Lecture13 - Adversial Search Algorithms
Lecture13 - Adversial Search Algorithms
• Games
• Types of Games
• Mini Max
• α-β pruning
• Stochastic Games
Game Playing State-of-the-Art
• Checkers: Chinook ended 40-year-reign of human world champion Marion
Tinsley in 1994. Used an endgame database defining perfect play for all
positions involving 8 or fewer pieces on the board, a total of
443,748,401,247 positions. Checkers is now solved!
• Chess: Deep Blue defeated human world champion Gary Kasparov in a six-
game match in 1997. Deep Blue examined 200 million positions per
second, used very sophisticated evaluation and undisclosed methods for
extending some lines of search up to 40 ply. Current programs are even
better, if less historic.
• Game Search
– Sequences of player’s decisions we control
– Decision of other player(s) we do not control
• Cooperative
– Players have common interests and utility
function
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Game Search
• Problem Formulation
– Initial state: initial board position + information about
whose move it is
– Successors: legal moves a player can make
– Goal (terminal test): determines when the game is over
– Utility function: measures the outcome of the game and
its desirability
• Search objective
– Find the sequence of player’s decisions (moves)
maximizing its utility
– Consider the opponent’s moves and their utility
Game Tree
• Initial State and Legal Moves for Each
Side
Game Tree
(2-player, deterministic, turns)
Game Tree
(2-player, deterministic, turns)
• MINIMAX-VALUE (n)
– UTILITY (n) if n is a terminal state
– max_s MINIMAX-VALUE (s) if n is a MAX node
– min_s MINIMAX-VALUE (s) if n is a MIN node
(where s is an element of the successors of n)
Minimax Example
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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)