1 CSC 384 Lecture Slides (c) 2002-2003, C. Boutilier and P. Poupart CSC384: Lecture 11  Last time Costs, Heuristics, LCFS, BeFS, A*, IDS  Today game.

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Presentation transcript:

1 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart CSC384: Lecture 11  Last time Costs, Heuristics, LCFS, BeFS, A*, IDS  Today game tree search  Readings: Game Tree search is not covered in the text.  Announcements: Midterm will be held here in the lecture room SS 2135

2 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Applications of Search Automated theorem proving  University of Texas J. Strother Moore and Robert Stephen Boyer  Some theorems proved: The undecidability of the halting problem Godel's incompleteness theorem.  Formal verification of microcode programs extracted from the ROM of the Motorola CAP digital signal processor, the microcode for floating-point division and square root on the AMD K5, the RTL implementing each of the elementary floating-point operations on the AMD Athlon,

3 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Generalizing Search Problems  So far: our search problems have assumed agent has complete control of environment agent (courier, robot) has the only effect on state straight path to goal state is reasonable  Assumption not always reasonable stochastic environment other agents whose interests conflict with yours  In these cases, we need to generalize our view of search to handle “uncontrollable” state change  One generalization yields game tree search

4 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Two-person Zero-Sum Games  Two-person, zero-sum games an extreme case chess, checkers, tic-tac-toe, backgammon, go, Command&Conquer:Renegade, “find the last parking space” you want to get somewhere (winning position) and opponent wants you to end up somewhere else (losing position)  Key insight: how you act depends on how other agent acts (or how you think they will act) and vice versa

5 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart More General Games  What makes something a game: there are two (or more) agents influencing state change each agent has their own interests  e.g., goal states are different; or we assign different values to different paths/states  What makes games hard? how you should play depends on how you think the other person will play; but how they play depends on how they think you will play; so how you should play depends on how you think they think you will play; but how they play should depend on how they think you think they think you will play; …

6 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart More General Games  Zero-sum games are “fully competitive” if one player wins, the other player loses e.g., the amt of money I win (lose) at poker is the amount of money you lose (win)  More general games are “cooperative” some outcomes are preferred by both of us, or at least our values aren’t diametrically opposed  We’ll look in detail at zero-sum games but first, a couple simple zero-sum and cooperative games for fun

7 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Game 1: Rock, Paper Scissors  Scissors cut paper, paper covers rock, rock smashes scissors  Represented as a matrix: Player I chooses a row, Player II chooses a column  Payoff to each player in each cell (Pl.I / Pl.II)  1: win, 0: tie, -1: loss so it’s zero-sum RPS 0/00/0 0/00/0 0/00/0 -1/1 1/-1 R P S Player II Player I

8 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Game 2: Prisoner’s Dilemma  Two prisoner’s in separate cells, DA doesn’t have enough evidence to convict them  If one confesses, other doesn’t: confessor goes free other sentenced to 4 years  If both confess (both defect) both sentenced to 3 years  Neither confess (both cooperate) sentenced to 1 year on minor charge  Payoff: 4 minus sentence CoopDef 3/3 1/1 0/4 4/0 Coop Def

9 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Game 3: Battlebots  Two robots: Blue (Craig’s), Red (Fahiem’s) one cup of coffee, one tea left both C, F prefer coffee (value 10) tea acceptable (value 8)  Both robot’s go for Cof collide and get no payoff  Both go for tea: same  One goes for coffee, other for tea: coffee robot gets 10 tea robot gets 8 CT 0/0 10/8 8/10 C T

10 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Two Player Zero Sum Games  Key point of previous games: what you should do depends on what other guy does  Previous games are simple “one shot” games single move each in game theory: strategic or normal form games  Many games extend over multiple moves e.g., chess, checkers, etc. in game theory: extensive form games  We’ll focus on the extensive form that’s where the computational questions emerge

11 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Two-Player, Zero-Sum Game: Defn  Two players A (Max) and B (Min)  set of positions P (states of game)  a starting position s ∊ P (where game begins)  terminal positions T  P (where game can end)  set of directed edges E A  P x P (A’s moves)  set of directed edges E B  P x P (B’s moves)  utility or payoff function U : T → ℝ

12 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Intuitions  Players alternate moves (starting with Max) Game ends when some terminal p ∊ T is reached  A game state: a position-player pair tells us what position we’re in, whose move it is  Utility function and terminals replace goals Max wants to maximize the terminal payoff Min wants to minimize the terminal payoff  Think of it as: Max gets U(t), Min gets –U(t) for terminal node t This is why it’s called zero (or constant) sum

13 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Tic-tac-toe: States Max(X) Min(O) Max(X) U = -1 U = +1 X X O XX X O O O X X X XO O O start terminal

14 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Tic-tac-toe: Game Tree X X X X X X X X X X O O O O O O X U = +1 Max Min a bcd

15 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Game Tree  Game tree looks like a search tree Layers reflect the alternating moves  But Max doesn’t decide where to go alone after Max moves to state a, Mins decides whether to move to state b, c, or d  Thus Max must have a strategy must know what to do next no matter what move Min makes (b, c, or d) a sequence of moves will not suffice: Max may want to do something different in response to b, c, or d  What is a reasonable strategy?

16 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Minimax Strategy: Intuitions t1 t2 t3 t4 t5 t6 t7 s1 s2 s3s0 max node min node terminal If Max goes to s1, Min goes to t2 * U(s1) = min{U(t1), U(t2), U(t3)} = -6 If Max goes to s2, Min goes to t4 * U(s2) = min{U(t4), U(t5)} = 3 If Max goes to s3, Min goes to t6 * U(s3) = min{U(t6), U(t7)} = -10 So Max goes to s2: so U(s0) = max{U(s1), U(s2), U(s3)} = 3

17 CSC 384 Lecture Slides (c) , C. Boutilier and P. Poupart Minimax Strategy  Build full game tree (all leaves are terminals) root is start state, edges are possible moves, etc. label terminal nodes with utilities  Back values up the tree U(t) is defined for all terminals (part of input) U(n) = min {U(c) : c a child of n} if n is a min node U(n) = max {U(c) : c a child of n} if n is a max node  Max chooses, at any (max) state, the action that leads to the highest utility child