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AI3391 ARTIFICAL INTELLIGENCE
(II YEAR (III Sem))
Department of Artificial Intelligence and Data Science
Session 16
by
Asst.Prof.M.Gokilavani
NIET
1/24/2024 Department of AI & DS 1
TEXTBOOK:
• Artificial Intelligence A modern Approach, Third Edition, Stuart
Russell and Peter Norvig, Pearson Education.
REFERENCES:
• Artificial Intelligence, 3rd Edn, E. Rich and K.Knight (TMH).
• Artificial Intelligence, 3rd Edn, Patrick Henny Winston, Pearson
Education.
• Artificial Intelligence, Shivani Goel, Pearson Education.
• Artificial Intelligence and Expert Systems- Patterson, Pearson
Education.
1/24/2024 Department of AI & DS 2
Topics covered in session 16
1/24/2024 Department of AI & DS 3
• Game theory
• optimal decision in games
• alpha beta Search
• Monte Carlo tree search
• stochastic games
• partially observed games
• Constraint satisfaction problem
• Constraint propagation
• Backtracking search for CSP
• Local search for CSP
• structure of CSP.
Limitations in Min-Max algorithm
• The main drawback of the minimax algorithm is that it gets really slow
for complex games such as Chess, go, etc.
• This type of games has a huge branching factor, and the player has lots
of choices to decide.
• This limitation of the minimax algorithm can be improved
from alpha-beta pruning.
1/24/2024 Department of AI & DS 4
Alpha–Beta Pruning
• A modified variant of the minimax method is alpha-beta pruning. It's a
way for improving the minimax algorithm.
• As a result, there is a technique known as Pruning that allows us to
compute the correct minimax choice without having to inspect each
node of the game tree.
• It's named alpha-beta pruning because it involves two threshold
parameters, Alpha and beta, for future expansion.
• Alpha-beta pruning can be done at any depth in a tree, and it can
sometimes prune the entire sub-tree as well as the tree leaves.
1/24/2024 Department of AI & DS 5
Parameters for Alpha-Beta Pruning
• The two-parameter can be written as follows:
a) Alpha: At any point along the Maximizer path, Alpha is the
best (highest-value) option we've uncovered so far. The value
of alpha starts at -.
b) Beta: At every point along the route of Minimizer. Beta is the
best (lowest-value) option we've found so far. Minimizer. The
initial value of beta is +∞
• Condition for Alpha-Beta Pruning
1/24/2024 Department of AI & DS 6
Key points about alpha-beta pruning
• Only the value of alpha will be updated by the Max player.
• Only the beta value will be updated by the Min player.
• Instead of alpha and beta values, node values will be sent to upper
nodes while retracing the tree.
• Only the alpha and beta values will be passed to the child nodes.
1/24/2024 Department of AI & DS 7
Pseudo-code for Alpha-beta Pruning
1/24/2024 Department of AI & DS 8
Working of Alpha-Beta Pruning step 1
• The Max player will begin by moving from node A, where =
- and = +, and passing these values of alpha and beta to node
B, where again = - and = +, and Node B passing the same
value to its offspring D.
1/24/2024 Department of AI & DS 9
1/24/2024 Department of AI & DS 10
• Step 2: The value of will be determined as Max's turn at
Node D. The value of is compared to 2, then 3, and the value
of at node D will be max (2, 3) = 3, and the node value will
also be 3.
• Step 3: The algorithm now returns to node B, where the
value of will change as this is a turn of Min, now = +, and
will compare with the value of the available subsequent
nodes, i.e., min (, 3) = 3, so at node B now = -, and= 3.
• In the next step, algorithm traverse the next successor of
Node B which is node E, and the values of α= -∞, and β= 3
will also be passed.
1/24/2024 Department of AI & DS 11
1/24/2024 Department of AI & DS 12
• Step 4: Max will take its turn at node E, changing the value
of alpha. The current value of alpha will be compared to 5,
resulting in max (-, 5) = 5, and at node E= 5 and= 3, where
>=, the right successor of E will be pruned, and the algorithm
will not traverse it, and the value at node E will be 5.
1/24/2024 Department of AI & DS 13
1/24/2024 Department of AI & DS 14
• Step 5: The method now goes backwards in the tree, from node B to
node A. The value of alpha will be modified at node A, and the highest
available value will be 3 as max (-, 3)= 3, and = +. These two values
will now transfer to A's right successor, Node C.
=3 and = + will be passed on to node F at node C, and the same values
will be passed on to node F.
• Step 6: At node F, the value of will be compared with the left child,
which is 0, and max(3,0)= 3, and then with the right child, which is 1,
and max(3,1)= 3 will remain the same, but the node value of F will
change to 1.
1/24/2024 Department of AI & DS 15
1/24/2024 Department of AI & DS 16
• Step 7: Node F returns the node value 1 to node C, at C = 3
and = +, the value of beta is modified, and it is compared to
1, resulting in min (, 1) = 1. Now, at C, =3 and = 1, and again,
it meets the condition >=, the algorithm will prune the next
child of C, which is G, and will not compute the complete
sub-tree G.
1/24/2024 Department of AI & DS 17
1/24/2024 Department of AI & DS 18
• Step 8: C now returns 1 to A, with max (3, 1) = 3 being the
greatest result for A. The completed game tree, which shows
calculated and uncomputed nodes, is shown below. As a
result, in this case, the best maximizer value is 3.
1/24/2024 Department of AI & DS 19
1/24/2024 Department of AI & DS 20
Example 2
1/24/2024 Department of AI & DS 21
Solution
1/24/2024 Department of AI & DS 22
Example 3
1/24/2024 Department of AI & DS 23
Example 4
1/24/2024 Department of AI & DS 24
Topics to be covered in next session 17
Imperfect Real-Time Decisions
1/24/2024 Department of AI & DS 25
Thank you!!!

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AI3391 Artificial intelligence Session 16 Alpha–Beta Pruning.pptx

  • 1. AI3391 ARTIFICAL INTELLIGENCE (II YEAR (III Sem)) Department of Artificial Intelligence and Data Science Session 16 by Asst.Prof.M.Gokilavani NIET 1/24/2024 Department of AI & DS 1
  • 2. TEXTBOOK: • Artificial Intelligence A modern Approach, Third Edition, Stuart Russell and Peter Norvig, Pearson Education. REFERENCES: • Artificial Intelligence, 3rd Edn, E. Rich and K.Knight (TMH). • Artificial Intelligence, 3rd Edn, Patrick Henny Winston, Pearson Education. • Artificial Intelligence, Shivani Goel, Pearson Education. • Artificial Intelligence and Expert Systems- Patterson, Pearson Education. 1/24/2024 Department of AI & DS 2
  • 3. Topics covered in session 16 1/24/2024 Department of AI & DS 3 • Game theory • optimal decision in games • alpha beta Search • Monte Carlo tree search • stochastic games • partially observed games • Constraint satisfaction problem • Constraint propagation • Backtracking search for CSP • Local search for CSP • structure of CSP.
  • 4. Limitations in Min-Max algorithm • The main drawback of the minimax algorithm is that it gets really slow for complex games such as Chess, go, etc. • This type of games has a huge branching factor, and the player has lots of choices to decide. • This limitation of the minimax algorithm can be improved from alpha-beta pruning. 1/24/2024 Department of AI & DS 4
  • 5. Alpha–Beta Pruning • A modified variant of the minimax method is alpha-beta pruning. It's a way for improving the minimax algorithm. • As a result, there is a technique known as Pruning that allows us to compute the correct minimax choice without having to inspect each node of the game tree. • It's named alpha-beta pruning because it involves two threshold parameters, Alpha and beta, for future expansion. • Alpha-beta pruning can be done at any depth in a tree, and it can sometimes prune the entire sub-tree as well as the tree leaves. 1/24/2024 Department of AI & DS 5
  • 6. Parameters for Alpha-Beta Pruning • The two-parameter can be written as follows: a) Alpha: At any point along the Maximizer path, Alpha is the best (highest-value) option we've uncovered so far. The value of alpha starts at -. b) Beta: At every point along the route of Minimizer. Beta is the best (lowest-value) option we've found so far. Minimizer. The initial value of beta is +∞ • Condition for Alpha-Beta Pruning 1/24/2024 Department of AI & DS 6
  • 7. Key points about alpha-beta pruning • Only the value of alpha will be updated by the Max player. • Only the beta value will be updated by the Min player. • Instead of alpha and beta values, node values will be sent to upper nodes while retracing the tree. • Only the alpha and beta values will be passed to the child nodes. 1/24/2024 Department of AI & DS 7
  • 8. Pseudo-code for Alpha-beta Pruning 1/24/2024 Department of AI & DS 8
  • 9. Working of Alpha-Beta Pruning step 1 • The Max player will begin by moving from node A, where = - and = +, and passing these values of alpha and beta to node B, where again = - and = +, and Node B passing the same value to its offspring D. 1/24/2024 Department of AI & DS 9
  • 11. • Step 2: The value of will be determined as Max's turn at Node D. The value of is compared to 2, then 3, and the value of at node D will be max (2, 3) = 3, and the node value will also be 3. • Step 3: The algorithm now returns to node B, where the value of will change as this is a turn of Min, now = +, and will compare with the value of the available subsequent nodes, i.e., min (, 3) = 3, so at node B now = -, and= 3. • In the next step, algorithm traverse the next successor of Node B which is node E, and the values of α= -∞, and β= 3 will also be passed. 1/24/2024 Department of AI & DS 11
  • 13. • Step 4: Max will take its turn at node E, changing the value of alpha. The current value of alpha will be compared to 5, resulting in max (-, 5) = 5, and at node E= 5 and= 3, where >=, the right successor of E will be pruned, and the algorithm will not traverse it, and the value at node E will be 5. 1/24/2024 Department of AI & DS 13
  • 15. • Step 5: The method now goes backwards in the tree, from node B to node A. The value of alpha will be modified at node A, and the highest available value will be 3 as max (-, 3)= 3, and = +. These two values will now transfer to A's right successor, Node C. =3 and = + will be passed on to node F at node C, and the same values will be passed on to node F. • Step 6: At node F, the value of will be compared with the left child, which is 0, and max(3,0)= 3, and then with the right child, which is 1, and max(3,1)= 3 will remain the same, but the node value of F will change to 1. 1/24/2024 Department of AI & DS 15
  • 17. • Step 7: Node F returns the node value 1 to node C, at C = 3 and = +, the value of beta is modified, and it is compared to 1, resulting in min (, 1) = 1. Now, at C, =3 and = 1, and again, it meets the condition >=, the algorithm will prune the next child of C, which is G, and will not compute the complete sub-tree G. 1/24/2024 Department of AI & DS 17
  • 19. • Step 8: C now returns 1 to A, with max (3, 1) = 3 being the greatest result for A. The completed game tree, which shows calculated and uncomputed nodes, is shown below. As a result, in this case, the best maximizer value is 3. 1/24/2024 Department of AI & DS 19
  • 25. Topics to be covered in next session 17 Imperfect Real-Time Decisions 1/24/2024 Department of AI & DS 25 Thank you!!!