Quiz 4 : Minimax Minimax is a paranoid algorithm. True

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Quiz 4 : Minimax Minimax is a paranoid algorithm. True Using alpha-beta pruning does not affect the solution. True Every game is also a general search problem. False Every general search problem is also a game. True Typically the best algorithm for game playing is DFS. False Evaluation functions still guarantee optimal outcomes. False It is always best to assume the worst case. False Checkers is still an open problem. False Why did Pacman starve?

CSE511a: Artificial Intelligence Spring 2012 Lecture 7: Expectimax Search 02/05/2012 Kilian Weinberger Many slides over the course adapted from either Dan Klein, Stuart Russell or Andrew Moore

Deterministic Games Many possible formalizations, one is: States: S (start at s0) 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

Minimax values: computed recursively Terminal values: part of the game Adversarial Games Minimax values: computed recursively Deterministic, zero-sum games: Tic-tac-toe, chess, checkers One player maximizes result The other minimizes result Minimax search: A state-space search tree Players alternate turns Each node has a minimax value: best achievable utility against a rational adversary 5 max 2 5 min Terminal values: part of the game 8 2 5 6

Computing Minimax Values Two recursive functions: max-value maxes the values of successors min-value mins the values of successors def value(state): If the state is a terminal state: return the state’s utility If the next agent is MAX: return max-value(state) If the next agent is MIN: return min-value(state) def max-value(state): Initialize max = -∞ For each successor of state: Compute value(successor) Update max accordingly Return max Pick an order for two reasons: sequential processor and pruning

Recap: 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 Replanning agents: Search to choose next action Replan each new turn in response to new state max 4 min min -2 4 -1 -2 4 9 ? ? ? ?

Alpha-Beta Pruning Example 3 2 14 3 ≤2 ≤1 3 12 5 1 ≥8 8 a is MAX’s best alternative here or above b is MIN’s best alternative here or above

Alpha-Beta Pruning Properties This pruning has no effect on final result at the root Values of intermediate nodes might be wrong! Good child ordering improves effectiveness of pruning With “perfect ordering”: Time complexity drops to O(bm/2) Doubles solvable depth! Full search of, e.g. chess, is still hopeless…

Expectimax Search Trees What if we don’t know what the result of an action will be? E.g., In solitaire, next card is unknown In backgammon, die roll unknown. In minesweeper, mine locations In pacman, the ghosts act randomly Can do expectimax search Chance nodes, like min nodes, except the outcome is uncertain Calculate expected utilities Max nodes as in minimax search Chance nodes take average (expectation) of value of children Later, we’ll learn how to formalize the underlying problem as a Markov Decision Process max chance What does this tree look like for a game like backgammon? Chance Player 1 Player 2 Player 2… 10 4 5 7