What
strategies do computers use in game playing?
Game - competitive environment where
agent's goals are in conflict. Results
in an adversarial search problem.
Mathematical game theory - any multi
agent environment can be viewed as a game provided the impact5 of each agent on
the others is "significant "regardless of whether they cooperate or
are competitive.
AI games incorporate the game theory
definition but are more restricted. AI
problems usually deal with deterministic turn taking two player, zero-sum games
of perfect information.
What does this mean? We have a deterministic, fully observable
environment with two agents whose actions alternate. The utility values of each agent at the end
of the game are always equal and opposite
One person wins with a value of +1 and the other looses with a value of
-1
Why are AI researchers interested in
games??
Games are usually too hard to solve.
Ex. chess
a) average branching factor ~35
b) In an average game each player may
make about 50 moves
c) To look at the entire search tree we
have to examine 35100 positions
d) if we were to do straight forward
search, the first move would not be able to be selected during the lifetime of
the opponent!!!
Games are thought to require
intelligence!!!!
Two person games - search tree
becomes exponentially larger if we add more opponents.
Games are represented by game trees.
Each node in the tree represents a
board position.
The ply of a game tree p is the number of levels of the tree,
including the root level. If depth = d,
then p = d + 1.
In games like chess, a move is a
player's choice and its opponents reaction to that choice. Hence a move is 2 ply.
Since exhaustive search is not
possible we have to find some strategy that will lead to a win (or less of a loss if points are involved)
state for a particular player.
Solution - search to a set depth
. Use some kind of evaluation function
(heuristic) that will tell you which path to choose from your current
position. Your choices are different
from your opponent's. you may want to
maximize this function while your opponent wishes to minimize it.
Minimax Algorithm
1. Generate game tree to a certain
depth.
2. Apply evaluation function to terminal
nodes.
3. The evaluation value of the terminal
nodes is used to determine the evaluation of the parent node.
4. If the parent node is a maximizer
then its value is the maximum evaluation value of its children
5. A minimizer takes the minimum
evaluation value of its children
An example of an evaluation function
would be piece capture (#pieces captured)
material value - each piece is scored
depending on their importance
Evaluation is based on who has more
points, min or max
tic tac toe
E(n) = M(n) - O(n)
M(n) - my possible winning lines
O(n) - opponents possible winning
lines.
X winning paths = 6 (me)
O winning paths = 5 (opponent)
E(n) = 6 - 5 = 1
X winning paths = 6 (me)
O winning paths = 4 (opponent)
E(n) = 6 - 4 =2 X will prefer this move over the above move
What if, as in chess, moves are timed?
If we go too deep, we won't
finish our search in time
If we don't go deep enough, we won't
have the "best picture"
Solution - iterative deepening
1) We saw that the # of nodes
repeated is small compared to the # of nodes in the deepest level repeated.
2) When time is up, we use the last
completed search
In minimax search, need we search the
entire search tree?
If a path is going to lead to a bad
situation, why bother to evaluate it?
max min max
Why bother
looking at G when we know that at C, min can do at least -5? No matter what value is at G, max will choose
B. Hence we can prune the tree at C.
Minimax With
α - β Pruning
1.
Descend, doing
depth first search, full ply, and apply the evaluation function to the siblings
of a state, if these siblings are terminal nodes.
2.
If these terminal
nodes are MIN nodes then the maximum of these nodes is backed up to their
parent, a MAX node. The value is then
assigned to the grandparent as a potential β cutoff.
3.
If these terminal
nodes are MAX nodes then the minimum of these nodes is backed up to their
parent, a MIN node. The value is then
assigned to the grandparent as a potential α cutoff.
4.
We continue the
search to the grandchildren of the node.
5.
Search is stopped
below a MIN node having a β value less than or equal to the α of any
of its MAX ancestors.
6.
Search is stopped
below a MAX node having an α value greater than or equal to the β of
any of its MIN ancestors.