Part IV · Ch. 27 — Policy RL / AlphaZero
Reinforcement + connectionist · Board games/planning · Policy + MCTS. Combines a policy/value network with tree search and self-play for superhuman mastery of games. Card:
../02-types-of-ai/05-reinforcement.kmd.
🎨 Figure
F-IV.27.0— Thinking ahead. Brief: MCTS search tree expanding moves, guided by a network that evaluates positions; a Go board with "move 37" alongside.
1. Definition and short history
Unites a neural network (policy + value) with Monte Carlo Tree Search and training by self-play. Milestones: AlphaGo (2016, beats Lee Sedol) → AlphaZero (general) → MuZero (learns the game's model). See Part III, era 5.
2. Foundations
- Game theory — zero-sum games, perfect information, minimax.
- Search / MCTS — exploration-exploitation (UCT).
- Dynamic programming / MDP — value and policy.
- Probability — self-play generates the training distribution.
3. Algorithms and architectures
- Dual network — policy (move probabilities) + value (who wins).
- MCTS — search guided by the network; balances exploring and deepening.
- Self-play — the agent plays against itself, generating data.
- MuZero — learns a latent model of the dynamics (without given rules).
4. Inputs
- Hardware: lots of GPU/TPU for massive self-play.
- Data: generated by self-play (unlimited in principle).
- Data structures: search tree, game buffer.
- Systems: distributed game generation + central training.
5. Specialized life cycle
| Stage | Specialization |
|---|---|
| 0 Problem | Game/planning with clear rules and terminal reward |
| 1 Data | Self-play (generates its own data) |
| 2 EDA | State coverage, game diversity |
| 3 Modeling | Policy+value network, MCTS depth, MuZero? |
| 4 Training | Self-play ↔ training loop; lots of compute |
| 5 Evaluation | Elo/win rate vs previous versions and humans |
| 5.5 Acceptance | Robustness to adversarial strategies, exploitation of flaws |
| 6 Production | Policy + MCTS at inference (plans before playing) |
| 7 Monitoring | Performance vs new opponents |
| 8 Retraining | More self-play; new domains |
| 9 Governance | Dual use (strategic planning) |
6. Capabilities, modes, and modalities
Strategic/intellectual: superhuman mastery in Go, chess, shogi; planning; optimization (AlphaTensor, algorithm discovery). Combines intuition (network) with deliberation (search) — analogous to System 1/2.
7. Limits, risks, and ethics
Requires a simulable environment and a well-defined reward; enormous compute cost; restricted to domains with clear rules. Generalization outside the game is limited.
8. State of the art and examples
AlphaZeroMuZero; AlphaTensorAlphaDev (algorithm discovery); the "network + search" combination inspires today's reasoning models (deliberate before answering).