This document discusses adversarial search and game trees. It explains that adversarial search can model two-player zero-sum games where players take alternating turns maximizing or minimizing a score. Game trees represent the game as nodes for states and arcs for moves, branching into the future. The minimax algorithm recursively evaluates game trees from the leaves up, choosing the move leading to the highest score for the maximizing player and lowest for the minimizing player assuming optimal play. While effective for simple games, minimax is impractical for large games like chess without enhancements like alpha-beta pruning, evaluation functions, and depth limits.
Minmax Algorithm In Artificial Intelligence slidesSamiaAziz4
Mini-max algorithm is a recursive or backtracking algorithm that is used in decision-making and game theory. Mini-Max algorithm uses recursion to search through the game-tree.
Min-Max algorithm is mostly used for game playing in AI. Such as Chess, Checkers, tic-tac-toe, go, and various tow-players game. This Algorithm computes the minimax decision for the current state.
Minmax Algorithm In Artificial Intelligence slidesSamiaAziz4
Mini-max algorithm is a recursive or backtracking algorithm that is used in decision-making and game theory. Mini-Max algorithm uses recursion to search through the game-tree.
Min-Max algorithm is mostly used for game playing in AI. Such as Chess, Checkers, tic-tac-toe, go, and various tow-players game. This Algorithm computes the minimax decision for the current state.
Abstract—We focus here on designing agents for games with
incomplete information, such that the Stratego game. We develop
two playing agents that use probabilities and forward reasoning
with multiple-ply. We also proposed various evaluation functions
for a given position and we analyse the importance of the starting
configuration.
Index Terms—games with imperfect information, evaluation
functions, Stratego game
Stratego is a game with imperfect information invented by
the dutch Jacques Johan Mogendorff in 1942 [1]. The classical
game takes place on a board of size 10x10. The goal is to
capture the enemy’s flag [2]. In the centre of the board there
are two lakes of size 2x2, where the pieces are not allowed.
There are two players: red and blue. Each player has 40 pieces,
initially placed in a rectangular area of size 4x10. The players
can choose the way they place their pieces
IEEE CIG 2017 New York, Games and Big Data: A Scalable Multi-Dimensional Chur...Anna Guitart Atienza
The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challenge common to a variety of sectors, is particularly relevant for the mobile game industry, as player retention is crucial for the successful monetization of a game. In this article, we present an approach to predicting game churn based on survival ensembles. Our method provides accurate predictions on both the level at which each player will leave the game and their accumulated playtime until that moment. Further, it is robust to different data distributions and applicable to a wide range of response variables, while also allowing for efficient parallelization of the algorithm. This makes our model well suited to perform real-time analyses of churners, even for games with millions of daily active users.
Monte-Carlo Tree Search For The "Mr Jack" Board Game IJSCAI Journal
Recently the use of the Monte-Carlo Tree Search algorithm, and in particular its most famous
implementation, the Upper Confidence Tree can be seen has a key moment for artificial intelligence in
games. This family of algorithms provides huge improvements in numerous games, such as Go, Havannah,
Hex or Amazon. In this paper we study the use of this algorithm on the game of Mr Jack and in particular
how to deal with a specific decision-making process.Mr Jack is a 2-player game, from the family of board
games. We will present the difficulties of designing an artificial intelligence for this kind of games, and we
show that Monte-Carlo Tree Search is robust enough to be competitive in this game with a smart approach.
Recently the use of the Monte-Carlo Tree Search algorithm, and in particular its most famous
implementation, the Upper Confidence Tree can be seen has a key moment for artificial intelligence in
games. This family of algorithms provides huge improvements in numerous games, such as Go, Havannah,
Hex or Amazon. In this paper we study the use of this algorithm on the game of Mr Jack and in particular
how to deal with a specific decision-making process.Mr Jack is a 2-player game, from the family of board
games. We will present the difficulties of designing an artificial intelligence for this kind of games, and we
show that Monte-Carlo Tree Search is robust enough to be competitive in this game with a smart approach.
Modelling and implementation of 9tka game with MaxN algorithmTELKOMNIKA JOURNAL
9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game’s play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the MaxN algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
Abstract—We focus here on designing agents for games with
incomplete information, such that the Stratego game. We develop
two playing agents that use probabilities and forward reasoning
with multiple-ply. We also proposed various evaluation functions
for a given position and we analyse the importance of the starting
configuration.
Index Terms—games with imperfect information, evaluation
functions, Stratego game
Stratego is a game with imperfect information invented by
the dutch Jacques Johan Mogendorff in 1942 [1]. The classical
game takes place on a board of size 10x10. The goal is to
capture the enemy’s flag [2]. In the centre of the board there
are two lakes of size 2x2, where the pieces are not allowed.
There are two players: red and blue. Each player has 40 pieces,
initially placed in a rectangular area of size 4x10. The players
can choose the way they place their pieces
IEEE CIG 2017 New York, Games and Big Data: A Scalable Multi-Dimensional Chur...Anna Guitart Atienza
The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challenge common to a variety of sectors, is particularly relevant for the mobile game industry, as player retention is crucial for the successful monetization of a game. In this article, we present an approach to predicting game churn based on survival ensembles. Our method provides accurate predictions on both the level at which each player will leave the game and their accumulated playtime until that moment. Further, it is robust to different data distributions and applicable to a wide range of response variables, while also allowing for efficient parallelization of the algorithm. This makes our model well suited to perform real-time analyses of churners, even for games with millions of daily active users.
Monte-Carlo Tree Search For The "Mr Jack" Board Game IJSCAI Journal
Recently the use of the Monte-Carlo Tree Search algorithm, and in particular its most famous
implementation, the Upper Confidence Tree can be seen has a key moment for artificial intelligence in
games. This family of algorithms provides huge improvements in numerous games, such as Go, Havannah,
Hex or Amazon. In this paper we study the use of this algorithm on the game of Mr Jack and in particular
how to deal with a specific decision-making process.Mr Jack is a 2-player game, from the family of board
games. We will present the difficulties of designing an artificial intelligence for this kind of games, and we
show that Monte-Carlo Tree Search is robust enough to be competitive in this game with a smart approach.
Recently the use of the Monte-Carlo Tree Search algorithm, and in particular its most famous
implementation, the Upper Confidence Tree can be seen has a key moment for artificial intelligence in
games. This family of algorithms provides huge improvements in numerous games, such as Go, Havannah,
Hex or Amazon. In this paper we study the use of this algorithm on the game of Mr Jack and in particular
how to deal with a specific decision-making process.Mr Jack is a 2-player game, from the family of board
games. We will present the difficulties of designing an artificial intelligence for this kind of games, and we
show that Monte-Carlo Tree Search is robust enough to be competitive in this game with a smart approach.
Modelling and implementation of 9tka game with MaxN algorithmTELKOMNIKA JOURNAL
9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game’s play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the MaxN algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
Shologuti has three major component: move generation, search and evaluation. Each component are pretty much necessary, though evaluation with its quiescence analysis is the main part which makes each program’s play unique. To make this game more striking, most reliable algorithms and its many supporting aids are used here. Main components of the game tree search and pruning are analyzed here and the performance refinements such as aspiration variation search, assists like transposition and history table are compared here.
Balancing is a problem seemingly no one exactly knows how to tackle. Should you calculate it all? Should you tinker with values until you're satisfied with every detail? Should you turn to focus tests? I aim to propose a different approach and treat balance as something inherently systemic. I'm going to talk about structuring systems and content around a balanced framework. I will elaborate on my experience with such an approach in Phantom Doctrine, focusing on solutions we utilized and effective techniques required to master the balancing of a lengthy campaign in a complex game.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
1. Module
3
Problem Solving
using Search-
(Two agent)
Version 2 CSE IIT, Kharagpur
2. 3.1 Instructional Objective
• The students should understand the formulation of multi-agent search and in detail
two-agent search.
• Students should b familiar with game trees.
• Given a problem description, the student should be able to formulate it in terms of a
two-agent search problem.
• The student should be familiar with the minimax algorithms, and should be able to
code the algorithm.
• Students should understand heuristic scoring functions and standard strategies for
generating heuristic scores.
• Students should understand alpha-beta pruning algorithm, specifically its
o Computational advantage
o Optimal node ordering
• Several advanced heuristics used in modern game playing systems like detection of
quiescent states, lengthening should be understood.
• A chess playing program will be analyzed in detail.
At the end of this lesson the student should be able to do the following:
• Analyze a given problem and formulate it as a two-agent search problem
• Given a problem, apply possible strategies for two-agent search to design a
problem solving agent.
Version 2 CSE IIT, Kharagpur
3. Lesson
7
Adversarial Search
Version 2 CSE IIT, Kharagpur
4. 3.2 Adversarial Search
We will set up a framework for formulating a multi-person game as a search problem.
We will consider games in which the players alternate making moves and try respectively
to maximize and minimize a scoring function (also called utility function). To simplify
things a bit, we will only consider games with the following two properties:
• Two player - we do not deal with coalitions, etc.
• Zero sum - one player's win is the other's loss; there are no cooperative victories
We also consider only perfect information games.
3.3 Game Trees
The above category of games can be represented as a tree where the nodes represent the
current state of the game and the arcs represent the moves. The game tree consists of all
possible moves for the current players starting at the root and all possible moves for the
next player as the children of these nodes, and so forth, as far into the future of the game
as desired. Each individual move by one player is called a "ply". The leaves of the game
tree represent terminal positions as one where the outcome of the game is clear (a win, a
loss, a draw, a payoff). Each terminal position has a score. High scores are good for one
of the player, called the MAX player. The other player, called MIN player, tries to
minimize the score. For example, we may associate 1 with a win, 0 with a draw and -1
with a loss for MAX.
Example : Game of Tic-Tac-Toe
Version 2 CSE IIT, Kharagpur
5. Above is a section of a game tree for tic tac toe. Each node represents a board position,
and the children of each node are the legal moves from that position. To score each
position, we will give each position which is favorable for player 1 a positive number (the
more positive, the more favorable). Similarly, we will give each position which is
favorable for player 2 a negative number (the more negative, the more favorable). In our
tic tac toe example, player 1 is 'X', player 2 is 'O', and the only three scores we will have
are +1 for a win by 'X', -1 for a win by 'O', and 0 for a draw. Note here that the blue
scores are the only ones that can be computed by looking at the current position.
3.4 Minimax Algorithm
Now that we have a way of representing the game in our program, how do we compute
our optimal move? We will assume that the opponent is rational; that is, the opponent can
compute moves just as well as we can, and the opponent will always choose the optimal
move with the assumption that we, too, will play perfectly. One algorithm for computing
the best move is the minimax algorithm:
Version 2 CSE IIT, Kharagpur
6. minimax(player,board)
if(game over in current board position)
return winner
children = all legal moves for player from this board
if(max's turn)
return maximal score of calling minimax on all the children
else (min's turn)
return minimal score of calling minimax on all the children
If the game is over in the given position, then there is nothing to compute; minimax will
simply return the score of the board. Otherwise, minimax will go through each possible
child, and (by recursively calling itself) evaluate each possible move. Then, the best
possible move will be chosen, where ‘best’ is the move leading to the board with the
most positive score for player 1, and the board with the most negative score for player 2.
How long does this algorithm take? For a simple game like tic tac toe, not too long - it
is certainly possible to search all possible positions. For a game like Chess or Go
however, the running time is prohibitively expensive. In fact, to completely search either
of these games, we would first need to develop interstellar travel, as by the time we finish
analyzing a move the sun will have gone nova and the earth will no longer exist.
Therefore, all real computer games will search, not to the end of the game, but only a few
moves ahead. Of course, now the program must determine whether a certain board
position is 'good' or 'bad' for a certainly player. This is often done using an evaluation
function. This function is the key to a strong computer game. The depth bound search
may stop just as things get interesting (e.g. in the middle of a piece exchange in chess.
For this reason, the depth bound is usually extended to the end of an exchange to an
quiescent state. The search may also tend to postpone bad news until after the depth
bound leading to the horizon effect.
Version 2 CSE IIT, Kharagpur