Ch. 5 – Adversarial Search

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Ch. 5 – Adversarial Search Supplemental slides for CSE 327 Prof. Jeff Heflin

Two-player Zero Sum Games S0 – initial state Player(s) – whose turn it is in state s Action(s) – legal moves in state s Result(s,a) – transition model Terminal-Test(s) – is game over? Utility(s,p) – utility of p in terminal state s

Tic-Tac-Toe Transition Model X O O to top-left O to top-center O to top-right O to bottom-center O X O X O X X O

Minimax Algorithm function Minimax-Decision(state) returns an action return arg maxa  ACTIONS(s) Min-Value(Result(state,a)) function Max-Value(state) returns a utility value if Terminal-Test(state) then return Utility(state) v  - for each a in Actions(state) do v  Max(v, Min-Value(Result (s,a))) return v function Min-Value(state) returns a utility value if Terminal-Test(state) then return Utility(state) v  + for each a in Actions(state) do v  Min(v, Max-Value(Result (s,a))) return v From Figure 5.3, p. 166

Utility-Based Agent Environment Agent sensors State What the world is like now How the world evolves What it will be like if I do action A What my actions do Environment How happy will I be in such a state Utility What action I should do now Agent actuators

Minimax with Cutoff Limit function Minimax-Decision(state) returns an action return arg maxa  ActionS(s) Min-Value(Result(state,a),0) function Max-Value(state,depth) returns a utility value if Cutoff-Test(state,depth) then return Eval(state) v  - for each a in Actions(state) do v  Max(v, Min-Value(Result(s,a)), depth+1) return v function Min-Value(state,depth) returns a utility value if Cutoff-Test(state,depth) then return Eval(state) v  + for each a in Actions(state) do v  Min(v, Max-Value(Result(s,a)), depth+1) return v

Deep Blue 1997: Beat chess world champion Gary Kasparov in a 6 game match (3.5 to 2.5) Algorithm Minimax algorithm using alpha-beta pruning Book moves (4000 standard openings and all end games with 5 pieces) Selective extensions (searches deeper from critical positions) Hardware IBM SP2 supercomputer with 32 special-purpose chess-playing computer chips Could search 100 million to 300 million positions per second Normally search depth of 14 plies, but up to 40 plies with selective extensions