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

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
For Monday Read chapter 7, sections 1-4 Homework: –Chapter 4, exercise 1 –Chapter 5, exercise 9.
Artificial Intelligence Adversarial search Fall 2008 professor: Luigi Ceccaroni.
CS 484 – Artificial Intelligence
Adversarial Search Chapter 6 Section 1 – 4.
Adversarial Search Chapter 5.
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.
Advanced Artificial Intelligence
An Introduction to Artificial Intelligence Lecture VI: Adversarial Search (Games) Ramin Halavati In which we examine problems.
Search Strategies.  Tries – for word searchers, spell checking, spelling corrections  Digital Search Trees – for searching for frequent keys (in text,
1 Adversarial Search Chapter 6 Section 1 – 4 The Master vs Machine: A Video.
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.
Minimax and Alpha-Beta Reduction Borrows from Spring 2006 CS 440 Lecture Slides.
Lecture 13 Last time: Games, minimax, alpha-beta Today: Finish off games, summary.
Artificial Intelligence in Game Design
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
How computers play games with you CS161, Spring ‘03 Nathan Sturtevant.
Adversarial Search: Game Playing Reading: Chess paper.
Games & Adversarial Search Chapter 6 Section 1 – 4.
CSC 412: AI Adversarial Search
Notes adapted from lecture notes for CMSC 421 by B.J. Dorr
Adversarial Search Chapter 5 Adapted from Tom Lenaerts’ lecture notes.
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 CS311 David Kauchak Spring 2013 Some material borrowed from : Sara Owsley Sood and others.
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.
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)
Minimax with Alpha Beta Pruning The minimax algorithm is a way of finding an optimal move in a two player game. Alpha-beta pruning is a way of finding.
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 Read chapter 8 Homework: –Chapter 7, exercise 1.
Adversarial Search Chapter Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time limits.
Games and adversarial search (Chapter 5)
Game Playing Revision Mini-Max search Alpha-Beta pruning General concerns on games.
Adversarial Search. Game playing u Multi-agent competitive environment u The most common games are deterministic, turn- taking, two-player, zero-sum game.
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.
Game Playing: Adversarial Search chapter 5. Game Playing: Adversarial Search  Introduction  So far, in problem solving, single agent search  The machine.
Adversarial Search 2 (Game Playing)
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!)
Artificial Intelligence in Game Design Board Games and the MinMax Algorithm.
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.
4. Games and adversarial search
Games & Adversarial Search
Mini-Max search Alpha-Beta pruning General concerns on games
Adversarial Search CMPT 420 / CMPG 720.
Adversarial Search CS 171/271 (Chapter 6)
Presentation transcript:

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

Program 1 Any questions?

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?