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Mastering the Game of Go with Deep Neural Networks and 
Tree Search 
David Silver1*, Aja Huang1*, Chris J. Maddison1, Arthur Guez1, Laurent Sifre1, George van den 
Driessche1, Julian Schrittwieser1, Ioannis Antonoglou1, Veda Panneershelvam1, Marc Lanctot1, 
Sander Dieleman1, Dominik Grewe1, John Nham2, Nal Kalchbrenner1, Ilya Sutskever2, Timothy 
Lillicrap1, Madeleine Leach1, Koray Kavukcuoglu1, Thore Graepel1, Demis Hassabis1. 
1 Google DeepMind, 5 New Street Square, London EC4A 3TW. 
2 Google, 1600 Amphitheatre Parkway, Mountain View CA 94043. 
*These authors contributed equally to this work. 
Correspondence should be addressed to either David Silver (davidsilver@google.com) or Demis 
Hassabis (demishassabis@google.com). 
The game of Go has long been viewed as the most challenging of classic games for artificial 
intelligence due to its enormous search space and the difficulty of evaluating board 
positions and moves. 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 state-of-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 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. 
All games of perfect information have an optimal value function, v(s), which determines 
the outcome of the game, from every board position or state s, under perfect play by all players. 
These games may be solved by recursively computing the optimal value function in a search tree 
containing approximately bd possible sequences of moves, where b is the game’s breadth (number 
1 
of legal moves per position) and d is its depth (game length). In large games, such as chess 
(b  35; d  80) 1 and especially Go (b  250; d  150) 1, exhaustive search is infeasible 2, 3, 
but the effective search space can be reduced by two general principles. First, the depth of the 
search may be reduced by position evaluation: truncating the search tree at state s and replacing 
the subtree below s by an approximate value function v(s)  v(s) that predicts the outcome from 
state s. This approach has led to super-human performance in chess 4, checkers 5 and othello 6, but 
it was believed to be intractable in Go due to the complexity of the game 7. Second, the breadth of 
the search may be reduced by sampling actions from a policy p(ajs) that is a probability distribution 
over possible moves a in position s. For example, Monte-Carlo rollouts 8 search to maximum depth 
without branching at all, by sampling long sequences of actions for both players from a policy p. 
Averaging over such rollouts can provide an effective position evaluation, achieving super-human 
performance in backgammon 8 and Scrabble 9, and weak amateur level play in Go 10. 
Monte-Carlo tree search (MCTS) 11, 12 uses Monte-Carlo rollouts to estimate the value of 
each state in a search tree. As more simulations are executed, the search tree grows larger and the 
relevant values become more accurate. The policy used to select actions during search is also improved 
over time, by selecting children with higher values. Asymptotically, this policy converges 
to optimal play, and the evaluations converge to the optimal value function 12. The strongest current 
Go programs are based on MCTS, enhanced by policies that are trained to predict human expert 
moves 13. These policies are used to narrow the search to a beam of high probability actions, and 
to sample actions during rollouts. This approach has achieved strong amateur play 13–15. However, 
prior work has been limited to shallow policies 13–15 or value functions 16 based on a linear 
combination of input features. 
Recently, deep convolutional neural networks have achieved unprecedented performance 
in visual domains: for example image classification 17, face recognition 18, and playing Atari 
games 19. They use many layers of neurons, each arranged in overlapping tiles, to construct increasingly 
abstract, localised representations of an image 20. We employ a similar architecture for 
the game of Go. We pass in the board position as a 19  19 image and use convolutional layers 
2 
to construct a representation of the position. We use these neural networks to reduce the effective 
depth and breadth of the search tree: evaluating positions using a value network, and sampling 
actions using a policy network. 
We train the neural networks using a pipeline consisting of several stages of machine learning 
(Figure 1). We begin by training a supervised learning (SL) policy network, p, directly from 
expert human moves. This provides fast, efficient learning updates with immediate feedback and 
high quality gradients. Similar to prior work 13, 15, we also train a fast policy p that can rapidly 
sample actions during rollouts. Next, we train a reinforcement learning (RL) policy network, p, 
that improves the SL policy network by optimising the final outcome of games of self-play. This 
adjusts the policy towards the correct goal of winning games, rather than maximizing predictive 
accuracy. Finally, we train a value network v that predicts the winner of games played by the 
RL policy network against itself. Our program AlphaGo efficiently combines the policy and value 
networks with MCTS. 
1 Supervised Learning of Policy Networks 
For the first stage of the training pipeline, we build on prior work on predicting expert moves 
in the game of Go using supervised learning13, 21–24. The SL policy network p(ajs) alternates 
between convolutional layers with weights , and rectifier non-linearities. A final softmax layer 
outputs a probability distribution over all legal moves a. The input s to the policy network is 
a simple representation of the board state (see Extended Data Table 2). The policy network is 
trained on randomly sampled state-action pairs (s; a), using stochastic gradient ascent to maximize 
the likelihood of the human move a selected in state s, 
 / 
@log p(ajs) 
@ 
: (1) 
We trained a 13 layer policy network, which we call the SL policy network, from 30 million 
positions from the KGS Go Server. The network predicted expert moves with an accuracy of 
3 
Figure 1: Neural network training pipeline and architecture. a A fast rollout policy p and supervised 
learning (SL) policy network p are trained to predict human expert moves in a data-set of 
positions. A reinforcement learning (RL) policy network p is initialised to the SL policy network, 
and is then improved by policy gradient learning to maximize the outcome (i.e. winning more 
games) against previous versions of the policy network. A new data-set is generated by playing 
games of self-play with the RL policy network. Finally, a value network v is trained by regression 
to predict the expected outcome (i.e. whether the current player wins) in positions from the selfplay 
data-set. b Schematic representation of the neural network architecture used in AlphaGo. The 
policy network takes a representation of the board position s as its input, passes it through many 
convolutional layers with parameters  (SL policy network) or  (RL policy network), and outputs 
a probability distribution p(ajs) or p(ajs) over legal moves a, represented by a probability map 
over the board. The value network similarly uses many convolutional layers with parameters , but 
outputs a scalar value v(s0) that predicts the expected outcome in position s0. 
4 
Figure 2: Strength and accuracy of policy and value networks. a Plot showing the playing 
strength of policy networks as a function of their training accuracy. Policy networks with 128, 
192, 256 and 384 convolutional filters per layer were evaluated periodically during training; the 
plot shows the winning rate of AlphaGo using that policy network against the match version of 
AlphaGo. b Comparison of evaluation accuracy between the value network and rollouts with 
different policies. Positions and outcomes were sampled from human expert games. Each position 
was evaluated by a single forward pass of the value network v, or by the mean outcome of 100 
rollouts, played out using either uniform random rollouts, the fast rollout policy p, the SL policy 
network p or the RL policy network p. The mean squared error between the predicted value 
and the actual game outcome is plotted against the stage of the game (how many moves had been 
played in the given position). 
57.0% on a held out test set, using all input features, and 55.7% using only raw board position 
and move history as inputs, compared to the state-of-the-art from other research groups of 44.4% 
at date of submission 24 (full results in Extended Data Table 3). Small improvements in accuracy 
led to large improvements in playing strength (Figure 2,a); larger networks achieve better accuracy 
but are slower to evaluate during search. We also trained a faster but less accurate rollout policy 
p(ajs), using a linear softmax of small pattern features (see Extended Data Table 4) with weights 
; this achieved an accuracy of 24.2%, using just 2 μs to select an action, rather than 3 ms for the 
policy network. 
5 
2 Reinforcement Learning of Policy Networks 
The second stage of the training pipeline aims at improving the policy network by policy gradient 
reinforcement learning (RL) 25, 26. The RL policy network p is identical in structure to the SL 
policy network, and its weights  are initialised to the same values,  = . We play games 
between the current policy network p and a randomly selected previous iteration of the policy 
network. Randomising from a pool of opponents stabilises training by preventing overfitting to the 
current policy. We use a reward function r(s) that is zero for all non-terminal time-steps t < T. 
The outcome zt = r(sT ) is the terminal reward at the end of the game from the perspective of the 
current player at time-step t: +1 for winning and 􀀀1 for losing. Weights are then updated at each 
time-step t by stochastic gradient ascent in the direction that maximizes expected outcome 25, 
 / 
@log p(atjst) 
@ 
zt : (2) 
We evaluated the performance of the RL policy network in game play, sampling each move 
at  p(jst) from its output probability distribution over actions. When played head-to-head, 
the RL policy network won more than 80% of games against the SL policy network. We also 
tested against the strongest open-source Go program, Pachi 14, a sophisticated Monte-Carlo search 
program, ranked at 2 amateur dan on KGS, that executes 100,000 simulations per move. Using no 
search at all, the RL policy network won 85% of games against Pachi. In comparison, the previous 
state-of-the-art, based only on supervised learning of convolutional networks, won 11% of games 
against Pachi 23 and 12% against a slightly weaker program Fuego 24. 
3 Reinforcement Learning of Value Networks 
The final stage of the training pipeline focuses on position evaluation, estimating a value function 
vp(s) that predicts the outcome from position s of games played by using policy p for both players 
27–29, 
vp(s) = E[zt j st = s; at:::T  p] : (3) 
6 
Ideally, we would like to know the optimal value function under perfect play v(s); in 
practice, we instead estimate the value function vp for our strongest policy, using the RL policy 
network p. We approximate the value function using a value network v(s) with weights , 
v(s)  vp(s)  v(s). This neural network has a similar architecture to the policy network, but 
outputs a single prediction instead of a probability distribution. We train the weights of the value 
network by regression on state-outcome pairs (s; z), using stochastic gradient descent to minimize 
the mean squared error (MSE) between the predicted value v(s), and the corresponding outcome 
z, 
 / 
@v(s) 
@ 
(z 􀀀 v(s)) : (4) 
The naive approach of predicting game outcomes from data consisting of complete games 
leads to overfitting. The problem is that successive positions are strongly correlated, differing by 
just one stone, but the regression target is shared for the entire game. When trained on the KGS 
dataset in this way, the value network memorised the game outcomes rather than generalising to 
new positions, achieving a minimum MSE of 0.37 on the test set, compared to 0.19 on the training 
set. To mitigate this problem, we generated a new self-play data-set consisting of 30 million 
distinct positions, each sampled from a separate game. Each game was played between the RL 
policy network and itself until the game terminated. Training on this data-set led to MSEs of 
0.226 and 0.234 on the training and test set, indicating minimal overfitting. Figure 2,b shows the 
position evaluation accuracy of the value network, compared to Monte-Carlo rollouts using the fast 
rollout policy p; the value function was consistently more accurate. A single evaluation of v(s) 
also approached the accuracy of Monte-Carlo rollouts using the RL policy network p, but using 
15,000 times less computation. 
4 Searching with Policy and Value Networks 
AlphaGo combines the policy and value networks in an MCTS algorithm (Figure 3) that selects 
actions by lookahead search. Each edge (s; a) of the search tree stores an action value Q(s; a), visit 
7 
count N(s; a), and prior probability P(s; a). The tree is traversed by simulation (i.e. descending 
the tree in complete games without backup), starting from the root state. At each time-step t of 
each simulation, an action at is selected from state st, 
at = argmax 
a 
􀀀 
Q(st; a) + u(st; a) 
 
; (5) 
so as to maximize action value plus a bonus u(s; a) / P(s;a) 
1+N(s;a) that is proportional to the prior 
probability but decays with repeated visits to encourage exploration. When the traversal reaches 
a leaf node sL at step L, the leaf node may be expanded. The leaf position sL is processed just 
once by the SL policy network p. The output probabilities are stored as prior probabilities P for 
each legal action a, P(s; a) = p(ajs). The leaf node is evaluated in two very different ways: first, 
by the value network v(sL); and second, by the outcome zL of a random rollout played out until 
terminal step T using the fast rollout policy p; these evaluations are combined, using a mixing 
parameter , into a leaf evaluation V (sL), 
V (sL) = (1 􀀀 )v(sL) + zL : (6) 
At the end of simulation n, the action values and visit counts of all traversed edges are 
updated. Each edge accumulates the visit count and mean evaluation of all simulations passing 
through that edge, 
N(s; a) = 
Xn 
i=1 
1(s; a; i) (7) 
Q(s; a) = 
1 
N(s; a) 
Xn 
i=1 
1(s; a; i)V (si 
L) ; (8) 
where si 
L is the leaf node from the ith simulation, and 1(s; a; i) indicates whether an edge (s; a) 
was traversed during the ith simulation. Once the search is complete, the algorithm chooses the 
most visited move from the root position. 
The SL policy network p performed better in AlphaGo than the stronger RL policy network 
p, presumably because humans select a diverse beam of promising moves, whereas RL optimizes 
8 
Figure 3: Monte-Carlo tree search in AlphaGo. a Each simulation traverses the tree by selecting 
the edge with maximum action-value Q, plus a bonus u(P) that depends on a stored prior probability 
P for that edge. b The leaf node may be expanded; the new node is processed once by the 
policy network p and the output probabilities are stored as prior probabilities P for each action. 
c At the end of a simulation, the leaf node is evaluated in two ways: using the value network v; 
and by running a rollout to the end of the game with the fast rollout policy p, then computing the 
winner with function r. d Action-values Q are updated to track the mean value of all evaluations 
r() and v() in the subtree below that action. 
for the single best move. However, the value function v(s)  vp(s) derived from the stronger RL 
policy network performed better in AlphaGo than a value function v(s)  vp (s) derived from 
the SL policy network. 
Evaluating policy and value networks requires several orders of magnitude more computation 
than traditional search heuristics. To efficiently combine MCTS with deep neural networks, 
AlphaGo uses an asynchronous multi-threaded search that executes simulations on CPUs, and 
computes policy and value networks in parallel on GPUs. The final version of AlphaGo used 40 
search threads, 48 CPUs, and 8 GPUs. We also implemented a distributed version of AlphaGo that 
exploited multiple machines, 40 search threads, 1202 CPUs and 176 GPUs. The Methods section 
provides full details of asynchronous and distributed MCTS. 
9 
5 Evaluating the Playing Strength of AlphaGo 
To evaluate AlphaGo, we ran an internal tournament among variants of AlphaGo and several 
other Go programs, including the strongest commercial programs Crazy Stone 13 and Zen, and 
the strongest open source programs Pachi 14 and Fuego 15. All of these programs are based on 
high-performance MCTS algorithms. In addition, we included the open source program GnuGo, 
a Go program using state-of-the-art search methods that preceded MCTS. All programs were allowed 
5 seconds of computation time per move. 
The results of the tournament (see Figure 4,a) suggest that single machine AlphaGo is many 
dan ranks stronger than any previous Go program, winning 494 out of 495 games (99.8%) against 
other Go programs. To provide a greater challenge to AlphaGo, we also played games with 4 
handicap stones (i.e. free moves for the opponent); AlphaGo won 77%, 86%, and 99% of handicap 
games against Crazy Stone, Zen and Pachi respectively. The distributed version of AlphaGo was 
significantly stronger, winning 77% of games against single machine AlphaGo and 100% of its 
games against other programs. 
We also assessed variants of AlphaGo that evaluated positions using just the value network 
( = 0) or just rollouts ( = 1) (see Figure 4,b). Even without rollouts AlphaGo exceeded the 
performance of all other Go programs, demonstrating that value networks provide a viable alternative 
to Monte-Carlo evaluation in Go. However, the mixed evaluation ( = 0:5) performed best, 
winning  95% against other variants. This suggests that the two position evaluation mechanisms 
are complementary: the value network approximates the outcome of games played by the strong 
but impractically slow p, while the rollouts can precisely score and evaluate the outcome of games 
played by the weaker but faster rollout policy p. Figure 5 visualises AlphaGo’s evaluation of a 
real game position. 
Finally, we evaluated the distributed version of AlphaGo against Fan Hui, a professional 2 
dan, and the winner of the 2013, 2014 and 2015 European Go championships. On 5–9th October 
10 
Figure 4: Tournament evaluation of AlphaGo. a Results of a tournament between different 
Go programs (see Extended Data Tables 6 to 11). Each program used approximately 5 seconds 
computation time per move. To provide a greater challenge to AlphaGo, some programs (pale 
upper bars) were given 4 handicap stones (i.e. free moves at the start of every game) against all 
opponents. Programs were evaluated on an Elo scale 30: a 230 point gap corresponds to a 79% 
probability of winning, which roughly corresponds to one amateur dan rank advantage on KGS 31; 
an approximate correspondence to human ranks is also shown, horizontal lines show KGS ranks 
achieved online by that program. Games against the human European champion Fan Hui were 
also included; these games used longer time controls. 95% confidence intervals are shown. b 
Performance of AlphaGo, on a single machine, for different combinations of components. The 
version solely using the policy network does not perform any search. c Scalability study of Monte- 
Carlo tree search in AlphaGo with search threads and GPUs, using asynchronous search (light 
blue) or distributed search (dark blue), for 2 seconds per move. 
11 
Figure 5: How AlphaGo (black, to play) selected its move in an informal game against Fan 
Hui. For each of the following statistics, the location of the maximum value is indicated by an 
orange circle. a Evaluation of all successors s0 of the root position s, using the value network 
v(s0); estimated winning percentages are shown for the top evaluations. b Action-values Q(s; a) 
for each edge (s; a) in the tree from root position s; averaged over value network evaluations 
only ( = 0). c Action-values Q(s; a), averaged over rollout evaluations only ( = 1). d Move 
probabilities directly from the SL policy network, p(ajs); reported as a percentage (if above 
0:1%). e Percentage frequency with which actions were selected from the root during simulations. 
f The principal variation (path with maximum visit count) from AlphaGo’s search tree. The moves 
are presented in a numbered sequence. AlphaGo selected the move indicated by the red circle; 
Fan Hui responded with the move indicated by the white square; in his post-game commentary he 
preferred the move (1) predicted by AlphaGo. 
12 
2015 AlphaGo and Fan Hui competed in a formal five game match. AlphaGo won the match 5 
games to 0 (see Figure 6 and Extended Data Table 1). This is the first time that a computer Go 
program has defeated a human professional player, without handicap, in the full game of Go; a feat 
that was previously believed to be at least a decade away 3, 7, 32. 
6 Discussion 
In this work we have developed a Go program, based on a combination of deep neural networks and 
tree search, that plays at the level of the strongest human players, thereby achieving one of artificial 
intelligence’s “grand challenges” 32–34. We have developed, for the first time, effective move selection 
and position evaluation functions for Go, based on deep neural networks that are trained by 
a novel combination of supervised and reinforcement learning. We have introduced a new search 
algorithm that successfully combines neural network evaluations with Monte-Carlo rollouts. Our 
program AlphaGo integrates these components together, at scale, in a high-performance tree search 
engine. 
During the match against Fan Hui, AlphaGo evaluated thousands of times fewer positions 
than Deep Blue did in its chess match against Kasparov 4; compensating by selecting those positions 
more intelligently, using the policy network, and evaluating them more precisely, using the 
value network – an approach that is perhaps closer to how humans play. Furthermore, while Deep 
Blue relied on a handcrafted evaluation function, AlphaGo’s neural networks are trained directly 
from game-play purely through general-purpose supervised and reinforcement learning methods. 
Go is exemplary in many ways of the difficulties faced by artificial intelligence 34, 35: a challenging 
decision-making task; an intractable search space; and an optimal solution so complex it 
appears infeasible to directly approximate using a policy or value function. The previous major 
breakthrough in computer Go, the introduction of Monte-Carlo tree search, led to corresponding 
advances in many other domains: for example general game-playing, classical planning, partially 
observed planning, scheduling, and constraint satisfaction 36, 37. By combining tree search with 
13 
Figure 6: Games from the match between AlphaGo and the human European champion, Fan 
Hui. Moves are shown in a numbered sequence corresponding to the order in which they were 
played. Repeated moves on the same intersection are shown in pairs below the board. The first 
move number in each pair indicates when the repeat move was played, at an intersection identified 
by the second move number. 
14 
policy and value networks, AlphaGo has finally reached a professional level in Go, providing hope 
that human-level performance can now be achieved in other seemingly intractable artificial intelligence 
domains. 
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Author Contributions 
A.H., G.v.d.D., J.S., I.A., M.La., A.G., T.G., D.S. designed and implemented the search in AlphaGo. 
C.M., A.G., L.S., A.H., I.A., V.P., S.D., D.G., N.K., I.S., K.K., D.S. designed and trained 
the neural networks in AlphaGo. J.S., J.N., A.H., D.S. designed and implemented the evaluation 
framework for AlphaGo. D.S., M.Le., T.L., T.G., K.K., D.H. managed and advised on the project. 
D.S., T.G., A.G., D.H. wrote the paper. 
Acknowledgements 
We thank Fan Hui for agreeing to play against AlphaGo; Toby Manning for refereeing the match; 
R. Munos and T. Schaul for helpful discussions and advice; A. Cain and M. Cant for work on 
the visuals; P. Dayan, G. Wayne, D. Kumaran, D. Purves, H. van Hasselt, A. Barreto and G. 
Ostrovski for reviewing the paper; and the rest of the DeepMind team for their support, ideas and 
encouragement. 
18 
Methods 
Problem setting Many games of perfect information, such as chess, checkers, othello, backgammon 
and Go, may be defined as alternating Markov games 38. In these games, there is a state 
space S (where state includes an indication of the current player to play); an action space A(s) 
defining the legal actions in any given state s 2 S; a state transition function f(s; a; ) defining 
the successor state after selecting action a in state s and random input  (e.g. dice); and finally a 
reward function ri(s) describing the reward received by player i in state s. We restrict our attention 
to two-player zero sum games, r1(s) = 􀀀r2(s) = r(s), with deterministic state transitions, 
f(s; a; ) = f(s; a), and zero rewards except at a terminal time-step T. The outcome of the game 
zt = r(sT ) is the terminal reward at the end of the game from the perspective of the current 
player at time-step t. A policy p(ajs) is a probability distribution over legal actions a 2 A(s). 
A value function is the expected outcome if all actions for both players are selected according to 
policy p, that is, vp(s) = E[zt j st = s; at:::T  p]. Zero sum games have a unique optimal value 
function v(s) that determines the outcome from state s following perfect play by both players, 
v(s) = 
8< 
: 
zT if s = sT ; 
max 
a 
􀀀 v(f(s; a)) otherwise. 
Prior work The optimal value function can be computed recursively by minimax (or equivalently 
negamax) search 39. Most games are too large for exhaustive minimax tree search; instead, the 
game is truncated by using an approximate value function v(s)  v(s) in place of terminal rewards. 
Depth-first minimax search with  􀀀  pruning 39 has achieved super-human performance 
in chess 4, checkers 5 and othello 6, but it has not been effective in Go 7. 
Reinforcement learning can learn to approximate the optimal value function directly from 
games of self-play 38. The majority of prior work has focused on a linear combination v(s) = 
(s)  of features (s) with weights . Weights were trained using temporal-difference learning 40 
in chess 41, 42, checkers 43, 44 and Go 29; or using linear regression in othello 6 and Scrabble 9. 
Temporal-difference learning has also been used to train a neural network to approximate the 
optimal value function, achieving super-human performance in backgammon 45; and achieving 
19 
weak kyu level performance in small-board Go 27, 28; 46 using convolutional networks. 
An alternative approach to minimax search is Monte-Carlo tree search (MCTS) 11, 12, which 
estimates the optimal value of interior nodes by a double approximation, V n(s)  vPn(s)  
v(s). The first approximation, V n(s)  vPn(s), uses n Monte-Carlo simulations to estimate the 
value function of a simulation policy Pn. The second approximation, vPn(s)  v(s), uses a 
simulation policy Pn in place of minimax optimal actions. The simulation policy selects actions 
according to a search control function argmax 
a 
(Qn(s; a) + u(s; a)), such as UCT 12, that selects 
children with higher action-values, Qn(s; a) = 􀀀V n(f(s; a)), plus a bonus u(s; a) that encourages 
exploration; or in the absence of a search tree at state s, it samples actions from a fast rollout policy 
p(ajs). As more simulations are executed and the search tree grows deeper, the simulation policy 
becomes informed by increasingly accurate statistics. In the limit, both approximations become 
exact and MCTS (e.g., with UCT) converges 12 to the optimal value function limn!1 V n(s) = 
limn!1 vPn(s) = v(s). The strongest current Go programs are based on MCTS 13–15, 37. 
MCTS has previously been combined with a policy that is used to narrow the beam of 
the search tree to high probability moves 13; or to bias the bonus term towards high probability 
moves 47. MCTS has also been combined with a value function that is used to initialise actionvalues 
in newly expanded nodes 16, or to mix Monte-Carlo evaluation with minimax evaluation 48. 
In contrast, AlphaGo’s use of value functions is based on truncated Monte-Carlo search algorithms 
8, 9, which terminate rollouts before the end of the game and use a value function in place 
of the terminal reward. AlphaGo’s position evaluation mixes full rollouts with truncated rollouts, 
resembling in some respects the well-known temporal-difference learning algorithm TD(). AlphaGo 
also differs from prior work by using slower but more powerful representations of the 
policy and value function; evaluating deep neural networks is several orders of magnitudes slower 
than linear representations and must therefore occur asynchronously. 
The performance of MCTS is to a large degree determined by the quality of the rollout policy. 
Prior work has focused on handcrafted patterns 49 or learning rollout policies by supervised 
learning 13, reinforcement learning 16, simulation balancing 50, 51 or online adaptation 29; 52; how- 
20 
ever, it is known that rollout-based position evaluation is frequently inaccurate 53. AlphaGo uses 
relatively simple rollouts, and instead addresses the challenging problem of position evaluation 
more directly using value networks. 
Search Algorithm To efficiently integrate large neural networks into AlphaGo, we implemented 
an asynchronous policy and value MCTS algorithm (APV-MCTS). Each node s in the search tree 
contains edges (s; a) for all legal actions a 2 A(s). Each edge stores a set of statistics, 
fP(s; a);Nv(s; a);Nr(s; a);Wv(s; a);Wr(s; a);Q(s; a)g; 
where P(s; a) is the prior probability, Wv(s; a) and Wr(s; a) are Monte-Carlo estimates of total 
action-value, accumulated over Nv(s; a) and Nr(s; a) leaf evaluations and rollout rewards respectively, 
and Q(s; a) is the combined mean action-value for that edge. Multiple simulations are 
executed in parallel on separate search threads. The APV-MCTS algorithm proceeds in the four 
stages outlined in Figure 3. 
Selection (Figure 4a). The first in-tree phase of each simulation begins at the root of 
the search tree and finishes when the simulation reaches a leaf node at time-step L. At each 
of these time-steps, t < L, an action is selected according to the statistics in the search tree, 
at = argmax 
a 
􀀀 
Q(st; a) + u(st; a) 
 
, using a variant of the PUCT algorithm 47, 
u(s; a) = cpuctP(s; a) 
pP 
b Nr(s; b) 
1 + Nr(s; a) 
where cpuct is a constant determining the level of exploration; this search control strategy initially 
prefers actions with high prior probability and low visit count, but asympotically prefers actions 
with high action-value. 
Evaluation (Figure 4c). The leaf position sL is added to a queue for evaluation v(sL) by 
the value network, unless it has previously been evaluated. The second rollout phase of each 
simulation begins at leaf node sL and continues until the end of the game. At each of these timesteps, 
t  L, actions are selected by both players according to the rollout policy, at  p(jst). 
When the game reaches a terminal state, the outcome zt = r(sT ) is computed from the final 
21 
score. 
Backup (Figure 4d). At each in-tree step t  L of the simulation, the rollout statistics are 
updated as if it had lost 􀀀nvl games, Nr(st; at)   Nr(st; at)+nvl;Wr(st; at)   Wr(st; at)􀀀nvl; 
this virtual loss 54 discourages other threads from simultaneously exploring the identical variation. 
At the end of the simulation, the rollout statistics are updated in a backward pass through each step 
t  L, replacing the virtual losses by the outcome, Nr(st; at)   Nr(st; at)􀀀nvl+1;Wr(st; at)   
Wr(st; at) + nvl + zt. Asynchronously, a separate backward pass is initiated when the evaluation 
of the leaf position sL completes. The output of the value network v(sL) is used to update 
value statistics in a second backward pass through each step t  L, Nv(st; at)   Nv(st; at) + 
1;Wv(st; at)   Wv(st; at) + v(sL). The overall evaluation of each state-action is a weighted 
average of the Monte-Carlo estimates, Q(s; a) = (1 􀀀 )Wv(s;a) 
Nv(s;a) + Wr(s;a) 
Nr(s;a) , that mixes together 
the value network and rollout evaluations with weighting parameter . All updates are performed 
lock-free 55. 
Expansion (Figure 4b). When the visit count exceeds a threshold, Nr(s; a) > nthr, the successor 
state s0 = f(s; a) is added to the search tree. The new node is initialized to fNv(s0; a) = 
Nr(s0; a) = 0;Wv(s0; a) = Wr(s0; a) = 0; P(s0; a) = p(ajs0)g, using a tree policy p (ajs0) 
(similar to the rollout policy but with more features, see Extended Data Table 4) to provide placeholder 
prior probabilities for action selection. The position s0 is also inserted into a queue for 
asynchronous GPU evaluation by the policy network. Prior probabilities are computed by the SL 
policy network p 
(js0) with a softmax temperature set to ; these replace the placeholder prior 
probabilities, P(s0; a)   p 
(ajs0), using an atomic update. The threshold nthr is adjusted dynamically 
to ensure that the rate at which positions are added to the policy queue matches the rate at 
which the GPUs evaluate the policy network. Positions are evaluated by both the policy network 
and the value network using a mini-batch size of 1 to minimize end-to-end evaluation time. 
We also implemented a distributed APV-MCTS algorithm. This architecture consists of a 
single master machine that executes the main search, many remote worker CPUs that execute 
asynchronous rollouts, and many remote worker GPUs that execute asynchronous policy and value 
22 
network evaluations. The entire search tree is stored on the master, which only executes the intree 
phase of each simulation. The leaf positions are communicated to the worker CPUs, which 
execute the rollout phase of simulation, and to the worker GPUs, which compute network features 
and evaluate the policy and value networks. The prior probabilities of the policy network are 
returned to the master, where they replace placeholder prior probabilities at the newly expanded 
node. The rewards from rollouts and the value network outputs are each returned to the master, 
and backed up the originating search path. 
At the end of search AlphaGo selects the action with maximum visit count; this is less sensitive 
to outliers than maximizing action-value 15. The search tree is reused at subsequent timesteps: 
the child node corresponding to the played action becomes the new root node; the subtree 
below this child is retained along with all its statistics, while the remainder of the tree is discarded. 
The match version of AlphaGo continues searching during the opponent’s move. It extends 
the search if the action maximizing visit count and the action maximizing action-value disagree. 
Time controls were otherwise shaped to use most time in the middle-game 56. AlphaGo resigns 
when its overall evaluation drops below an estimated 10% probability of winning the game, i.e. 
max 
a 
Q(s; a) < 􀀀0:8. 
AlphaGo does not employ the all-moves-as-first 10 or rapid action-value estimation 57 heuristics 
used in the majority of Monte-Carlo Go programs; when using policy networks as prior knowledge, 
these biased heuristics do not appear to give any additional benefit. In addition AlphaGo does 
not use progressive widening 13, dynamic komi 58 or an opening book 59. 
Rollout Policy The rollout policy p(ajs) is a linear softmax based on fast, incrementally computed, 
local pattern-based features consisting of both “response” patterns around the previous move 
that led to state s, and “non-response” patterns around the candidate move a in state s. Each nonresponse 
pattern is a binary feature matching a specific 3  3 pattern centred on a, defined by 
the colour (black, white, empty) and liberty count (1; 2; 3) for each adjacent intersection. Each 
response pattern is a binary feature matching the colour and liberty count in a 12-point diamondshaped 
pattern 21 centred around the previous move that led to s. Additionally, a small number of 
23 
handcrafted local features encode common-sense Go rules (see Extended Data Table 4). Similar 
to the policy network, the weights  of the rollout policy are trained from 8 million positions from 
human games on the Tygem server to maximize log likelihood by stochastic gradient descent. Rollouts 
execute at approximately 1,000 simulations per second per CPU thread on an empty board. 
Our rollout policy p(ajs) contains less handcrafted knowledge than state-of-the-art Go programs 
13. Instead, we exploit the higher quality action selection within MCTS, which is informed 
both by the search tree and the policy network. We introduce a new technique that caches all moves 
from the search tree and then plays similar moves during rollouts; a generalisation of the last good 
reply heuristic 52. At every step of the tree traversal, the most probable action is inserted into a 
hash table, along with the 3  3 pattern context (colour, liberty and stone counts) around both the 
previous move and the current move. At each step of the rollout, the pattern context is matched 
against the hash table; if a match is found then the stored move is played with high probability. 
Symmetries In previous work, the symmetries of Go have been exploited by using rotationally and 
reflectionally invariant filters in the convolutional layers 24, 27, 28. Although this may be effective in 
small neural networks, it actually hurts performance in larger networks, as it prevents the intermediate 
filters from identifying specific asymmetric patterns 23. Instead, we exploit symmetries 
at run-time by dynamically transforming each position s using the dihedral group of 8 reflections 
and rotations, d1(s); :::; d8(s). In an explicit symmetry ensemble, a mini-batch of all 8 positions is 
passed into the policy network or value network and computed in parallel. For the value network, 
the output values are simply averaged, v(s) = 1 
8 
P8 
j=1 v(dj(s)). For the policy network, the 
planes of output probabilities are rotated/reflected back into the original orientation, and averaged 
together to provide an ensemble prediction, p(js) = 1 
8 
P8 
j=1 d􀀀1 
j (p(jdj(s))); this approach was 
used in our raw network evaluation (see Extended Data Table 3). Instead, APV-MCTS makes use 
of an implicit symmetry ensemble that randomly selects a single rotation/reflection j 2 [1; 8] for 
each evaluation. We compute exactly one evaluation for that orientation only; in each simulation 
we compute the value of leaf node sL by v(dj(sL)), and allow the search procedure to average 
over these evaluations. Similarly, we compute the policy network for a single, randomly selected 
24 
rotation/reflection, d􀀀1 
j (p(jdj(s))). 
Policy Network: Classification We trained the policy network p to classify positions according 
to expert moves played in the KGS data set. This data set contains 29.4 million positions from 
160,000 games played by KGS 6 to 9 dan human players; 35.4% of the games are handicap games. 
The data set was split into a test set (the first million positions) and a training set (the remaining 
28.4 million positions). Pass moves were excluded from the data set. Each position consisted 
of a raw board description s and the move a selected by the human. We augmented the data 
set to include all 8 reflections and rotations of each position. Symmetry augmentation and input 
features were precomputed for each position. For each training step, we sampled a randomly 
selected mini-batch of m samples from the augmented KGS data-set, fsk; akgmk 
=1 and applied 
an asynchronous stochastic gradient descent update to maximize the log likelihood of the action, 
 =  
m 
Pm 
k=1 
@log p(akjsk) 
@ . The step-size  was initialized to 0.003 and was halved every 80 
million training steps, without momentum terms, and a mini-batch size of m = 16. Updates 
were applied asynchronously on 50 GPUs using DistBelief 60; gradients older than 100 steps were 
discarded. Training took around 3 weeks for 340 million training steps. 
Policy Network: Reinforcement Learning We further trained the policy network by policy gradient 
reinforcement learning 25, 26. Each iteration consisted of a mini-batch of n games played in 
parallel, between the current policy network p that is being trained, and an opponent p􀀀 that uses 
parameters 􀀀 from a previous iteration, randomly sampled from a pool O of opponents, so as to 
increase the stability of training. Weights were initialized to  = 􀀀 = . Every 500 iterations, we 
added the current parameters  to the opponent pool. Each game i in the mini-batch was played 
out until termination at step Ti, and then scored to determine the outcome zi 
t = r(sTi) from 
each player’s perspective. The games were then replayed to determine the policy gradient update, 
 =  
n 
Pn 
i=1 
PTi 
t=1 
@log p(ai 
tjsi 
t) 
@ (zi 
t 􀀀 v(si 
t)), using the REINFORCE algorithm 25 with baseline 
v(si 
t) for variance reduction. On the first pass through the training pipeline, the baseline was set 
to zero; on the second pass we used the value network v(s) as a baseline; this provided a small 
performance boost. The policy network was trained in this way for 10,000 mini-batches of 128 
25 
games, using 50 GPUs, for one day. 
Value Network: Regression We trained a value network v(s)  vp(s) to approximate the value 
function of the RL policy network p. To avoid overfitting to the strongly correlated positions 
within games, we constructed a new data-set of uncorrelated self-play positions. This data-set 
consisted of over 30 million positions, each drawn from a unique game of self-play. Each game 
was generated in three phases by randomly sampling a time-step U  uniff1; 450g, and sampling 
the first t = 1; :::;U 􀀀1 moves from the SL policy network, at  p(jst); then sampling one move 
uniformly at random from available moves, aU  uniff1; 361g (repeatedly until aU is legal); then 
sampling the remaining sequence of moves until the game terminates, t = U + 1; :::; T, from 
the RL policy network, at  p(jst). Finally, the game is scored to determine the outcome zt = 
r(sT ). Only a single training example (sU+1; zU+1) is added to the data-set from each game. This 
data provides unbiased samples of the value function vp(sU+1) = E[zU+1 j sU+1; aU+1;:::;T  p]. 
During the first two phases of generation we sample from noisier distributions so as to increase the 
diversity of the data-set. The training method was identical to SL policy network training, except 
that the parameter update was based on mean squared error between the predicted values and the 
observed rewards,  =  
m 
Pm 
k=1 
􀀀 
zk 􀀀 v(sk) 
@v(sk) 
@ . The value network was trained for 50 
million mini-batches of 32 positions, using 50 GPUs, for one week. 
Features for Policy / Value Network Each position s was preprocessed into a set of 19  19 
feature planes. The features that we use come directly from the raw representation of the game 
rules, indicating the status of each intersection of the Go board: stone colour, liberties (adjacent 
empty points of stone’s chain), captures, legality, turns since stone was played, and (for the value 
network only) the current colour to play. In addition, we use one simple tactical feature that 
computes the outcome of a ladder search 7. All features were computed relative to the current 
colour to play; for example, the stone colour at each intersection was represented as either player 
or opponent rather than black or white. Each integer is split into K different 19  19 planes of 
binary values (one-hot encoding). For example, separate binary feature planes are used to represent 
whether an intersection has 1 liberty, 2 liberties, :::,  8 liberties. The full set of feature planes are 
26 
listed in Extended Data Table 2. 
Neural Network Architecture The input to the policy network is a 19  19  48 image stack 
consisting of 48 feature planes. The first hidden layer zero pads the input into a 23  23 image, 
then convolves k filters of kernel size 55 with stride 1 with the input image and applies a rectifier 
nonlinearity. Each of the subsequent hidden layers 2 to 12 zero pads the respective previous hidden 
layer into a 2121 image, then convolves k filters of kernel size 33 with stride 1, again followed 
by a rectifier nonlinearity. The final layer convolves 1 filter of kernel size 1  1 with stride 1, with 
a different bias for each position, and applies a softmax function. The match version of AlphaGo 
used k = 192 filters; Figure 2,b and Extended Data Table 3 additionally show the results of training 
with k = 128; 256; 384 filters. 
The input to the value network is also a 19  19  48 image stack, with an additional binary 
feature plane describing the current colour to play. Hidden layers 2 to 11 are identical to the policy 
network, hidden layer 12 is an additional convolution layer, hidden layer 13 convolves 1 filter of 
1  1 with stride 1, and hidden layer 14 is a fully connected linear layer with 256 rectifier units. 
The output layer is a fully connected linear layer with a single tanh unit. 
Evaluation We evaluated the relative strength of computer Go programs by running an internal 
tournament and measuring the Elo rating of each program. We estimate the probability that program 
a will beat program b by a logistic function p(a beats b) = 1 
1+exp(celo(e(b)􀀀e(a)) , and estimate 
the ratings e() by Bayesian logistic regression, computed by the BayesElo program 30 using the 
standard constant celo = 1=400. The scale was anchored to the BayesElo rating of professional Go 
player Fan Hui (2908 at date of submission) 61. All programs received a maximum of 5 seconds 
computation time per move; games were scored using Chinese rules with a komi of 7.5 points (extra 
points to compensate white for playing second). We also played handicap games where AlphaGo 
played white against existing Go programs; for these games we used a non-standard handicap system 
in which komi was retained but black was given additional stones on the usual handicap points. 
Using these rules, a handicap of K stones is equivalent to giving K 􀀀1 free moves to black, rather 
than K 􀀀 1=2 free moves using standard no-komi handicap rules. We used these handicap rules 
27 
because AlphaGo’s value network was trained specifically to use a komi of 7.5. 
With the exception of distributed AlphaGo, each computer Go program was executed on its 
own single machine, with identical specs, using the latest available version and the best hardware 
configuration supported by that program (see Extended Data Table 6). In Figure 4, approximate 
ranks of computer programs are based on the highest KGS rank achieved by that program; however, 
the KGS version may differ from the publicly available version. 
The match against Fan Hui was arbitrated by an impartial referee. 5 formal games and 5 
informal games were played with 7.5 komi, no handicap, and Chinese rules. AlphaGo won these 
games 5–0 and 3–2 respectively (Figure 6 and Extended Data Figure 6). Time controls for formal 
games were 1 hour main time plus 3 periods of 30 seconds byoyomi. Time controls for informal 
games were 3 periods of 30 seconds byoyomi. Time controls and playing conditions were chosen 
by Fan Hui in advance of the match; it was also agreed that the overall match outcome would be 
determined solely by the formal games. To approximately assess the relative rating of Fan Hui to 
computer Go programs, we appended the results of all 10 games to our internal tournament results, 
ignoring differences in time controls. 
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30 
Date Black White Category Result 
5/10/15 Fan Hui AlphaGo Formal AlphaGo wins by 2.5 points 
5/10/15 Fan Hui AlphaGo Informal Fan Hui wins by resignation 
6/10/15 AlphaGo Fan Hui Formal AlphaGo wins by resignation 
6/10/15 AlphaGo Fan Hui Informal AlphaGo wins by resignation 
7/10/15 Fan Hui AlphaGo Formal AlphaGo wins by resignation 
7/10/15 Fan Hui AlphaGo Informal AlphaGo wins by resignation 
8/10/15 AlphaGo Fan Hui Formal AlphaGo wins by resignation 
8/10/15 AlphaGo Fan Hui Informal AlphaGo wins by resignation 
9/10/15 Fan Hui AlphaGo Formal AlphaGo wins by resignation 
9/10/15 AlphaGo Fan Hui Informal Fan Hui wins by resignation 
Extended Data Table 1: Details of match between AlphaGo and Fan Hui. The match consisted 
of five formal games with longer time controls, and five informal games with shorter time controls. 
Time controls and playing conditions were chosen by Fan Hui in advance of the match. 
Feature # of planes Description 
Stone colour 3 Player stone / opponent stone / empty 
Ones 1 A constant plane filled with 1 
Turns since 8 How many turns since a move was played 
Liberties 8 Number of liberties (empty adjacent points) 
Capture size 8 How many opponent stones would be captured 
Self-atari size 8 How many of own stones would be captured 
Liberties after move 8 Number of liberties after this move is played 
Ladder capture 1 Whether a move at this point is a successful ladder capture 
Ladder escape 1 Whether a move at this point is a successful ladder escape 
Sensibleness 1 Whether a move is legal and does not fill its own eyes 
Zeros 1 A constant plane filled with 0 
Player color 1 Whether current player is black 
Extended Data Table 2: Input features for neural networks. Feature planes used by the policy 
network (all but last feature) and value network (all features). 
31 
Architecture Evaluation 
Filters Symmetries Features Test accuracy 
% 
Train 
accuracy 
% 
Raw net 
wins % 
AlphaGo 
wins % 
Forward 
time (ms) 
128 1 48 54.6 57.0 36 53 2.8 
192 1 48 55.4 58.0 50 50 4.8 
256 1 48 55.9 59.1 67 55 7.1 
256 2 48 56.5 59.8 67 38 13.9 
256 4 48 56.9 60.2 69 14 27.6 
256 8 48 57.0 60.4 69 5 55.3 
192 1 4 47.6 51.4 25 15 4.8 
192 1 12 54.7 57.1 30 34 4.8 
192 1 20 54.7 57.2 38 40 4.8 
192 8 4 49.2 53.2 24 2 36.8 
192 8 12 55.7 58.3 32 3 36.8 
192 8 20 55.8 58.4 42 3 36.8 
Extended Data Table 3: Supervised learning results for the policy network. The policy network 
architecture consists of 128, 192 or 256 filters in convolutional layers; an explicit symmetry ensemble 
over 2, 4 or 8 symmetries; using only the first 4, 12 or 20 input feature planes listed in 
Extended Data Table 2. The results consist of the test and train accuracy on the KGS data set; and 
the percentage of games won by given policy network against AlphaGo’s policy network (highlighted 
row 2): using the policy networks to select moves directly (raw wins); or using AlphaGo’s 
search to select moves (AlphaGo wins); and finally the computation time for a single evaluation of 
the policy network. 
Feature # of patterns Description 
Response 1 Whether move matches one or more response features 
Save atari 1 Move saves stone(s) from capture 
Neighbour 8 Move is 8-connected to previous move 
Nakade 8192 Move matches a nakade pattern at captured stone 
Response pattern 32207 Move matches 12-point diamond pattern near previous move 
Non-response pattern 69338 Move matches 3  3 pattern around move 
Self-atari 1 Move allows stones to be captured 
Last move distance 34 Manhattan distance to previous two moves 
Non-response pattern 32207 Move matches 12-point diamond pattern centred around move 
Extended Data Table 4: Input features for rollout and tree policy. Features used by the rollout 
policy (first set) and tree policy (first and second set). Patterns are based on stone colour 
(black/white/empy) and liberties (1; 2; 3) at each intersection of the pattern. 
32 
Symbol Parameter Value 
 Softmax temperature 0.67 
 Mixing parameter 0.5 
nvl Virtual loss 3 
nthr Expansion threshold 40 
cpuct Exploration constant 5 
Extended Data Table 5: Parameters used by AlphaGo. 
Short name Computer Player Version Time settings CPUs GPUs KGS Rank Elo 
d 
rvp Distributed AlphaGo See Methods 5 seconds 1202 176 – 3140 
rvp AlphaGo See Methods 5 seconds 48 8 – 2890 
CS CrazyStone 2015 5 seconds 32 – 6d 1929 
ZN Zen 5 5 seconds 8 – 6d 1888 
PC Pachi 10.99 400,000 sims 16 – 2d 1298 
FG Fuego svn1989 100,000 sims 16 – – 1148 
GG GnuGo 3.8 level 10 1 – 5k 431 
CS4 CrazyStone 4 handicap stones 5 seconds 32 – – 2526 
ZN4 Zen 4 handicap stones 5 seconds 8 – – 2413 
PC4 Pachi 4 handicap stones 400,000 sims 16 – – 1756 
Extended Data Table 6: Results of a tournament between different Go programs. Each program 
played with a maximum of 5 seconds thinking time per move; the games against Fan Hui were 
conducted using longer time controls, as described in Methods. CS4, ZN4 and PC4 were given 4 
handicap stones; komi was 7.5 in all games. Elo ratings were computed by BayesElo. 
33 
Short Policy Value Rollouts Mixing Policy Value Elo 
name network network constant GPUs GPUs rating 
rvp p v p  = 0:5 2 6 2890 
vp p v –  = 0 2 6 2177 
rp p – p  = 1 8 0 2416 
rv [p ] v p  = 0:5 0 8 2077 
v [p ] v –  = 0 0 8 1655 
r [p ] – p  = 1 0 0 1457 
p p – – – 0 0 1517 
Extended Data Table 7: Results of a tournament between different variants of AlphaGo. Evaluating 
positions using rollouts only (rp; r), value nets only (vp; v), or mixing both (rvp; rv); 
either using the policy network p (rvp; vp; rp), or no policy network (rvp; vp; rp), i.e. instead 
using the placeholder probabilities from the tree policy p throughout. Each program used 5 
seconds per move on a single machine with 48 CPUs and 8 GPUs. Elo ratings were computed by 
BayesElo. 
AlphaGo Search threads CPUs GPUs Elo 
Asynchronous 1 48 8 2203 
Asynchronous 2 48 8 2393 
Asynchronous 4 48 8 2564 
Asynchronous 8 48 8 2665 
Asynchronous 16 48 8 2778 
Asynchronous 32 48 8 2867 
Asynchronous 40 48 8 2890 
Asynchronous 40 48 1 2181 
Asynchronous 40 48 2 2738 
Asynchronous 40 48 4 2850 
Distributed 12 428 64 2937 
Distributed 24 764 112 3079 
Distributed 40 1202 176 3140 
Distributed 64 1920 280 3168 
Extended Data Table 8: Results of a tournament between AlphaGo and distributed AlphaGo, 
testing scalability with hardware. Each program played with a maximum of 2 seconds computation 
time per move. Elo ratings were computed by BayesElo. 
34 
rvp vp rp rv r v p 
rvp - 1 [0; 5] 5 [4; 7] 0 [0; 4] 0 [0; 8] 0 [0; 19] 0 [0; 19] 
vp 99 [95; 100] - 61 [52; 69] 35 [25; 48] 6 [1; 27] 0 [0; 22] 1 [0; 6] 
rp 95 [93; 96] 39 [31; 48] - 13 [7; 23] 0 [0; 9] 0 [0; 22] 4 [1; 21] 
rv 100 [96; 100] 65 [52; 75] 87 [77; 93] - 0 [0; 18] 29 [8; 64] 48 [33; 65] 
r 100 [92; 100] 94 [73; 99] 100 [91; 100] 100 [82; 100] - 78 [45; 94] 78 [71; 84] 
v 100 [81; 100] 100 [78; 100] 100 [78; 100] 71 [36; 92] 22 [6; 55] - 30 [16; 48] 
p 100 [81; 100] 99 [94; 100] 96 [79; 99] 52 [35; 67] 22 [16; 29] 70 [52; 84] - 
CS 100 [97; 100] 74 [66; 81] 98 [94; 99] 80 [70; 87] 5 [3; 7] 36 [16; 61] 8 [5; 14] 
ZN 99 [93; 100] 84 [67; 93] 98 [93; 99] 92 [67; 99] 6 [2; 19] 40 [12; 77] 100 [65; 100] 
PC 100 [98; 100] 99 [95; 100] 100 [98; 100] 98 [89; 100] 78 [73; 81] 87 [68; 95] 55 [47; 62] 
FG 100 [97; 100] 99 [93; 100] 100 [96; 100] 100 [91; 100] 78 [73; 83] 100 [65; 100] 65 [55; 73] 
GG 100 [44; 100] 100 [34; 100] 100 [68; 100] 100 [57; 100] 99 [97; 100] 67 [21; 94] 99 [95; 100] 
CS4 77 [69; 84] 12 [8; 18] 53 [44; 61] 15 [8; 24] 0 [0; 3] 0 [0; 30] 0 [0; 8] 
ZN4 86 [77; 92] 25 [16; 38] 67 [56; 76] 14 [7; 27] 0 [0; 12] 0 [0; 43] - 
PC4 99 [97; 100] 82 [75; 88] 98 [95; 99] 89 [79; 95] 32 [26; 39] 13 [3; 36] 35 [25; 46] 
Extended Data Table 9: Cross-table of percentage win rates between programs. 95% Agresti- 
Coull confidence intervals in grey. Each program played with a maximum of 5 seconds computation 
time per move. CN4, ZN4 and PC4 were given 4 handicap stones; komi was 7.5 in all games. 
Distributed AlphaGo scored 77% [70; 82] against rvp and 100% against all other programs (no 
handicap games were played). 
35 
Threads 1 2 4 8 16 32 40 40 40 40 
GPU 8 8 8 8 8 8 8 4 2 1 
1 8 - 70 [61;78] 90 [84;94] 94 [83;98] 86 [72;94] 98 [91;100] 98 [92;99] 100 [76;100] 96 [91;98] 38 [25;52] 
2 8 30 [22;39] - 72 [61;81] 81 [71;88] 86 [76;93] 92 [83;97] 93 [86;96] 83 [69;91] 84 [75;90] 26 [17;38] 
4 8 10 [6;16] 28 [19;39] - 62 [53;70] 71 [61;80] 82 [71;89] 84 [74;90] 81 [69;89] 78 [63;88] 18 [10;28] 
8 8 6 [2;17] 19 [12;29] 38 [30;47] - 61 [51;71] 65 [51;76] 73 [62;82] 74 [59;85] 64 [55;73] 12 [3;34] 
16 8 14 [6;28] 14 [7;24] 29 [20;39] 39 [29;49] - 52 [41;63] 61 [50;71] 52 [41;64] 41 [32;51] 5 [1;25] 
32 8 2 [0;9] 8 [3;17] 18 [11;29] 35 [24;49] 48 [37;59] - 52 [42;63] 44 [32;57] 26 [17;36] 0 [0;30] 
40 8 2 [1;8] 7 [4;14] 16 [10;26] 27 [18;38] 39 [29;50] 48 [37;58] - 43 [30;56] 41 [26;58] 4 [1;18] 
40 4 0 [0;24] 17 [9;31] 19 [11;31] 26 [15;41] 48 [36;59] 56 [43;68] 57 [44;70] - 29 [18;41] 2 [0;11] 
40 2 4 [2;9] 16 [10;25] 22 [12;37] 36 [27;45] 59 [49;68] 74 [64;83] 59 [42;74] 71 [59;82] - 5 [1;17] 
40 1 62 [48;75] 74 [62;83] 82 [72;90] 88 [66;97] 95 [75;99] 100 [70;100] 96 [82;99] 98 [89;100] 95 [83;99] - 
Extended Data Table 10: Cross-table of percentage win rates between programs in the singlemachine 
scalability study. 95% Agresti-Coull confidence intervals in grey. Each program played 
with 2 seconds per move; komi was 7.5 in all games. 
36 
Threads 40 12 24 40 64 
GPU 8 64 112 176 280 
CPU 48 428 764 1202 1920 
40 8 48 - 52 [43; 61] 68 [59; 76] 77 [70; 82] 81 [65; 91] 
12 64 428 48 [39; 57] - 64 [54; 73] 62 [41; 79] 83 [55; 95] 
24 112 764 32 [24; 41] 36 [27; 46] - 36 [20; 57] 60 [51; 69] 
40 176 1202 23 [18; 30] 38 [21; 59] 64 [43; 80] - 53 [39; 67] 
64 280 1920 19 [9; 35] 17 [5; 45] 40 [31; 49] 47 [33; 61] - 
Extended Data Table 11: Cross-table of percentage win rates between programs in the distributed 
scalability study. 95% Agresti-Coull confidence intervals in grey. Each program played 
with 2 seconds per move; komi was 7.5 in all games. 
37 
 
 
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