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CS 460 Spring 2011 Lecture 4
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Overview Review Adversarial Search / Game Playing
(chap 5 3rd ed, chap 6 2nd ed)
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Review Evaluation of strategies Informed Search Local Search
Completeness, time & space complexity, optimality Informed Search Best First Greedy Best First Heuristics: A* Admissible, Consistent Relaxed problems Dominance Local Search Hill climbing / gradient ascent Simulated annealing K-beam Genetic algorithms
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Game playing /Adversarial search
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Game tree (2-player, deterministic, turns)
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Minimax
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Properties of minimax Complete? Yes (if tree is finite)
Optimal? Yes (against an optimal opponent) Time complexity? O(bm) Space complexity? O(bm) (depth-first exploration) For chess, b ≈ 35, m ≈100 for "reasonable" games exact solution completely infeasible Do we need to explore every path?
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α-β pruning example
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α-β pruning example
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α-β pruning example
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α-β pruning example
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α-β pruning example
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Properties of α-β Pruning does not affect final result
Good move ordering improves effectiveness of pruning With "perfect ordering," time complexity = O(bm/2) doubles solvable depth of search A simple example of the value of reasoning about which computations are relevant (a form of metareasoning) Unfortunately, 35**50 is still an impossible number of searches
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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
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Alpha-beta algorithm
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