AlphaZero: Search, Learning, and Self-Play

AlphaZero combines a neural network, Monte Carlo tree search, and self-play in a repeated improvement cycle. The network guides search; search produces a stronger action distribution; self-play turns those improved decisions into training data.

The decision cycle

  1. The network receives a game state and predicts a policy over moves and a state value.
  2. MCTS uses the policy to prioritize actions and the value to evaluate newly expanded positions.
  3. The agent selects a move using the visit counts produced by search.
  4. After the game ends, its outcome supplies a training target.
  5. The network is updated to better predict search policies and game outcomes.
state → policy/value network → guided MCTS → improved policy → action

Why the combination matters

Network aloneSearch aloneCombined system
Fast generalized judgment, but can miss tacticsExamines consequences, but faces enormous branchingLearned judgment focuses and evaluates search

Training targets

A simplified training example contains:

A simplified loss combines policy error, value error, and regularization:

L = (z − v)² − π · log p + regularization

What is and is not supplied

AlphaZero is not given human opening books or hand-engineered position values, but it is given the legal actions and correct game dynamics. It learns by playing the game against itself.

Primary source

D. Silver et al., “A General Reinforcement Learning Algorithm that Masters Chess, Shogi, and Go,” Science, 2018. See also the AlphaZero overview.