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Adversarial Search Chapter 6 Section 1 – 4. Types of Games.

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Presentation on theme: "Adversarial Search Chapter 6 Section 1 – 4. Types of Games."— Presentation transcript:

1 Adversarial Search Chapter 6 Section 1 – 4

2 Types of Games

3 Deterministic games in practice Chess: Deep Blue defeated human world champion Garry Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply. Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used a precomputed endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 444 billion positions. Othello: human champions refuse to compete against computers, who are too good. Go: human champions refuse to compete against computers, who are too bad. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves.

4 Outline Optimal decisions α-β pruning Imperfect, real-time decisions

5 Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time limits  unlikely to find goal, must approximate

6 Game tree (2-player, deterministic, turns)

7 Game setup Two players: MAX and MIN MAX moves first and they take turns until the game is over. Winner gets award, looser gets penalty. Games as search: –Initial state: e.g. board configuration of chess –Successor function: list of (move,state) pairs specifying legal moves. –Terminal test: Is the game finished? –Utility function: Gives numerical value of terminal states. E.g. win (+1), loose (-1) and draw (0) in tic-tac- toe (next) MAX uses search tree to determine next move.

8 Optimal strategies Find the contingent strategy for MAX assuming an infallible MIN opponent. Assumption: Both players play optimally !! Given a game tree, the optimal strategy can be determined by using the minimax value of each node: MINIMAX-VALUE(n)= UTILITY(n)If n is a terminal max s  successors(n) MINIMAX-VALUE(s) If n is a max node min s  successors(n) MINIMAX-VALUE(s) If n is a max node

9 Minimax Perfect play for deterministic games Idea: choose move to position with highest minimax value = best achievable payoff against best play E.g., 2-ply game:

10 Minimax algorithm

11 Properties of minimax Complete? Yes (if tree is finite) Optimal? Yes (against an optimal opponent) Time complexity? O(b m ) Space complexity? O(bm) (depth-first exploration) For chess, b ≈ 35, m ≈100 for "reasonable" games  exact solution completely infeasible

12 α-β pruning example





17 Properties of α-β Pruning does not affect final result Good move ordering improves effectiveness of pruning With "perfect ordering," look ahead twice as fast as minimax in the same amount of time.

18 Why is it called α-β? α is the value of the best (i.e., highest- value) choice found so far at any choice point along the path for max If v is worse than α, max will avoid it  prune that branch Define β similarly for min

19 The α-β algorithm


21 Resource Limits Suppose we have 100 secs, explore 10 4 nodes/sec  10 6 nodes per move Standard approach: cutoff test: e.g., depth limit evaluation function = estimated desirability of position

22 Evaluation functions For chess, typically linear weighted sum of features Eval(s) = w 1 f 1 (s) + w 2 f 2 (s) + … + w n f n (s) e.g., w 1 = 9 with f 1 (s) = (number of white queens) – (number of black queens), etc.

23 Cutting off search MinimaxCutoff is identical to MinimaxValue except 1.Terminal? is replaced by Cutoff? 2.Utility is replaced by Eval Does it work in practice? b m = 10 6, b=35  m=4 4-ply lookahead is a hopeless chess player! –4-ply ≈ human novice –8-ply ≈ typical PC, human master –12-ply ≈ Deep Blue, Kasparov

24 Summary Games are fun to work on! They illustrate several important points about AI perfection is unattainable  must approximate good idea to think about what to think about

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