Ch5 - Adversarial Search
Ch5 - Adversarial Search
Chapter 5
1
What is Adversial Search
3
Game Playing
3
What Kinds of Games?
Mainly games of strategy with the following
characteristics:
1. Sequence of moves to play
2. Rules that specify possible moves
3. Rules that specify a payment for each move
4. Objective is to maximize your payment
4
Games vs. Search Problems
5
Games vs. Search Problems
5
Two-Player Game
Opponent’s Move
Game yes
Over?
no
Generate Successors
Evaluate Successors
no Game yes
Over?
6
Games as Adversarial Search
• States:
– board configurations
• Initial state:
– the board position and which player will move
• Successor function:
– returns list of (move, state) pairs, each indicating a legal
move and the resulting state
• Terminal test:
– determines when the game is over
• Utility function:
–gives a numeric value in terminal states
(e.g., -1, 0, +1 for loss, tie, win)
7
Game Tree (2-player, Deterministic, Turns)
computer’s turn
opponent’s turn
10
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11
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12
80
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
13
30
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
14
30
30
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
15
30
30 25
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
16
30
30 25
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
17
30
30
30 25
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
18
30
30
30 25
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
19
30
30 20
30 25 20
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20
30
30 20
30 25 20 05
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
21
30
30 20
30 25 20 05
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
22
30
30 20
30 25 20 05
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23
20
20
30 20
30 25 20 05
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24
20
20 15
30 20 15 60
30 25 20 05 10 15 45 60
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
25
20
20 15
30 20 15 60
30 25 20 05 10 15 45 60
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
26
20
20 15
30 20 15 60
30 25 20 05 10 15 45 60
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
27
Tic-Tac-Toe
Minimax Strategy
• Why do we take the min value every other
level of the tree?
29
Properties of Minimax
• Complete?
– Yes (if tree is finite)
• Optimal?
– Yes (against an optimal opponent)
b: legal moves,
m: depth of the tree
• Time complexity?
– O(bm)
• Space complexity?
– O(bm) (depth-first exploration)
30
Good Enough?
• Chess:
– branching factor b≈35
• The Universe:
– number of atoms ≈ 1078
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
33
30
30 25
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
34
30 Do we need to check
this node?
30 25
80 30 25 ?? 55 20 05 65 40 10 70 15 50 45 60 75
35
30 No - this branch is guaranteed to be
worse than what max already has
30 25
80 30 25 X
?? 55 20 05 65 40 10 70 15 50 45 60 75
36
30
30 20
Do we need to check
this node?
30 25 20 05
80 30 25 X
35 55 20 05 ?? 40 10 70 15 50 45 60 75
37
30
30 20
30 25 20 05
80 30 25 X
35 55 20 05 X
?? 40 10 70 15 50 45 60 75
38
Alpha-Beta
• The alpha-beta procedure can speed up a
depth-first minimax search.
• Alpha: a lower bound on the value that a max node
may ultimately be assigned
v>
39
Alpha-Beta
MinVal(state, alpha, beta){
if (terminal(state))
return utility(state);
for (s in children(state)){
child = MaxVal(s,alpha,beta);
beta = min(beta,child);
if (alpha>=beta) return child;
}
return best child (min); }
α=-∞
β=∞
α=-
∞
β=∞
α=-
∞
β=∞
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
42
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞
β=∞
α=-
∞
β=∞
α=-∞ 80
β=80
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
43
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞
β=∞
α=-
∞
β=∞
α=-∞
30
β=30
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
44
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞
β=∞
α=30
β=∞ 30
α=-∞
30
β=30
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
45
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞
β=∞
α=30
β=∞ 30
α=30
β=∞
α=-∞
30
β=30
80 30 25 35 55 20 05 65 40 10 70 15 50 45 60 75
46
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞
β=∞
α=30
β=∞ 30
β≤ α
α=30
β=25 prune!
α=-∞
30 25
β=30
80 30 25 X
35 55 20 05 65 40 10 70 15 50 45 60 7547
75
47
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 30
β=30
α=30
β=∞ 30
α=30
β=25
α=-∞
30 25
β=30
80 30 25 X
35 55 20 05 65 40 10 70 15 50 45 60 7548
75
48
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 30
β=30
α=30 α=-∞
β=∞ 30 β=30
α=30
β=25
α=-∞ α=-∞
30 25
β=30 β=30
80 30 25 X
35 55 20 05 65 40 10 70 15 50 45 60 7549
75
49
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 30
β=30
α=30 α=20
β=∞ 30 β=30 20
α=30 α=20
β=25 β=30
α=-∞ α=-∞ 20
30 25
β=30 β=20
80 30 25 X
35 55 20 05 65 40 10 70 15 50 45 60 7550
75
50
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 30
β=30
α=30 α=20
β=∞ 30 β=30 20
α=30 α=20
β=25 β=05
α=-∞ α=-∞ 20
30 25 05
β=30 β=20
80 30 25 X
35 55 20 05 65 40 10 70 15 50 45 60 7551
75
51
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 30
β=30
α=30 α=20
β=∞ 30 β=30 20
β≤ α
α=30 α=20
β=25 β=05 prune!
α=-∞ α=-∞ 20
30 25 05
β=30 β=20
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7552
75
52
α=-
α - the best value ∞
for max along the path β=∞
β - the best value
for min along the path
α=-∞ 20
β=20
α=30 α=20
β=∞ 30 β=30 20
α=30 α=20
β=25 β=05
α=-∞ α=-∞ 20
30 25 05
β=30 β=20
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7553
75
53
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=-∞ 20
β=20
α=30 α=20
β=∞ 30 β=30 20
α=30 α=20
β=25 β=05
α=-∞ α=-∞ 20
30 25 05
β=30 β=20
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7554
75
54
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20
β=∞
α=20
30 20 β=∞
α=20
30 25 20 05 β=∞
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7555
75
55
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20
β=∞
α=20
30 20 β=∞
α=20
30 25 20 05 β=10 10
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7556
75
56
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20
β=∞
α=20
30 20 10 β=∞
α=20
30 25 20 05 β=10 10
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7557
75
57
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20
β=∞
α=20
30 20 10 β=∞
α=20
α=20 β=15
30 25 20 05 β=10 10 15
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7558
75
58
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20
β=∞
α=20
30 20 15 β=∞
α=20
α=20 β=15
30 25 20 05 β=10 10 15
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7559
75
59
α=20
α - the best value 20 β=∞
for max along the path
β - the best value
for min along the path
α=20
20 15
β=15
α=20
30 20 15 β=∞
α=20
α=20 β=15
30 25 20 05 β=10 10 15
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 45 60 7560
75
60
α=20
α - the best value 20 β=∞
for max along the path β≤ α
β - the best value prune!
for min along the path
α=20
20 15
β=15
α=20
30 20 15 β=∞ X
α=20
α=20 β=15
30 25 20 05 β=10 10 15
X X
80 30 25 X
35 55 20 05 X
65 40 10 70 15 50 X
X 45 X
60 X
75
61
Bad and Good Cases for Alpha-Beta Pruning
Properties of α-β
• Pruning does not affect final result. This means that it gets the exact same
result as does full minimax.
63
Evaluation Functions
Tic Tac Toe
• Let p be a position in the game
• Define the utility function f(p) by
– f(p) =
• largest positive number if p is a win for computer
• smallest negative number if p is a win for opponent
• RCDC – RCDO
– where RCDC is number of rows, columns and diagonals in
which computer could still win
– and RCDO is number of rows, columns and diagonals in
which opponent could still win.
70
Sample
Evaluations
• X = Computer; O = Opponent
O O O X
X X X
X O X O
rows rows
cols cols
diags diags
71