Games Tamara Berg CS 590-133 Artificial Intelligence Many slides throughout the course adapted from Svetlana Lazebnik, Dan Klein, Stuart Russell, Andrew.

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Presentation transcript:

Games Tamara Berg CS Artificial Intelligence Many slides throughout the course adapted from Svetlana Lazebnik, Dan Klein, Stuart Russell, Andrew Moore, Percy Liang, Luke Zettlemoyer

Announcements HW2 online this evening (due Feb 13, 11:59pm). –CSPs and adversarial search. –Mix of written and programming problems.

Adversarial search (Chapter 5) World Champion chess player Garry Kasparov is defeated by IBM’s Deep Blue chess-playing computer in a six-game match in May, 1997 (link)link © Telegraph Group Unlimited 1997

Why study games? Games are a traditional hallmark of intelligence Games are easy to formalize Games can be a good model of real-world competitive or cooperative activities –Military confrontations, negotiation, auctions, etc.

Types of game environments DeterministicStochastic Perfect information (fully observable) Imperfect information (partially observable) Chess, checkers, go Backgammon, monopoly Battleships Scrabble, poker, bridge

Alternating two-player zero-sum games Players take turns Each game outcome or terminal state has a utility for each player (e.g., 1 for win, 0 for loss) The sum of both players’ utilities is a constant

Games vs. single-agent search We don’t know how the opponent will act –The solution is not a fixed sequence of actions from start state to goal state, but a strategy or policy (a mapping from state to best move in that state) Efficiency is critical to playing well –The time to make a move is limited –The branching factor, search depth, and number of terminal configurations are huge In chess, branching factor ≈ 35 and depth ≈ 100, giving a search tree of nodes –Number of atoms in the observable universe ≈ –This rules out searching all the way to the end of the game

Game tree A game of tic-tac-toe between two players, “max” and “min”

A more abstract game tree Terminal utilities (for MAX) A two-ply game

A more abstract game tree Minimax value of a node: the utility (for MAX) of being in the corresponding state, assuming perfect play on both sides Minimax strategy: Choose the move that gives the best worst-case payoff 322 3

Computing the minimax value of a node Minimax(node) =  Utility(node) if node is terminal  max action Minimax(Succ(node, action)) if player = MAX  min action Minimax(Succ(node, action)) if player = MIN 322 3

Optimality of minimax The minimax strategy is optimal against an optimal opponent What if your opponent is suboptimal? –Your utility can only be higher than if you were playing an optimal opponent! –A different strategy may work better for a sub-optimal opponent, but it will necessarily be worse against an optimal opponent 11 Example from D. Klein and P. Abbeel

More general games More than two players, non-zero-sum Utilities are now tuples Each player maximizes their own utility at their node Utilities get propagated (backed up) from children to parents 4,3,24,3,27,4,17,4,1 4,3,24,3,2 1,5,21,5,27,7,17,7,1 1,5,21,5,2 4,3,24,3,2

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 33

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 33 22

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 33 22  14

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 33 22 55

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 3 22 2

Alpha-beta pruning α is the value of the best (highest value) choice for the MAX player found so far at any choice point above node n We want to compute the MIN-value at n As we loop over n’s children, the MIN-value decreases If it drops below α, MAX will never choose n, so we can ignore n’s remaining children

Alpha-beta pruning β is the value of the best (lowest value) choice for the MIN player found so far at any choice point above node n We want to compute the MAX-value at n As we loop over n’s children, the MAX-value increases If it goes above β, MIN will never choose n, so we can ignore n’s remaining children b

Alpha-beta pruning Function action = Alpha-Beta-Search(node) v = Min-Value(node, −∞, ∞) return the action from node with value v α: best alternative available to the Max player β: best alternative available to the Min player Function v = Min-Value(node, α, β) if Terminal(node) return Utility(node) v = +∞ for each action from node v = Min(v, Max-Value(Succ(node, action), α, β)) if v ≤ α return v β = Min(β, v) end for return v node Succ(node, action) action …

Alpha-beta pruning Function action = Alpha-Beta-Search(node) v = Max-Value(node, −∞, ∞) return the action from node with value v α: best alternative available to the Max player β: best alternative available to the Min player Function v = Max-Value(node, α, β) if Terminal(node) return Utility(node) v = −∞ for each action from node v = Max(v, Min-Value(Succ(node, action), α, β)) if v ≥ β return v α = Max(α, v) end for return v node Succ(node, action) action …

Alpha-beta pruning Pruning does not affect final result

Alpha-beta pruning It is possible to compute the exact minimax decision without expanding every node in the game tree 3 3 22 2

Alpha-beta pruning Pruning does not affect final result Amount of pruning depends on move ordering –Should start with the “best” moves (highest-value for MAX or lowest-value for MIN) –For chess, can try captures first, then threats, then forward moves, then backward moves –Can also try to remember “killer moves” from other branches of the tree With perfect ordering, the time to find the best move is reduced to O(b m/2 ) from O(b m ) –Depth of search you can afford is effectively doubled

Evaluation function Cut off search at a certain depth and compute the value of an evaluation function for a state instead of its minimax value –The evaluation function may be thought of as the probability of winning from a given state or the expected value of that state A common evaluation function is a weighted sum of features: Eval(s) = w 1 f 1 (s) + w 2 f 2 (s) + … + w n f n (s) Evaluation functions may be learned from game databases or by having the program play many games against itself

Cutting off search Horizon effect: you may incorrectly estimate the value of a state by overlooking an event that is just beyond the depth limit –For example, a damaging move by the opponent that can be delayed but not avoided Possible remedies –Quiescence search: do not cut off search at positions that are unstable – for example, are you about to lose an important piece? –Singular extension: a strong move that should be tried when the normal depth limit is reached

Additional techniques Transposition table to store previously expanded states Forward pruning to avoid considering all possible moves Lookup tables for opening moves and endgames

Chess playing systems Baseline system: 200 million node evalutions per move (3 min), minimax with a decent evaluation function and quiescence search –5-ply ≈ human novice Add alpha-beta pruning –10-ply ≈ typical PC, experienced player Deep Blue: 30 billion evaluations per move, singular extensions, evaluation function with 8000 features, large databases of opening and endgame moves –14-ply ≈ Garry Kasparov Recent state of the art (Hydra, ca. 2006): 36 billion evaluations per second, advanced pruning techniquesHydra –18-ply ≈ better than any human alive?

Games of chance How to incorporate dice throwing into the game tree?

Games of chance

Expectiminimax: for chance nodes, average values weighted by the probability of each outcome –Nasty branching factor, defining evaluation functions and pruning algorithms more difficult Monte Carlo simulation: when you get to a chance node, simulate a large number of games with random dice rolls and use win percentage as evaluation function –Can work well for games like Backgammon

Partially observable games Card games like bridge and poker Monte Carlo simulation: deal all the cards randomly in the beginning and pretend the game is fully observable –“Averaging over clairvoyance” –Problem: this strategy does not account for bluffing, information gathering, etc.

Origins of game playing algorithms Minimax algorithm: Ernst Zermelo, 1912, first published in 1928 by John von NeumannJohn von Neumann Chess playing with evaluation function, quiescence search, selective search: Claude Shannon, 1949 (paper)paper Alpha-beta search: John McCarthy, 1956 Checkers program that learns its own evaluation function by playing against itself: Arthur Samuel, 1956

Game playing algorithms today Computers are better than humans: –Checkers: solved in 2007solved in 2007 –Chess: IBM Deep Blue defeated Kasparov in 1997 Computers are competitive with top human players: –Backgammon: TD-Gammon system used reinforcement learning to learn a good evaluation functionTD-Gammon system –Bridge: top systems use Monte Carlo simulation and alpha-beta search Computers are not competitive: –Go: branching factor 361. Existing systems use Monte Carlo simulation and pattern databases

See also: