Adversarial Search 對抗搜尋. Outline  Optimal decisions  α-β pruning  Imperfect, real-time decisions.

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Presentation transcript:

Adversarial Search 對抗搜尋

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(b m )  Space complexity? O(bm) (depth-first exploration)  For chess, b ≈ 35, m ≈100 for "reasonable" games  exact solution completely infeasible

Optimal decisions in multiplayer games

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(b m/2 )  doubles depth of search

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

Resource limits Suppose we have 100 secs, explore 10 4 nodes/sec  10 6 nodes per move Standard approach:  cutoff test: e.g., depth limit  evaluation function = estimated desirability of position

Evaluation functions  For chess, typically linear weighted sum of features Eval(s) = w 1 f 1 (s) + w 2 f 2 (s) + … + w n f n (s)  e.g., w 1 = 9 with f 1 (s) = (number of white chessman) – (number of black chessman), 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? b m = 10 6, 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

Game that Include an Element of Chance  Backgammon

Expectminmax  Terminal nodes  Max and Min nodes  Exactly the same way as before  Chance nodes Evaluated by taking the weighted average of the values resulting from all possible dice rolls

Schematic game tree for a backgammon position

An order-preserving transformation on leaf values changes the best move

Summary  Games are fun to work on!  They illustrate several important points about AI  perfection is unattainable  must approximate