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AI3391 ARTIFICAL INTELLIGENCE
(II YEAR (III Sem))
Department of Artificial Intelligence and Data Science
Session 17
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 17
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.
Min-Max Algorithm
1/24/2024 Department of AI & DS 4
Alpha- Beta Pruning Algorithm
1/24/2024 Department of AI & DS 5
Imperfect Real-Time Decision
• Moves must be made in a reasonable amount of time.
• usually it is not feasible to consider the whole game tree (even with
alpha-beta)
• Programs should cut the search off at some point earlier and apply
a heuristic evaluation function to states in the search, effectively
turning nonterminal nodes into terminal leaves.
Alter min-max or alpha-beta in 2 ways:
1. Replace the utility function by a heuristic evaluation
function EVAL, which estimates the position’s utility.
2. Replace the terminal test by a cutoff test that decides when to
apply EVAL.
1/24/2024 Department of AI & DS 6
1/24/2024 Department of AI & DS 7
Replace using heuristic evaluation function EVAL
Evaluation function
• An evaluation function returns an estimate of the expected utility of
the game from a given position.
How do we design good evaluation functions?
1) The evaluation function should order the terminal states in the same
way as the true utility function.
2) The computation must not take too long.
3) For nonterminal states, the evaluation function should be strongly
correlated with the actual chances of winning.
1/24/2024 Department of AI & DS 8
Two ways to design a evaluation function
a. Expected value: The evaluation function cannot know which states are which,
but it can return a single value that reflects the proportion of states with each
outcome.
Where,
• EV – the expected value
• P(X) – the probability of the event
• n – the number of the repetitions of the event
Example: How many heads would you expect if you flipped a coin twice?
Solution : X = number of heads = {0,1,2}
p(0)=1/4,
p(1)=1/2,
p(2)=1/4
Weighted average = 0*1/4 + 1*1/2 + 2*1/4 = 1
1/24/2024 Department of AI & DS 9
b. weighted linear function : We can compute separate numerical
contributions from each feature and then combine them to find
the total value.
• EV is the probability-weighted average of all possible events.
• Therefore, the general formula to find the EV for multiple events
is:
Where,
• EVAL(s) – the expected value
• wi is a weight and each
• fi is a feature of the position
1/24/2024 Department of AI & DS 10
• Example: Three coin tosses, the expected value for the number of
heads is 3 x (1/2) = 1.5.
1/24/2024 Department of AI & DS 11
Cutting off search
To modify ALPHA-BETA-SEARCH:
1) Replace the two lines that mention TERMINAL-TEST with
2) Arrange for some bookkeeping so that the current depth is
incremented on each recursive call.
• The most straightforward approach: set a fixed depth limit so
that CUTOFF-TEST(state, depth) returns true for all depth
greater than some fixed depth d.
• A more robust approach: apply iterative deepening.
1/24/2024 Department of AI & DS 12
If CUTOFF-TEST(state, depth) then return EVAL(state)
• A forward-pruning version of alpha-beta search that uses statistic
gained from prior experience to lessen the chance that the best move
will be pruned.
Search versus lookup
• Many game programs pre-compute tables of best moves in the
opening and endgame so that they can look up a move rather than
search. Eg: BFS, DFS
• For the opening (and early moves), the program use table lookup,
relying on the expertise of human and statistic from a database of
past games. Eg: Two player games, multiple player game .
1/24/2024 Department of AI & DS 13
Topics to be covered in next session 18
• Monte Carlo tree search
1/24/2024 Department of AI & DS 14
Thank you!!!

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AI3391 Artificial Intelligence Session 17 imperfect real time decisions.pptx

  • 1. AI3391 ARTIFICAL INTELLIGENCE (II YEAR (III Sem)) Department of Artificial Intelligence and Data Science Session 17 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 17 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.
  • 5. Alpha- Beta Pruning Algorithm 1/24/2024 Department of AI & DS 5
  • 6. Imperfect Real-Time Decision • Moves must be made in a reasonable amount of time. • usually it is not feasible to consider the whole game tree (even with alpha-beta) • Programs should cut the search off at some point earlier and apply a heuristic evaluation function to states in the search, effectively turning nonterminal nodes into terminal leaves. Alter min-max or alpha-beta in 2 ways: 1. Replace the utility function by a heuristic evaluation function EVAL, which estimates the position’s utility. 2. Replace the terminal test by a cutoff test that decides when to apply EVAL. 1/24/2024 Department of AI & DS 6
  • 7. 1/24/2024 Department of AI & DS 7 Replace using heuristic evaluation function EVAL
  • 8. Evaluation function • An evaluation function returns an estimate of the expected utility of the game from a given position. How do we design good evaluation functions? 1) The evaluation function should order the terminal states in the same way as the true utility function. 2) The computation must not take too long. 3) For nonterminal states, the evaluation function should be strongly correlated with the actual chances of winning. 1/24/2024 Department of AI & DS 8
  • 9. Two ways to design a evaluation function a. Expected value: The evaluation function cannot know which states are which, but it can return a single value that reflects the proportion of states with each outcome. Where, • EV – the expected value • P(X) – the probability of the event • n – the number of the repetitions of the event Example: How many heads would you expect if you flipped a coin twice? Solution : X = number of heads = {0,1,2} p(0)=1/4, p(1)=1/2, p(2)=1/4 Weighted average = 0*1/4 + 1*1/2 + 2*1/4 = 1 1/24/2024 Department of AI & DS 9
  • 10. b. weighted linear function : We can compute separate numerical contributions from each feature and then combine them to find the total value. • EV is the probability-weighted average of all possible events. • Therefore, the general formula to find the EV for multiple events is: Where, • EVAL(s) – the expected value • wi is a weight and each • fi is a feature of the position 1/24/2024 Department of AI & DS 10
  • 11. • Example: Three coin tosses, the expected value for the number of heads is 3 x (1/2) = 1.5. 1/24/2024 Department of AI & DS 11
  • 12. Cutting off search To modify ALPHA-BETA-SEARCH: 1) Replace the two lines that mention TERMINAL-TEST with 2) Arrange for some bookkeeping so that the current depth is incremented on each recursive call. • The most straightforward approach: set a fixed depth limit so that CUTOFF-TEST(state, depth) returns true for all depth greater than some fixed depth d. • A more robust approach: apply iterative deepening. 1/24/2024 Department of AI & DS 12 If CUTOFF-TEST(state, depth) then return EVAL(state)
  • 13. • A forward-pruning version of alpha-beta search that uses statistic gained from prior experience to lessen the chance that the best move will be pruned. Search versus lookup • Many game programs pre-compute tables of best moves in the opening and endgame so that they can look up a move rather than search. Eg: BFS, DFS • For the opening (and early moves), the program use table lookup, relying on the expertise of human and statistic from a database of past games. Eg: Two player games, multiple player game . 1/24/2024 Department of AI & DS 13
  • 14. Topics to be covered in next session 18 • Monte Carlo tree search 1/24/2024 Department of AI & DS 14 Thank you!!!