Ai - W14L28
Ai - W14L28
WEEK 14
LECTURE 28
TOPICS TO COVER IN THIS LECTURE
A game tree is a conceptual structure representing all possible moves in a game from an initial state to
final states (game outcomes).
Each node represents a game state, and edges represent player moves.
• Components:
Internal Nodes: States between the root and leaves, representing intermediate decisions.
• Application Examples: Chess, Tic-Tac-Toe, Checkers, Go, and video games requiring AI-driven decision-
making.
GAME TREE REPRESENTATION EXAMPLE
Example: Tic-Tac-Toe game starting with an empty board.
• Example:
The Minimax algorithm is used for decision-making in two-player games. It assumes both players play
optimally.
• Key Concepts:
• Mathematical Representation:
MINIMAX EXAMPLE (NUMERICAL TREE)
MINIMAX EXAMPLE (NUMERICAL TREE) CONT’D
MINIMAX EXAMPLE (NUMERICAL TREE) CONT’D
MINIMAX EXAMPLE (NUMERICAL TREE) CONT’D
MINIMAX EXAMPLE (NUMERICAL TREE) CONT’D
MINIMAX EXAMPLE (NUMERICAL TREE) CONT’D
DEPTH-LIMITED MINIMAX SEARCH
• Why Depth-Limiting?
Searching the entire game tree is computationally infeasible for complex games like Chess.
• Approach:
• Trade-off:
An evaluation function approximates the value of a game state when full search isn’t possible.
• Purpose:
Assigns a numerical value representing the favourability of the state for the maximizing player.
• Example in Chess:
Features Considered:
An optimization for the Minimax algorithm that prunes branches of the game tree that cannot influence
the final decision.
• Key Variables:
O(bd/2)
• Techniques:
• The Horizon Effect—evaluation is stopped at unstable states (e.g., pieces about to be captured).
• Solution:
Extend search beyond depth limits for "noisy" moves like captures and checks.
CONCLUSION
Key Points:
Final Note: Alpha-beta pruning can make game tree search feasible even in complex games like chess and
Go, allowing deeper searches in limited time.
QUESTIONS?