Game Playing State-of-the-Art  Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used an endgame database defining.

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Presentation transcript:

Game Playing State-of-the-Art  Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 443,748,401,247 positions. Checkers is now solved!  Chess: Deep Blue defeated human world champion Gary Kasparov in a six- game match in Deep Blue examined 200 million positions per second, used very sophisticated evaluation and undisclosed methods for extending some lines of search up to 40 ply. Current programs are even better, if less historic.  Othello: Human champions refuse to compete against computers, which are too good.  Go: Human champions are beginning to be challenged by machines, though the best humans still beat the best machines. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves, along with aggressive pruning.  Pacman: unknown 1 This slide deck courtesy of Dan Klein at UC Berkeley

Adversarial Search 2

Game Playing  Many different kinds of games!  Axes:  Deterministic or stochastic?  One, two, or more players?  Perfect information (can you see the state)?  Turn taking or simultaneous action?  Want algorithms for calculating a strategy (policy) which recommends a move in each state 3

Deterministic Games  Many possible formalizations, one is:  States: S (start at s 0 )  Players: P={1...N} (usually take turns)  Actions: A (may depend on player / state)  Transition Function: SxA  S  Terminal Test: S  {t,f}  Terminal Utilities: SxP  R  Solution for a player is a policy: S  A 4

Deterministic Single-Player?  Deterministic, single player, perfect information:  Know the rules  Know what actions do  Know when you win  E.g. Freecell, 8-Puzzle, Rubik’s cube  … it’s just search!  Slight reinterpretation:  Each node stores a value: the best outcome it can reach  This is the maximal outcome of its children (the max value)  Note that we don’t have path sums as before (utilities at end)  After search, can pick move that leads to best node winlose 5

Deterministic Two-Player  E.g. tic-tac-toe, chess, checkers  Zero-sum games  One player maximizes result  The other minimizes result  Minimax search  A state-space search tree  Players alternate  Each layer, or ply, consists of a round of moves*  Choose move to position with highest minimax value = best achievable utility against best play 8256 ma x mi n 6 * Slightly different from the book definition

Tic-tac-toe Game Tree 7

Minimax Example 8

Minimax Search 9

Minimax Properties  Optimal against a perfect player. Otherwise?  Time complexity?  O(b m )  Space complexity?  O(bm)  For chess, b  35, m  100  Exact solution is completely infeasible  But, do we need to explore the whole tree? ma x mi n 10

Resource Limits  Cannot search to leaves  Depth-limited search  Instead, search a limited depth of tree  Replace terminal utilities with an eval function for non-terminal positions  Guarantee of optimal play is gone  More plies makes a BIG difference  Example:  Suppose we have 100 seconds, can explore 10K nodes / sec  So can check 1M nodes per move   -  reaches about depth 8 – decent chess program ???? min max

Evaluation Functions  Function which scores non-terminals  Ideal function: returns the utility of the position  In practice: typically weighted linear sum of features:  e.g. f 1 ( s ) = (num white queens – num black queens), etc. 12

Evaluation for Pacman 13

Why Pacman Starves  He knows his score will go up by eating the dot now  He knows his score will go up just as much by eating the dot later on  There are no point-scoring opportunities after eating the dot  Therefore, waiting seems just as good as eating

Pruning for Minimax 15

Pruning in Minimax Search

Alpha-Beta Pruning  General configuration  We’re computing the MIN-VALUE at n  We’re looping over n’s children  n’s value estimate is dropping  a is the best value that MAX can get at any choice point along the current path  If n becomes worse than a, MAX will avoid it, so can stop considering n’s other children  Define b similarly for MIN MAX MIN MAX MIN a n 17

Alpha-Beta Pseudocode b v