Further, they used 5,000 (first generation) TPUs at 90 INT8 TOPS each, page 4, to run the network during MCTS and 64 (second generation) TPUs to train this thing according to the methods. That's a nice mix of using INT8 for inference and FP16ish for training IMO.
In contrast, I personally own 8 GTX Titan XP class GPUs and 8 more GTX Titan XM GPUs across 4 desktops in my home network. I'd love to experiment with algorithms like this, but I suspect I'd get just about nowhere due to insufficient sampling. These algorithms are insanely inefficient at sampling at the beginning. So I guess I will seed the network with expert training data to see if that speeds things up.
That said, more brilliant work from David Silver's group! But not all of us have 5,000 TPUs/GPUs just sitting around so there's still a lot more work/research to make this more accessible to less sexy problems.
On the other hand, Google will make a shit load of money when they make TPUs available on gcloud. Papers like this are great marketing for them.
And to make things simple, let's do it all in FP16 because INT8 on Volta ~= 1/2 a first generation TPU, but FP16 ~= 3 first generation TPUs at INT8 (sad, right?), an accident that occurred because P100 didn't support INT8, but consumer variants did.
So, 5,064/3 = 1,688 Volta GPUs ~= $5000 per hour, probably half that reserved, a quarter of that in spot.
Say you need a week to train this, so $200K-$800K...
You can buy DGX-1Vs off-label for about $75K. Say they costs $20K annually to host. Say you use them for 3 years, so total TCO is ~135K, which comes down to $0.64/hour.
Conclusion: p3.8xl spot instances are currently a steal! But I don't have ~$200K burning a hole in my pocket, so I guess I'm out of luck.
Computer graphics is still an impressive achievement even when done on a GPU instead of a CPU.
I'll even be charitable in order to simulate the existence of school/teachers/books: training from the start gets 2KW. But gameplay still gets capped to 20W.
Of course, you can hire people, and that has a well-defined cost, so it does all come down to money again.
We are comparing machine intelligence vs human intelligence.
It can be said that with more computational power, you can raise intelligence. Human brains consume the most power relative to body size than any other animal.
Also, mobile phones have Internet access, so there's no reason the algorithm has to run on the phone itself. It could run on TPUs in the cloud. It's common for many games to have server-side components. Though this isn't even necessary except maybe if Magnus Carlsen wants to play it.
But, I don't think a lot of people would pay for that vs. having a program that just runs on there phone and still beats them. So, in practice without a significant subscription fee you are going to be limited to cellphone hardware.
PS: In practice most games take about as much computing power from a server as a chat app as companies need to pay for that hardware. Remember 1,000,000+ X get's big unless you keep X very low.
It'd be like in a discussion about SpaceX's BFR designs to colonize Mars, someone comes in and questions why they're using retropropulsion since the requisite control systems are infeasibly expensive for amateur model rockets. It's a completely different discussion.
Otherwise the only takeaway is this failed to improve the state of the art.
So, the only case where chess performance per $ matters is if you are only going to ever use that hardware to run chess. In every other case which is the vast majority of the time you care about diffent metrics.
Speed probably made the initial self play training quicker though.
It's not just training. Training used 5,000 TPUs.
It seems that the metric should be compute time, not positions evaluated.