1 CSC 550: Introduction to Artificial Intelligence Fall 2008 search in game playing  zero-sum games  game trees, minimax principle  alpha-beta pruning.

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1 CSC 550: Introduction to Artificial Intelligence Fall 2008 search in game playing  zero-sum games  game trees, minimax principle  alpha-beta pruning  recent developments & applications

2 Search in game playing consider games involving:  2 players  perfect information  zero-sum (player's gain is opponent's loss) examples: tic-tac-toe, checkers, chess, othello, … non-examples: poker, backgammon, prisoner's dilemma, … von Neumann (the father of game theory) showed that for such games, there is always a "rational" strategy  that is, can always determine a best move, assuming the opponent is equally rational

3 Game trees idea: model the game as a search tree  associate a value with each game state (possible since zero-sum) player 1 wants to maximize the state value (call him/her MAX) player 2 wants to minimize the state value (call him/her MIN)  players alternate turns, so differentiate MAX and MIN levels in the tree the leaves of the tree will be end-of-game states

4 Minimax search can visualize the search bottom-up (start at leaves, work up to root) likewise, can search top-down using recursion minimax search:  at a MAX level, take the maximum of all possible moves  at a MIN level, take the minimum of all possible moves

5 Minimax example

6 In-class exercise

7 Minimax in practice while Minimax Principle holds for all 2-party, perfect info, zero-sum games, an exhaustive search to find best move may be infeasible EXAMPLE: in an average chess game, ~100 moves with ~35 options/move  ~ states in the search tree! practical alternative: limit the search depth and use heuristics  expand the search tree a limited number of levels (limited look-ahead)  evaluate the "pseudo-leaves" using a heuristic high value  good for MAXlow value  good for MIN back up the heuristic estimates to determine the best-looking move at MAX level, take minimumat MIN level, take maximum

8 Tic-tac-toe example 1000 if win for MAX (X) heuristic(State) = if win for MIN (O) (#rows/cols/diags open for MAX – #rows/cols/diags open for MIN) otherwise suppose look-ahead of 2 moves {

9  -  bounds sometimes, it isn't necessary to search the entire tree  -  technique: associate bonds with state in the search  associate lower bound  with MAX: can increase  associate upper bound  with MIN: can decrease

10  -  pruning discontinue search below a MIN node if  value <=  value of ancestor discontinue search below a MAX node if  value >=  value of ancestor 3 <= 3 (  ) >= 5 (  ) already searched no need to search

11 larger example

12 tic-tac-toe example  -  vs. minimax: worst case:  -  examines as many states as minimax best case: assuming branching factor B and depth D,  -  examines ~2b d/2 states (i.e., as many as minimax on a tree with half the depth)

13 Articles to read & discuss alpha-beta pruning alpha-beta pruning – Wikipedia Checkers is Solved Checkers is Solved – Jonathan Schaeffer et al., Science Magazine, 2007 Deep BlueDeep Blue – Murray Campbell, Joe Hoane & Feng-hsiung Hsu, 2001 AI Game-Playing Techniques: Are They Useful for Anything Other Than Games? AI Game-Playing Techniques: Are They Useful for Anything Other Than Games? – Dana Nau, IAAI, 1998