Optimizing Minmax Alpha-Beta Pruning Real Time Decisions

Slides:



Advertisements
Similar presentations
Adversarial Search Chapter 6 Sections 1 – 4. Outline Optimal decisions α-β pruning Imperfect, real-time decisions.
Advertisements

Artificial Intelligence 5. Game Playing
Adversarial Search Chapter 6 Section 1 – 4. Types of Games.
Adversarial Search We have experience in search where we assume that we are the only intelligent being and we have explicit control over the “world”. Lets.
Adversarial Search Reference: “Artificial Intelligence: A Modern Approach, 3 rd ed” (Russell and Norvig)
Artificial Intelligence Adversarial search Fall 2008 professor: Luigi Ceccaroni.
ICS-271:Notes 6: 1 Notes 6: Game-Playing ICS 271 Fall 2008.
CS 484 – Artificial Intelligence
Adversarial Search Chapter 5.
1 Game Playing. 2 Outline Perfect Play Resource Limits Alpha-Beta pruning Games of Chance.
Adversarial Search CSE 473 University of Washington.
Hoe schaakt een computer? Arnold Meijster. Why study games? Fun Historically major subject in AI Interesting subject of study because they are hard Games.
Artificial Intelligence in Game Design Heuristics and Other Ideas in Board Games.
Adversarial Search 對抗搜尋. Outline  Optimal decisions  α-β pruning  Imperfect, real-time decisions.
1 Adversarial Search Chapter 6 Section 1 – 4 The Master vs Machine: A Video.
G51IAI Introduction to AI Minmax and Alpha Beta Pruning Garry Kasparov and Deep Blue. © 1997, GM Gabriel Schwartzman's Chess Camera, courtesy IBM.
Minimax and Alpha-Beta Reduction Borrows from Spring 2006 CS 440 Lecture Slides.
This time: Outline Game playing The minimax algorithm
Game Playing CSC361 AI CSC361: Game Playing.
ICS-271:Notes 6: 1 Notes 6: Game-Playing ICS 271 Fall 2006.
Adversarial Search: Game Playing Reading: Chess paper.
6. Fully Observable Game Playing
CSC 412: AI Adversarial Search
Adversarial Search Chapter 5 Adapted from Tom Lenaerts’ lecture notes.
PSU CS 370 – Introduction to Artificial Intelligence Game MinMax Alpha-Beta.
Game Playing Chapter 5. Game playing §Search applied to a problem against an adversary l some actions are not under the control of the problem-solver.
Lecture 6: Game Playing Heshaam Faili University of Tehran Two-player games Minmax search algorithm Alpha-Beta pruning Games with chance.
AD FOR GAMES Lecture 4. M INIMAX AND A LPHA -B ETA R EDUCTION Borrows from Spring 2006 CS 440 Lecture Slides.
Game Playing Chapter 5. Game playing §Search applied to a problem against an adversary l some actions are not under the control of the problem-solver.
Chapter 6 Adversarial Search. Adversarial Search Problem Initial State Initial State Successor Function Successor Function Terminal Test Terminal Test.
Adversarial Search Chapter 6 Section 1 – 4. Outline Optimal decisions α-β pruning Imperfect, real-time decisions.
Games 1 Alpha-Beta Example [-∞, +∞] Range of possible values Do DF-search until first leaf.
Adversarial Search Chapter Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time limits.
Game tree search Chapter 6 (6.1 to 6.3 and 6.6) cover games. 6.6 covers state of the art game players in particular. 6.5 covers games that involve uncertainty.
ARTIFICIAL INTELLIGENCE (CS 461D) Princess Nora University Faculty of Computer & Information Systems.
Adversarial Search Chapter 6 Section 1 – 4. Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time.
Adversarial Search 2 (Game Playing)
Explorations in Artificial Intelligence Prof. Carla P. Gomes Module 5 Adversarial Search (Thanks Meinolf Sellman!)
Adversarial Search Chapter 5 Sections 1 – 4. AI & Expert Systems© Dr. Khalid Kaabneh, AAU Outline Optimal decisions α-β pruning Imperfect, real-time decisions.
ADVERSARIAL SEARCH Chapter 6 Section 1 – 4. OUTLINE Optimal decisions α-β pruning Imperfect, real-time decisions.
Game Playing Why do AI researchers study game playing?
Adversarial Search and Game-Playing
ADVERSARIAL GAME SEARCH: Min-Max Search
Games and adversarial search (Chapter 5)
EA C461 – Artificial Intelligence Adversarial Search
Instructor: Vincent Conitzer
4. Games and adversarial search
Last time: search strategies
PENGANTAR INTELIJENSIA BUATAN (64A614)
Games and adversarial search (Chapter 5)
CS 460 Spring 2011 Lecture 4.
Pengantar Kecerdasan Buatan
Adversarial Search.
Game Playing.
Adversarial Search Chapter 5.
Dakota Ewigman Jacob Zimmermann
Adversarial Search.
Game playing.
NIM - a two person game n objects are in one pile
Instructor: Vincent Conitzer
Game Playing Fifth Lecture 2019/4/11.
Instructor: Vincent Conitzer
Based on slides by: Rob Powers Ian Gent
Adversarial Search and Game Playing Examples
Adversarial Search CMPT 420 / CMPG 720.
Adversarial Search CS 171/271 (Chapter 6)
CS51A David Kauchak Spring 2019
Adversarial Search Chapter 6 Section 1 – 4.
Unit II Game Playing.
Minimax Trees: Utility Evaluation, Tree Evaluation, Pruning
Presentation transcript:

Optimizing Minmax Alpha-Beta Pruning Real Time Decisions Why do we need it? What is it? How can we apply it? Real Time Decisions

Why do we need it The more moves we have the bigger the tree is.

What is alpha-beta pruning? Algorithm that allows for pruning of nodes in a tree but doesn’t affect final outcome. Alpha – best, highest value choice found along the path for MAX Beta – best, lowest value choice in the MIN path.

Pruning example

Pruning example

Pruning example

Pruning example

Pruning example

Benefits Alpha Beta pruning is twice as fast as minmax Looks deeper in the tree than minmax. Takes O(b^m/2) to look for a best answer rather than O(b^m)

Real Time Decisions Making choices in a given time interval. How to find the best terminal state under such circumstances. Save time when making a move.

Real Time Decisions Cuttoff Test Evaluation Function Determines when a Evaluation Function is to be applied. Evaluation Function Determines how well the move is given the current of the env. Replaces Utility.

Evaluation Function Expected Value. If we know current state gives us 20% win, 8% loss and 0 draw (.72x1)+(.20x-1)+(.08x0) = .52 or 52% this state will result in a win.

Material Function Give a score to a given move. Chess: certain moves in chess reward the player with X number of points. Bishop = 3 points Rook = 5 Weighted Liner Function Must be independent. A bishop is worth less in the beginning but more towards the end of the game.

Weighted Liner Function Eval(s) = w1f1(s) + w2f2(s)+…+wnfn(s) W = weight F = feature of position Example: Chess board for black as 2 pawns, and 1 rook 2(1)+2(5) = 12

Cuttoff – Issues Move may look like a wining move. Horizon Effect Black has more pieces on the board in this move Following move white takes blacks queen. Real winner was White. Horizon Effect moves which appear to be good may ultimately lead to the same losing conclusion. Losing condition is beyond the depth we are allowed to search in.

Cuttoff – When to use Can only apply to quiescent position. Quiescent: positions which wont have wild swings in value. Example: Capturing high value chess pieces will result in different game play. This not quiescent.