This time: Outline Game playing The minimax algorithm

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Presentation transcript:

This time: Outline Game playing The minimax algorithm Resource limitations alpha-beta pruning Elements of chance SE 420

What kind of games? Abstraction: To describe a game we must capture every relevant aspect of the game. Such as: Chess Tic-tac-toe … Accessible environments: Such games are characterized by perfect information Search: game-playing then consists of a search through possible game positions Unpredictable opponent: introduces uncertainty thus game-playing must deal with contingency problems SE 420

Searching for the next move Complexity: many games have a huge search space Chess: b = 35, m=100  nodes = 35 100 if each node takes about 1 ns to explore then each move will take about 10 50 millennia to calculate. Resource (e.g., time, memory) limit: optimal solution not feasible/possible, thus must approximate Pruning: makes the search more efficient by discarding portions of the search tree that cannot improve quality result. Evaluation functions: heuristics to evaluate utility of a state without exhaustive search. SE 420

A game formulated as a search problem: Two-player games A game formulated as a search problem: Initial state: ? Operators: ? Terminal state: ? Utility function: ? SE 420

A game formulated as a search problem: Two-player games A game formulated as a search problem: Initial state: board position and turn Operators: definition of legal moves Terminal state: conditions for when game is over Utility function: a numeric value that describes the outcome of the game. E.g., -1, 0, 1 for loss, draw, win. (AKA payoff function) SE 420

Game vs. search problem SE 420

Example: Tic-Tac-Toe SE 420

Type of games SE 420

Type of games SE 420

Perfect play for deterministic environments with perfect information The minimax algorithm Perfect play for deterministic environments with perfect information Basic idea: choose move with highest minimax value = best achievable payoff against best play Algorithm: Generate game tree completely Determine utility of each terminal state Propagate the utility values upward in the tree by applying MIN and MAX operators on the nodes in the current level At the root node use minimax decision to select the move with the max (of the min) utility value Steps 2 and 3 in the algorithm assume that the opponent will play perfectly. SE 420

Generate Game Tree SE 420

Generate Game Tree x x x x SE 420

Generate Game Tree x x o x o x o o x SE 420

Generate Game Tree x 1 ply 1 move x o x o x o o x SE 420

A subtree win lose draw x o x o x o x o x x o x o x o x o x o x o o o

What is a good move? win lose draw x o x o x o x o x x o x o x o x o x

Minimize opponent’s chance Maximize your chance Minimax 3 12 8 2 4 6 14 5 2 Minimize opponent’s chance Maximize your chance SE 420

Minimize opponent’s chance Maximize your chance Minimax 3 2 2 MIN 3 12 8 2 4 6 14 5 2 Minimize opponent’s chance Maximize your chance SE 420

Minimize opponent’s chance Maximize your chance Minimax 3 MAX 3 2 2 MIN 3 12 8 2 4 6 14 5 2 Minimize opponent’s chance Maximize your chance SE 420

Minimize opponent’s chance Maximize your chance Minimax 3 MAX 3 2 2 MIN 3 12 8 2 4 6 14 5 2 Minimize opponent’s chance Maximize your chance SE 420

minimax = maximum of the minimum 1st ply 2nd ply SE 420

Minimax: Recursive implementation Complete: ? Optimal: ? Time complexity: ? Space complexity: ? SE 420

Minimax: Recursive implementation Complete: Yes, for finite state-space Optimal: Yes Time complexity: O(bm) Space complexity: O(bm) (= DFS Does not keep all nodes in memory.) SE 420

1. Move evaluation without complete search Complete search is too complex and impractical Evaluation function: evaluates value of state using heuristics and cuts off search New MINIMAX: CUTOFF-TEST: cutoff test to replace the termination condition (e.g., deadline, depth-limit, etc.) EVAL: evaluation function to replace utility function (e.g., number of chess pieces taken) SE 420

Evaluation functions Weighted linear evaluation function: to combine n heuristics f = w1f1 + w2f2 + … + wnfn E.g, w’s could be the values of pieces (1 for prawn, 3 for bishop etc.) f’s could be the number of type of pieces on the board SE 420

Note: exact values do not matter SE 420

Minimax with cutoff: viable algorithm? Assume we have 100 seconds, evaluate 104 nodes/s; can evaluate 106 nodes/move SE 420

2. - pruning: search cutoff Pruning: eliminating a branch of the search tree from consideration without exhaustive examination of each node - pruning: the basic idea is to prune portions of the search tree that cannot improve the utility value of the max or min node, by just considering the values of nodes seen so far. Does it work? Yes, in roughly cuts the branching factor from b to b resulting in double as far look-ahead than pure minimax SE 420

- pruning: example  6 MAX MIN 6 6 12 8 SE 420

- pruning: example  6 MAX MIN 6  2 6 12 8 2 SE 420

- pruning: example  6 MAX MIN 6  2  5 6 12 8 2 5 SE 420

- pruning: example  6 MAX Selected move MIN 6  2  5 6 12 8 2 5

- pruning: general principle Player m  Opponent If  > v then MAX will chose m so prune tree under n Similar for  for MIN Player n Opponent v SE 420

Properties of - SE 420

The - algorithm: SE 420

More on the - algorithm Same basic idea as minimax, but prune (cut away) branches of the tree that we know will not contain the solution. SE 420

More on the - algorithm: start from Minimax SE 420

Remember: Minimax: Recursive implementation Complete: Yes, for finite state-space Optimal: Yes Time complexity: O(bm) Space complexity: O(bm) (= DFS Does not keep all nodes in memory.) SE 420

More on the - algorithm Same basic idea as minimax, but prune (cut away) branches of the tree that we know will not contain the solution. Because minimax is depth-first, let’s consider nodes along a given path in the tree. Then, as we go along this path, we keep track of:  : Best choice so far for MAX  : Best choice so far for MIN SE 420

More on the - algorithm: start from Minimax Note: These are both Local variables. At the Start of the algorithm, We initialize them to  = - and  = + SE 420

More on the - algorithm In Min-Value: MAX  = -  = + Max-Value loops over these MIN … Min-Value loops over these MAX 5 10 6 2 8 7  = -  = 5  = -  = 5  = -  = 5 SE 420

More on the - algorithm In Max-Value: MAX  = -  = +  = 5  = + Max-Value loops over these MIN … MAX 5 10 6 2 8 7  = -  = 5  = -  = 5  = -  = 5 SE 420

More on the - algorithm In Min-Value: MAX  = -  = +  = 5  = + MIN … Min-Value loops over these MAX 5 10 6 2 8 7  = 5  = 2  = -  = 5  = -  = 5  = -  = 5 End loop and return 5 SE 420

More on the - algorithm In Max-Value: MAX  = -  = +  = 5  = + Max-Value loops over these  = 5  = + MIN … MAX 5 10 6 2 8 7  = -  = 5  = -  = 5  = 5  = 2  = -  = 5 End loop and return 5 SE 420

Example SE 420

- algorithm: SE 420

Solution NODE TYPE ALPHA BETA SCORE A Max -I +I B Min -I +I C Max -I +I D Min -I +I E Max 10 10 10 D Min -I 10 F Max 11 11 11 D Min -I 10 10 C Max 10 +I G Min 10 +I H Max 9 9 9 G Min 10 9 9 C Max 10 +I 10 B Min -I 10 J Max -I 10 K Min -I 10 L Max 14 14 14 K Min -I 10 10 … NODE TYPE ALPHA BETA SCORE … J Max 10 10 10 B Min -I 10 10 A Max 10 +I Q Min 10 +I R Max 10 +I S Min 10 +I T Max 5 5 5 S Min 10 5 5 V Min 10 +I W Max 4 4 4 V Min 10 4 4 R Max 10 +I 10 Q Min 10 10 10 A Max 10 10 10 SE 420

State-of-the-art for deterministic games SE 420

Nondeterministic games SE 420

Algorithm for nondeterministic games SE 420

Remember: Minimax algorithm SE 420

Nondeterministic games: the element of chance expectimax and expectimin, expected values over all possible outcomes CHANCE ? 0.5 0.5 ? 3 ? 8 17 8 SE 420

Nondeterministic games: the element of chance 4 = 0.5*3 + 0.5*5 Expectimax CHANCE 0.5 0.5 5 3 5 Expectimin 8 17 8 SE 420

Evaluation functions: Exact values DO matter Order-preserving transformation do not necessarily behave the same! SE 420

State-of-the-art for nondeterministic games SE 420

Summary SE 420

Exercise: Game Playing Consider the following game tree in which the evaluation function values are shown below each leaf node. Assume that the root node corresponds to the maximizing player. Assume the search always visits children left-to-right. (a) Compute the backed-up values computed by the minimax algorithm. Show your answer by writing values at the appropriate nodes in the above tree. (b) Compute the backed-up values computed by the alpha-beta algorithm. What nodes will not be examined by the alpha-beta pruning algorithm? (c) What move should Max choose once the values have been backed-up all the way? A B C D E F G H I J K L M N O P Q R S T U V W Y X 2 3 8 5 7 6 1 4 10 Max Min SE 420