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Adversarial Search: Section 1 - 4

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79 views21 pages

Adversarial Search: Section 1 - 4

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Adversarial Search

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)

• For chess, b ≈ 35, m ≈100 for "reasonable" games


 exact solution completely infeasible




α-β pruning example
α-β pruning example
α-β pruning example
α-β pruning example
α-β pruning example
Properties of α-β
• Pruning does not affect final result

• Good move ordering improves effectiveness of pruning

• With "perfect ordering," time complexity = O(bm/2)


 doubles depth of search

• A simple example of the value of reasoning about which


computations are relevant (a form of metareasoning)
»
»


Why is it called α-β?
• α is the value of the
best (i.e., highest-
value) choice found
so far at any choice
point along the path
for max
• If v is worse than α,
max will avoid it
 prune that branch
• Define β similarly for
min
»
The α-β algorithm
The α-β algorithm
Resource limits
Suppose we have 100 secs, explore 104
nodes/sec
 106 nodes per move

Standard approach:
• cutoff test:
e.g., depth limit (perhaps add quiescence search)
• evaluation function
= estimated desirability of position

Evaluation functions
• For chess, typically linear weighted sum of features
Eval(s) = w1 f1(s) + w2 f2(s) + … + wn fn(s)

• e.g., w1 = 9 with
f1(s) = (number of white queens) – (number of black
queens), etc.

Cutting off search
MinimaxCutoff is identical to MinimaxValue except
1. Terminal? is replaced by Cutoff?
2. Utility is replaced by Eval

Does it work in practice?


bm = 106, b=35  m=4

4-ply lookahead is a hopeless chess player!


– 4-ply ≈ human novice
– 8-ply ≈ typical PC, human master
– 12-ply ≈ Deep Blue, Kasparov

Deterministic games in practice
• Checkers: Chinook ended 40-year-reign of human world champion
Marion Tinsley in 1994. Used a precomputed endgame database
defining perfect play for all positions involving 8 or fewer pieces on
the board, a total of 444 billion positions.
»
• Chess: Deep Blue defeated human world champion Garry Kasparov
in a six-game match in 1997. Deep Blue searches 200 million
positions per second, uses very sophisticated evaluation, and
undisclosed methods for extending some lines of search up to 40
ply.

• Othello: human champions refuse to compete against computers,


who are too good.

• Go: human champions refuse to compete against computers, who


are too bad. In go, b > 300, so most programs use pattern
knowledge bases to suggest plausible moves.
»
»
Summary
• Games are fun to work on!
• They illustrate several important points
about AI
• perfection is unattainable  must
approximate
• good idea to think about what to think
about

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