For Monday Read chapter 7, sections 1-4 Homework: –Chapter 4, exercise 1 –Chapter 5, exercise 9.

Slides:



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

Adversarial Search Chapter 6 Section 1 – 4. Types of Games.
Games & Adversarial Search Chapter 5. Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent’s reply. Time.
For Friday Finish chapter 5 Program 1, Milestone 1 due.
February 7, 2006AI: Chapter 6: Adversarial Search1 Artificial Intelligence Chapter 6: Adversarial Search Michael Scherger Department of Computer Science.
Games & Adversarial Search
Games and adversarial search
Artificial Intelligence Adversarial search Fall 2008 professor: Luigi Ceccaroni.
CS 484 – Artificial Intelligence
Adversarial Search Chapter 6 Section 1 – 4.
Adversarial Search Chapter 5.
COMP-4640: Intelligent & Interactive Systems Game Playing A game can be formally defined as a search problem with: -An initial state -a set of operators.
1 Game Playing. 2 Outline Perfect Play Resource Limits Alpha-Beta pruning Games of Chance.
Lecture 12 Last time: CSPs, backtracking, forward checking Today: Game Playing.
Adversarial Search CSE 473 University of Washington.
Adversarial Search 對抗搜尋. Outline  Optimal decisions  α-β pruning  Imperfect, real-time decisions.
An Introduction to Artificial Intelligence Lecture VI: Adversarial Search (Games) Ramin Halavati In which we examine problems.
1 Adversarial Search Chapter 6 Section 1 – 4 The Master vs Machine: A Video.
10/19/2004TCSS435A Isabelle Bichindaritz1 Game and Tree Searching.
Games CPSC 386 Artificial Intelligence Ellen Walker Hiram College.
Game Playing 최호연 이춘우. Overview Intro: Games as search problems Perfect decisions in 2-person games Imperfect decisions Alpha-beta pruning.
Games Tamara Berg CS Artificial Intelligence Many slides throughout the course adapted from Svetlana Lazebnik, Dan Klein, Stuart Russell, Andrew.
Lecture 13 Last time: Games, minimax, alpha-beta Today: Finish off games, summary.
This time: Outline Game playing The minimax algorithm
1 Game Playing Chapter 6 Additional references for the slides: Luger’s AI book (2005). Robert Wilensky’s CS188 slides:
Game Playing CSC361 AI CSC361: Game Playing.
Games and adversarial search
Adversarial Search: Game Playing Reading: Chess paper.
Games & Adversarial Search Chapter 6 Section 1 – 4.
CSC 412: AI Adversarial Search
Lecture 6: Game Playing Heshaam Faili University of Tehran Two-player games Minmax search algorithm Alpha-Beta pruning Games with chance.
Games CPS 170 Ron Parr. Why Study Games? Many human activities can be modeled as games –Negotiations –Bidding –TCP/IP –Military confrontations –Pursuit/Evasion.
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.
1 Computer Group Engineering Department University of Science and Culture S. H. Davarpanah
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.
For Wednesday Read Weiss, chapter 12, section 2 Homework: –Weiss, chapter 10, exercise 36 Program 5 due.
Introduction to Artificial Intelligence CS 438 Spring 2008 Today –AIMA, Ch. 6 –Adversarial Search Thursday –AIMA, Ch. 6 –More Adversarial Search The “Luke.
Computing & Information Sciences Kansas State University Lecture 9 of 42 CIS 530 / 730 Artificial Intelligence Lecture 9 of 42 William H. Hsu Department.
For Friday Finish reading chapter 7 Homework: –Chapter 6, exercises 1 (all) and 3 (a-c only)
1 Adversarial Search CS 171/271 (Chapter 6) Some text and images in these slides were drawn from Russel & Norvig’s published material.
Games 1 Alpha-Beta Example [-∞, +∞] Range of possible values Do DF-search until first leaf.
For Wednesday Read chapter 7, sections 1-4 Homework: –Chapter 6, exercise 1.
Quiz 4 : Minimax Minimax is a paranoid algorithm. True
CSCI 4310 Lecture 6: Adversarial Tree Search. Book Winston Chapter 6.
For Friday Finish chapter 6 Program 1, Milestone 1 due.
For Friday Read chapter 8 Homework: –Chapter 7, exercise 1.
Games and adversarial search (Chapter 5)
Game Playing Revision Mini-Max search Alpha-Beta pruning General concerns on games.
For Monday Read chapter 7, sections 1-4 Homework: –Chapter 4, exercise 1 –Chapter 5, exercise 9.
Game-playing AIs Part 2 CIS 391 Fall CSE Intro to AI 2 Games: Outline of Unit Part II  The Minimax Rule  Alpha-Beta Pruning  Game-playing.
CMSC 421: Intro to Artificial Intelligence October 6, 2003 Lecture 7: Games Professor: Bonnie J. Dorr TA: Nate Waisbrot.
Adversarial Search and Game Playing Russell and Norvig: Chapter 6 Slides adapted from: robotics.stanford.edu/~latombe/cs121/2004/home.htm Prof: Dekang.
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.
Adversarial Search CMPT 463. When: Tuesday, April 5 3:30PM Where: RLC 105 Team based: one, two or three people per team Languages: Python, C++ and Java.
Artificial Intelligence AIMA §5: Adversarial Search
4. Games and adversarial search
Adversarial Search Chapter 5.
Games & Adversarial Search
Games & Adversarial Search
Adversarial Search.
Games & Adversarial Search
Games & Adversarial Search
Mini-Max search Alpha-Beta pruning General concerns on games
Adversarial Search CMPT 420 / CMPG 720.
Games & Adversarial Search
Adversarial Search Chapter 6 Section 1 – 4.
Presentation transcript:

For Monday Read chapter 7, sections 1-4 Homework: –Chapter 4, exercise 1 –Chapter 5, exercise 9

Program 1 Any questions?

Making Imperfect Decisions Generating the complete game tree is intractable for most games Alternative: –Cut off search –Apply some heuristic evaluation function to determine the quality of the nodes at the cutoff

Evaluation Functions Evaluation function needs to –Agree with the utility function on terminal states –Be quick to evaluate –Accurately reflect chances of winning Example: material value of chess pieces Evaluation functions are usually weighted linear functions

Cutting Off Search Search to uniform depth Use iterative deepening to search as deep as time allows (anytime algorithm) Issues –quiescence needed –horizon problem

Alpha-Beta Pruning Concept: Avoid looking at subtrees that won’t affect the outcome Once a subtree is known to be worse than the current best option, don’t consider it further

General Principle If a node has value n, but the player considering moving to that node has a better choice either at the node’s parent or at some higher node in the tree, that node will never be chosen. Keep track of MAX’s best choice (  ) and MIN’s best choice (  ) and prune any subtree as soon as it is known to be worse than the current  or  value

function Max-Value (state, game, ,  ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do  <- Max( , Min-Value(s, game, ,  )) if  >=  then return  end return  function Min-Value(state, game, ,  ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do  <- Min( ,Max-Value(s, game, ,  )) if  <=  then return  end return 

Effectiveness Depends on the order in which siblings are considered Optimal ordering would reduce nodes considered from O(b d ) to O(b d/2 )--but that requires perfect knowledge Simple ordering heuristics can help quite a bit

Chance What if we don’t know what the options are? Expectiminimax uses the expected value for any node where chance is involved. Pruning with chance is more difficult. Why?

Determining Expected Values

Imperfect Knowledge What issues arise when we don’t know everything (as in standard card games)?

State of the Art Chess – Deep Blue, Hydra, Rybka Checkers – Chinook (alpha-beta search) Othello – Logistello Backgammon – TD-Gammon (learning) Go Bridge Scrabble

Games/Mainstream AI

What about the games we play?