced, without human data, guidance or domain knowledge beyond game rules, that achieves superhuman performance, winning 100–0 against the previously published, champion-defeating AlphaGo.
Proceedings ArticleDOI

Grad-CAM: Visual Explanations from Deep Networks via Gradient-Based Localization

TL;DR: This work combines existing fine-grained visualizations to create a high-resolution class-discriminative visualization, Guided Grad-CAM, and applies it to image classification, image captioning, and visual question answering (VQA) models, including ResNet-based architectures.
Proceedings ArticleDOI

Towards Evaluating the Robustness of Neural Networks

TL;DR: In this paper, the authors demonstrate that defensive distillation does not significantly increase the robustness of neural networks by introducing three new attack algorithms that are successful on both distilled and undistilled neural networks with 100% probability.
Journal ArticleDOI

Places: A 10 Million Image Database for Scene Recognition

TL;DR: The Places Database is described, a repository of 10 million scene photographs, labeled with scene semantic categories, comprising a large and diverse list of the types of environments encountered in the world, using the state-of-the-art Convolutional Neural Networks as baselines, that significantly outperform the previous approaches.
References
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Journal ArticleDOI

Face recognition: a convolutional neural-network approach

TL;DR: A hybrid neural-network for human face recognition which compares favourably with other methods and analyzes the computational complexity and discusses how new classes could be added to the trained recognizer.
Book ChapterDOI

Bandit based monte-carlo planning

TL;DR: In this article, a bandit-based Monte-Carlo planning algorithm is proposed for large state-space Markovian decision problems (MDPs), which is one of the few viable approaches to find near-optimal solutions.
Journal ArticleDOI

A Survey of Monte Carlo Tree Search Methods

TL;DR: A survey of the literature to date of Monte Carlo tree search, intended to provide a snapshot of the state of the art after the first five years of MCTS research, outlines the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarizes the results from the key game and nongame domains.
Book ChapterDOI

Markov games as a framework for multi-agent reinforcement learning

TL;DR: A Q-learning-like algorithm for finding optimal policies and its application to a simple two-player game in which the optimal policy is probabilistic is demonstrated.
Journal ArticleDOI

A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play.

TL;DR: This paper generalizes the AlphaZero approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games, and convincingly defeated a world champion program in the games of chess and shogi (Japanese chess), as well as Go.
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