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 Games are a traditional hallmark of
intelligence
 Games are easy to formalize
 Games can be a good model of real-world
competitive activities
◦ Military confrontations, negotiation, auctions, etc.
Deterministic Stochastic
Perfect information
(fully observable)
Imperfect
information
(partially
observable)
Deterministic Stochastic
Perfect information
(fully observable)
Chess, checkers, go Backgammon,
monopoly
Imperfect
information
(partially
observable)
Battleships Scrabble, poker,
bridge
 Players take turns
 Each game outcome or terminal state has a
utility for each player (e.g., 1 for win, 0 for
loss)
 The sum of both players’ utilities is a
constant
 We don’t know how the opponent will act
◦ The solution is not a fixed sequence of actions from
start state to goal state, but a strategy or policy (a
mapping from state to best move in that state)
 Efficiency is critical to playing well
◦ The time to make a move is limited
◦ The branching factor, search depth, and number of
terminal configurations are huge
 In chess, branching factor ≈ 35 and depth ≈ 100, giving a
search tree of 10154 nodes
◦ This rules out searching all the way to the end of the
game
 A game of tic-tac-toe between two players, “max”
and “min”
Terminal utilities (for MAX)
3 2 2
3
A two-ply game
 Minimax value of a node: the utility (for MAX) of being in the
corresponding state, assuming perfect play on both sides
 Minimax strategy: Choose the move that gives the best worst-
case payoff
3 2 2
3
 In Minimax Procedure, it seems as if the static
evaluator must be used on each leaf node.
Fortunately there is a procedure that reduces
both the tree branches that must be generated
and the number of evaluations. This procedure
is called Alpha Beta pruning which “prunes” the
tree branches thus reducing the number of
static evaluations
 It is possible to compute the exact minimax
decision without expanding every node in the
game tree
50 40 70 10 60 30 80 90 20 90 70 60
50
70 30 20
50 30 20
Maximizing Level
Minimizing Level
Maximizing Level
50
 Pruning does not affect final result
 Amount of pruning depends on move
ordering
◦ Should start with the “best” moves (highest-value
for MAX or lowest-value for MIN)
◦ For chess, can try captures first, then threats, then
forward moves, then backward moves
◦ Can also try to remember “killer moves” from other
branches of the tree
 Card games like bridge and poker
 Monte Carlo simulation: deal all the cards
randomly in the beginning and pretend the
game is fully observable
◦ “Averaging over clairvoyance”
◦ Problem: this strategy does not account for
bluffing, information gathering, etc.
 Computers are better than humans
◦ Checkers: solved in 2007
◦ Chess: IBM Deep Blue defeated Kasparov in 1997
 Computers are competitive with top human players
◦ Backgammon: TD-Gammon system used
reinforcement learning to learn a good evaluation
function
◦ Bridge: top systems use Monte Carlo simulation and
alpha-beta search
 Computers are not competitive
◦ Go: branching factor 361. Existing systems use
Monte Carlo simulation and pattern databases
 Ernst Zermelo (1912): Minimax algorithm
 Claude Shannon (1949): chess playing with
evaluation function, quiescence search,
selective search (paper)
 John McCarthy (1956): Alpha-beta search
 Arthur Samuel (1956): checkers program
that learns its own evaluation function by
playing against itself

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Lec08 adversarial search

  • 1.
  • 2.  Games are a traditional hallmark of intelligence  Games are easy to formalize  Games can be a good model of real-world competitive activities ◦ Military confrontations, negotiation, auctions, etc.
  • 3. Deterministic Stochastic Perfect information (fully observable) Imperfect information (partially observable)
  • 4. Deterministic Stochastic Perfect information (fully observable) Chess, checkers, go Backgammon, monopoly Imperfect information (partially observable) Battleships Scrabble, poker, bridge
  • 5.  Players take turns  Each game outcome or terminal state has a utility for each player (e.g., 1 for win, 0 for loss)  The sum of both players’ utilities is a constant
  • 6.  We don’t know how the opponent will act ◦ The solution is not a fixed sequence of actions from start state to goal state, but a strategy or policy (a mapping from state to best move in that state)  Efficiency is critical to playing well ◦ The time to make a move is limited ◦ The branching factor, search depth, and number of terminal configurations are huge  In chess, branching factor ≈ 35 and depth ≈ 100, giving a search tree of 10154 nodes ◦ This rules out searching all the way to the end of the game
  • 7.  A game of tic-tac-toe between two players, “max” and “min”
  • 8. Terminal utilities (for MAX) 3 2 2 3 A two-ply game
  • 9.  Minimax value of a node: the utility (for MAX) of being in the corresponding state, assuming perfect play on both sides  Minimax strategy: Choose the move that gives the best worst- case payoff 3 2 2 3
  • 10.  In Minimax Procedure, it seems as if the static evaluator must be used on each leaf node. Fortunately there is a procedure that reduces both the tree branches that must be generated and the number of evaluations. This procedure is called Alpha Beta pruning which “prunes” the tree branches thus reducing the number of static evaluations  It is possible to compute the exact minimax decision without expanding every node in the game tree
  • 11. 50 40 70 10 60 30 80 90 20 90 70 60 50 70 30 20 50 30 20 Maximizing Level Minimizing Level Maximizing Level 50
  • 12.  Pruning does not affect final result  Amount of pruning depends on move ordering ◦ Should start with the “best” moves (highest-value for MAX or lowest-value for MIN) ◦ For chess, can try captures first, then threats, then forward moves, then backward moves ◦ Can also try to remember “killer moves” from other branches of the tree
  • 13.  Card games like bridge and poker  Monte Carlo simulation: deal all the cards randomly in the beginning and pretend the game is fully observable ◦ “Averaging over clairvoyance” ◦ Problem: this strategy does not account for bluffing, information gathering, etc.
  • 14.  Computers are better than humans ◦ Checkers: solved in 2007 ◦ Chess: IBM Deep Blue defeated Kasparov in 1997  Computers are competitive with top human players ◦ Backgammon: TD-Gammon system used reinforcement learning to learn a good evaluation function ◦ Bridge: top systems use Monte Carlo simulation and alpha-beta search  Computers are not competitive ◦ Go: branching factor 361. Existing systems use Monte Carlo simulation and pattern databases
  • 15.  Ernst Zermelo (1912): Minimax algorithm  Claude Shannon (1949): chess playing with evaluation function, quiescence search, selective search (paper)  John McCarthy (1956): Alpha-beta search  Arthur Samuel (1956): checkers program that learns its own evaluation function by playing against itself