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NEWS IN FOCUS
CANINE PSYCHIATRY Dogs provide
genetic clues to human
disorders µe
PHYSICS Debate over meaning
of Stephen Hawking's latest
paper µ41
CLIMATE Developing nations
struggle to keep carbon
accounts p.451
CalSERVATMI Songbird killing
for restaurants becomes a
hot issue in Cyprus µS2
Go. a complex game popular in Asia. has I ustrated the efforts of artificial-intelligence researchers fordecades.
Google masters Go
Deep-learning software excels at complex ancient board game.
A
computer has beaten a human
professional for the first time at Go —
an ancient board game that has long
been viewed as one of the greatest challenges
for artificial intelligence (Al).
The best human players of chess, draughts
and backgammon have all been outplayed by
computers. But a hefty handicap was needed
for computers to win at Go. Now Google's
London-based Al company, DeepMind, claims
that its machine has mastered the game.
DeepMind's program AlphaGo beat Fan
Hui, the European Go champion, five times
out of five in tournament conditions, the firm
reveals in research published in Nature on
27 January'. It also defeated its silicon-based
rivals, winning 99.8% of games against the
current best programs. The program has yet
to play the Go equivalent of a world chant-
pion, but a match against South Korean pro-
fessional Lee Sedol, considered by many to be
the world's strongest player, is scheduled for
March. "We're pretty confident," says Deep-
Mind co-founder Demis Hassabis.
"This is a really big result, it's huge," says Kenn
Coulom, a programmer in Lille, France, who
designed a commercial Go program called
Crazy Stone.1-le had thought computer mastery
of the game was a decade away.
The IBM chess computer Deep Blue, which
famously beat grandmaster Garry Kasparov in
1997, was explicitly programmed to win at the
game. But AlphaGo was not preprogrammed
to play Go: rather, it learned using a general-
purpose algorithm that allowed it to interpret
the game's patterns, in a similar way to how a
DeepMind program learned to play 49 different
arcadegames'.
This means that similar techniques could be
applied to other AI domains that require recog-
nition of complex patterns, long-term planning
and decision-making, says Hassabis. "A lot of
the things we're trying to do in the world come
under that rubric.' Examples are using medical
images to make diagnoses or treatment plans,
and improving climate-change models.
29 JANUARY 2016 I VOL 529 I NATURE I 445
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NEWS IN FOCUS
►
In China, Japan and South Korea. Go is
hugely popular and is even played by celebrity
professionals. But the game has long interested
Al researchers because of its complexity. The
rules are relatively simple: the goal is to gain
the most territory by placing and capturing
black and white stones on a 19 x 19 grid. But
the average 150-move game contains more
possible board configurations — l0p0 — than
there are atoms in the Universe, so it can't be
solved by algorithms that search exhaustively
for the best move.
Chess is less complex than Go, but it still has too
many possible configurations to solve by brute
force alone. Instead, programs cut down their
searches by looking a few turns ahead and judg-
ing which player would have the upper hand. In
Go, recognizing winning and losing positions
is much harder: stones have equal values and
can have subtle impacts far across the board.
To interpret Go boards and to learn the best
possible moves, the AlphaGo program applied
deep learning in neural networks — brain-
inspired programs in which connections
between layers of simulated neurons are
strengthened through examples and experi-
ence. It first studied 30 million positions from
expert games, gleaning abstract information
on the state of play from board data, much as
other programmes categorize images front
pixels (see Nature 505, 146-148; 2014). Then
it played against itself across 50 computers,
improving with each iteration, a technique
known as reinforcement learning.
The software was already competitive with
the leading commercial Go programs, which
select the best move by scanning a sample of
simulated future games. DeepMind then com-
bined this search approach with the ability to
pick moves and interpret Go boards — giving
AlphaGo a better idea
"Deep learning
of which strategies are
is killing every
likely to be success-
problem in AL"
M. The technique is
"phenomenal", says
Jonathan Schaeffer. a computer scientist at the
University of Alberta in Edmonton, Canada,
whose software Chinook solved' draughts in
2007. Rather than follow the trend of the past
30 years of trying to crack games using comput-
ing power, DeepMind has reverted to mimick-
ing human-like knowledge, albeit by training,
rather than by being programmed, he says. The
feat also shows the power of deep learning, which
is going from success to success, says Coulom.
"Deep learning is killing every problem in Al"
AlphaGo plays in a human way, says pan.
"If no one told me. maybe I would think the
player was a little strange, but a very strong
player, a real person." The program seems to
have developed a conservative (rather than
aggressive) style, adds Toby Manning, a lifelong
Go player who refereed the match.
Google's rival firm Facebook has also been
working on software that uses machine learn-
ing to play Go. Its program, called darkforest,
is still behind commercial state-of-the-art Go
Al systems, according to a November preprint'.
Hassabis says that many challenges remain
in DeepMind's goal of developing a generalized
Al system. In particular, its programs cannot
yet usefully transfer their learning about one
system— such as Go— to new tasks a feat that
humans perform seamlessly. "We've no idea
how to do that. Not yet," Hassabis says.
Go players will be keen to use the software
to improve their game, says Manning, although
Hassabis says that DeepMind has yet to decide
whether it will make a commercial version.
AlphaGo hasn't killed the joy of the game,
Manning adds. Strap lines boasting that Go is
a game that computers can't win will have to
be changed, he says. "But just because some
software has got to a strength that I can only
dream of, it's not going to stop me playing:' •
SEE EDITORIAL P.437
1. Silver. D. et aL Nature 529.484-489(201e.
2. Mnih, V. eta,. Nature 518.529-533 (2015).
3. Schaeffer. J. eta/ Seknce 317,1518-1522 (2007)
4. Tian, Y. & Zhu. Y. Preprint at arXi http://arxiv.org/
pdf/1511.06410.pdf (2015).
GENOMICS
Dog DNA probed for clues
to human psychiatric ills
Project will compare gene data to owners' assessments of how their companions behave.
A
ddie plays hard for an II -year-old
greater Swiss mountain dog — she
will occasionally ignore her advanced
years to hurl her 37-kilogram body at an
unwitting house guest in greeting. But she
carries a mysterious burden: when she was
18 months old, she started licking her front
legs aggressively enough to wear off patches
of fur and draw blood.
Addie has canine compulsive disorder — a
condition that is thought to be similar to
human obsessive-compulsive disorder
(OCD). Canine compulsive disorder can cause
dogs to chase their tails for hours on end, or
to suck on a toy or body part so compulsively
that it interferes with their eating or sleeping.
Addie may soon help researchers to
determine why some dogs are more prone to the
disorder than others. Her owner, Marjie Alonso
of Somerville, Massachusetts, has enrolled her
in a project called Darwin's Dogs, which aims
to compare information about the behaviour
of thousands of dogs against the animals DNA
profiles. The hope is that genetic links will
emerge to conditions such as canine compul-
sive disorder and canine cognitive dysfunction
— a dog analogue of dementia and possibly
Alzheimer's disease. The project organizers have
enrolled 3,000 dogs so far, but hope to gather
data from at least 5,000, and they expect to begin
analysing DNA samples in March.
"It's very exciting, and in many ways it's
way overdue says Clive Wynne, who studies
canine behaviour at Arizona State University
in Tempe.
Researchers have long struggled to find
genetic links to human psychiatric disorders
by analysing DNA samples from thousands
of people. Those efforts have in recent years
met with some success in schizophrenia and
depression. But for some conditions, includ-
ing OCD, not a single robust genetic link has
been sifted from the background noise of
normal genetic variation.
Human studies are difficult in part because
the species is so genetically diverse, says
Wynne. Dogs, however, are more genetically
homogeneous. Selected over thousands of
years for particular characteristics, they dis-
play less genetic variation than do humans.
Pure-bred dogs, in particular, have been ren-
dered highly genetically consistent to achieve a
homogenous appearance and behaviour.
Dogs also live side-by-side with humans,
which some think can make them a better
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