Adversarial Search: Section 1 - 4
Adversarial Search: Section 1 - 4
Chapter 6
Section 1 – 4
Outline
• Optimal decisions
• α-β pruning
• Imperfect, real-time decisions
Games vs. search problems
• "Unpredictable" opponent → specifying a
move for every possible opponent reply
•
• Time limits → unlikely to find goal, must
approximate
•
Game tree (2-player,
deterministic, turns)
Minimax
• Perfect play for deterministic games
•
• Idea: choose move to position with highest minimax
value
= best achievable payoff against best play
•
• E.g., 2-ply game:
•
Minimax algorithm
Properties of minimax
• Complete? Yes (if tree is finite)
•
• Optimal? Yes (against an optimal opponent)
•
• Time complexity? O(bm)
•
• Space complexity? O(bm) (depth-first exploration)
•
• That gives us the following for heuristic minimax for state s and
maximum depth d:
•
Characteristics of a Good
Evaluation Function
• Fast !!!!
• For terminal states → should order them
the same way as true utility function.
• For nonterminal states → the evaluation
function should strongly be corelated with
the chance of wining.
Heuristic for Tic Tac Toe
• e.g., w1 = 9 with
f1(s) = (number of white queens) – (number of black
queens), etc.