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CHAPTER 4 PROBABILITY THEORY SEARCH FOR GAMES. Representing Knowledge.

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Presentation on theme: "CHAPTER 4 PROBABILITY THEORY SEARCH FOR GAMES. Representing Knowledge."— Presentation transcript:

1 CHAPTER 4 PROBABILITY THEORY SEARCH FOR GAMES

2 Representing Knowledge

3 Uncertainty

4 Probabilities Probabilistic approach.- With no other information, A60 will get me there on time with probability 0.6 - P(A60) = 0.6 Probabilities change with new evidence: - P(A60 | 5 am) = 0.9 - P(A60 | 9 am) = 0.4 - P(A60 | accident report, 5 am) = 0.3 - P(A60 | accident report) = 0.1 I.e., observing evidence causes beliefs to be updated

5 Probabilistic Models

6 What Are Probabilities? Objectivist / frequentist answer: - Averages over repeated experiments - E.g. estimating P(rain) from historical observation - Assertion about future experiments (in the limit) - New evidence changes the reference class - Makes one think of inherently random events, like rolling dice Subjectivist / Bayesian answer: - Degrees of belief about unobserved variables - E.g., an agent’s belief that it’s raining, given the temp - Often estimate probabilities from past experience - New evidence updates beliefs Unobserved variables still have fixed assignments (we just don’t know what they are)

7 Distributions on Random Vars

8 Examples

9 Marginalization

10 Conditional Probabilities

11 Inference by Enumeration

12

13 The Chain Rule I

14 Lewis Carroll's Pillow Problem

15 Independence

16 Example: Independence N fair, independent coins:

17 Conditional Independence

18

19 The Chain Rule II

20 The Chain Rule III

21 Expectations

22 Expectations

23 Estimation

24 Estimation

25 Game Playing State-of-the-Art Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 443,748,401,247 positions. Exact solution imminent. Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue examined 200 million positions per second, used very sophisticated evaluation and undisclosed methods for extending some lines of search up to 40 ply. Othello: human champions refuse to compete against computers, which are too good. Go: human champions refuse to compete against computers, which are too bad. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves.

26 Game Playing Axes: –Deterministic or stochastic –One, two or more players –Perfect information (can you see the state) Want algorithms for calculating a strategy (policy) which recommends a move in each state

27 Deterministic Single-Player?

28 Approximating Node Value

29 Stochastic Single-Player

30 Deterministic Two-Player

31 Tic-tac-toe Game Tree

32 Minimax Example

33 Minimax Search

34 Stochastic Two-Player

35

36 Evaluation Functions

37 Function Approximation


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