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Stuart Russell and Jason Wolfe UC Berkeley

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1 Stuart Russell and Jason Wolfe UC Berkeley
Kriegspiel Stuart Russell and Jason Wolfe UC Berkeley From Efficient belief-state AND–OR search, with application to Kriegspiel. IJCAI 2005 (in press). UCB 5/18/2005

2 The Real World… Contains multiple agents with disparate goals
Requires adversarial decision making Commonly studied through fully observable games, such as chess or backgammon Is partially observable Agents must make decisions, despite having incomplete knowledge about the state of their environment Agents should consider both their own information state (to gather information) and their opponent’s information state (to hide information) Optimal strategies are randomized Can thus be modeled by partially observable games (e.g., poker) UCB 5/18/2005

3 Kriegspiel (“war-game”)
A partially observable variant of chess – opponent pieces invisible, moves secret Referee observes actions, provides percepts Players attempt possibly-legal actions until one is legal Symmetric player percepts Move illegal; repeated identical illegal moves disallowed; attempts (except pawn captures) must be legal in absence of opponent pieces Capture occurred on <square> Check occurred in <directions>. <directions> is one or more of Rank, File, Long Diagonal, Short Diagonal, or Knight (from king’s perspective) Checkmate and stalemate UCB 5/18/2005

4 Task/Metric Task: given a Kriegspiel move and observation history for White, determine if White can guarantee a win within 3-ply (actual moves) Can assume that Black has full observation, consider only deterministic strategies Two sub-problems State estimation: determine belief state, set of possible board positions consistent with move and observation history Move selection: given the belief state, determine a move plan for White that guarantees a win within 3-ply Metric: performance on a Kriegspiel checkmate problem database By playing two different Kriegspiel agents, generated database of 500 “mate instances” with guaranteed wins for White and 500 “near-miss instances” that “almost” have guaranteed wins for White. Measure accuracy in classifying database problem instances as mates/near-misses within some fixed time limit UCB 5/18/2005

5 Belief-State AND–OR Search
Test for guaranteed checkmate by searching a tree whose nodes correspond to White’s belief states Common algorithms are depth-first search (DFS) and proof-number search (PNS) Both treat a belief state as a “black box” UCB 5/18/2005

6 Algorithmic Contribution
Mate Instance Solve Time Developed a new family of “incremental” belief-state AND–OR search algorithms that “look inside” the belief state Treat uncertainty as a new search dimension in addition to familiar depth and breadth G-DBU and IPNS (black and blue at right) are two incremental algorithms Both can be orders of magnitude faster than previous algorithms Near-Miss Instance Solve Time UCB 5/18/2005

7 New algorithms can solve 3-ply database instances with 98% accuracy in 10 s.
UCB 5/18/2005

8 Demonstrations Demo 1: state estimation for a 3-ply mate instance
Demo 2: move selection for this same problem instance Demo 3: play against our Kriegspiel agent UCB 5/18/2005


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