Game Playing Algorithm
Game Playing Algorithm
Adversarial Search
• Adversarial search is a search, where we examine the problem which arises
when we try to plan of the world and other agents are planning against us.
• We have studied the search strategies which are only associated with a single
agent that aims to find the solution which often expressed in the form of a
sequence of actions.
• But, there might be some situations where more than one agent is searching
for the solution in the same search space, and this situation usually occurs in
game playing.
• The environment with more than one agent is termed as multi-agent
environment, in which each agent is an opponent of other agent and playing
against each other. Each agent needs to consider the action of other agent and
effect of that action on their performance.
• So, Searches in which two or more players with conflicting goals are trying to
explore the same search space for the solution, are called adversarial searches,
often known as Games.
• Games are modeled as a Search problem and heuristic evaluation function, and
these are the two main factors which help to model and solve games in AI.
Types of Games in AI
• Perfect information: A game with the perfect information is that in which agents
can look into the complete board. Agents have all the information about the
game, and they can see each other moves also. Examples are Chess, Checkers,
Go, etc.
• Imperfect information: If in a game agents do not have all information about the
game and not aware with what's going on, such type of games are called the
game with imperfect information, such as tic-tac-toe, Battleship, blind, Bridge,
etc.
• Deterministic games: Deterministic games are those games which follow a strict
pattern and set of rules for the games, and there is no randomness associated
with them. Examples are chess, Checkers, Go, tic-tac-toe, etc.
• Non-deterministic games: Non-deterministic are those games which have
various unpredictable events and has a factor of chance or luck. This factor of
chance or luck is introduced by either dice or cards. These are random, and each
action response is not fixed. Such games are also called as stochastic games.
Example: Backgammon, Monopoly, Poker, etc.
Formalization of the problem
• A game can be defined as a type of search in AI which can be formalized of
the following elements:
• Initial state: It specifies how the game is set up at the start.
• Player(s): It specifies which player has moved in the state space.
• Action(s): It returns the set of legal moves in state space.
• Result(s, a): It is the transition model, which specifies the result of moves in the
state space.
• Terminal-Test(s): Terminal test is true if the game is over, else it is false at any case.
The state where the game ends is called terminal states.
• Utility(s, p): A utility function gives the final numeric value for a game that ends in
terminal states s for player p. It is also called payoff function. For Chess, the
outcomes are a win, loss, or draw and its payoff values are +1, 0, ½. And for tic-tac-
toe, utility values are +1, -1, and 0.
• Game tree:
• A game tree is a tree where nodes of the tree are the game states and Edges of the
tree are the moves by players. Game tree involves initial state, actions function, and
result Function.
Example: Tic-Tac-Toe game tree
• The following figure is showing
part of the game-tree for tic-
tac-toe game. Following are
some key points of the game:
• There are two players MAX and
MIN.
• Players have an alternate turn
and start with MAX.
• MAX maximizes the result of the
game tree
• MIN minimizes the result.
Example: Tic-Tac-Toe game tree
• From the initial state, MAX has 9 possible moves as he starts first. MAX place x
and MIN place o, and both player plays alternatively until we reach a leaf node
where one player has three in a row or all squares are filled.
• Both players will compute each node, minimax, the minimax value which is the
best achievable utility against an optimal adversary.
• Suppose both the players are well aware of the tic-tac-toe and playing the best
play. Each player is doing his best to prevent another one from winning. MIN is
acting against Max in the game.
• So in the game tree, we have a layer of Max, a layer of MIN, and each layer is
called as Ply. Max place x, then MIN puts o to prevent Max from winning, and
this game continues until the terminal node.
• In this either MIN wins, MAX wins, or it's a draw. This game-tree is the whole
search space of possibilities that MIN and MAX are playing tic-tac-toe and
taking turns alternately.
Mini-Max Algorithm in Artificial Intelligence
• Mini-max algorithm is a recursive or backtracking algorithm which is used in
decision-making and game theory. It provides an optimal move for the player
assuming that opponent is also playing optimally.
• 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.
• In this algorithm two players play the game, one is called MAX and other is called
MIN.
• Both the players fight it as the opponent player gets the minimum benefit while they
get the maximum benefit.
• Both Players of the game are opponent of each other, where MAX will select the
maximized value and MIN will select the minimized value.
• The minimax algorithm performs a depth-first search algorithm for the exploration
of the complete game tree.
• The minimax algorithm proceeds all the way down to the terminal node of the tree,
then backtrack the tree as the recursion.
Pseudo-code for MinMax Algorithm
function minimax(node, depth, maximizingPlayer)
if depth ==0 or node is a terminal node then
return static evaluation of node
• Worst ordering: In some cases, alpha-beta pruning algorithm does not prune any of the leaves of
the tree, and works exactly as minimax algorithm. In this case, it also consumes more time because
of alpha-beta factors, such a move of pruning is called worst ordering. In this case, the best move
occurs on the right side of the tree. The time complexity for such an order is O(bm).
• Ideal ordering: The ideal ordering for alpha-beta pruning occurs when lots of pruning happens in
the tree, and best moves occur at the left side of the tree. We apply DFS hence it first search left of
the tree and go deep twice as minimax algorithm in the same amount of time. Complexity in ideal
ordering is O(bm/2).
Rules to find good ordering
• Following are some rules to find good ordering in alpha-beta
pruning:
• Occur the best move from the shallowest node.
• Order the nodes in the tree such that the best nodes are checked first.
• Use domain knowledge while finding the best move. Ex: for Chess, try
order: captures first, then threats, then forward moves, backward moves.
• We can bookkeep the states, as there is a possibility that states may
repeat.