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Adversarial Search Chapter 6 Section 1 – 4. Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time.

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Presentation on theme: "Adversarial Search Chapter 6 Section 1 – 4. Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time."— Presentation transcript:

1 Adversarial Search Chapter 6 Section 1 – 4

2 Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time limits  unlikely to find goal, must approximate Solutions –Search problems: a path –Games: a strategy –But how?

3 Game tree (2-player, deterministic, turns)

4 Minimax Perfect play for deterministic games Idea: choose move to position with highest minimax value = best achievable payoff against best play E.g., 2-ply game:

5 Minimax algorithm

6 Properties of minimax Complete? Yes (if tree is finite) Optimal? Yes (against an optimal opponent) Time complexity? O(b m ) Space complexity? O(bm) (depth-first exploration) For chess, b ≈ 35, m ≈100 for "reasonable" games  exact solution completely infeasible

7 α-β pruning example

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12 Properties of α-β Pruning does not affect final result Good move ordering improves effectiveness of pruning With "perfect ordering," time complexity = O(b m/2 ) A simple example of the value of reasoning about which computations are relevant (a form of meta-reasoning)

13 Resource limits Suppose we have 100 secs, explore 10 4 nodes/sec  10 6 nodes per move Standard approach: cutoff test: e.g., depth limit (perhaps add quiescence search) Explore nonquiescent positions further until quiescence evaluation function = estimated desirability of position

14 Evaluation functions For chess, typically linear weighted sum of features Eval(s) = w 1 f 1 (s) + w 2 f 2 (s) + … + w n f n (s) e.g., w 1 = 9 with f 1 (s) = (number of white queens) – (number of black queens), etc. PiecesValue pawn1 knight3 bishop3 rook5 queen9

15 Cutting off search MinimaxCutoff is identical to MinimaxValue except 1.Terminal? is replaced by Cutoff? 2.Utility is replaced by Eval Does it work in practice? b m = 10 6, b=35  m=4 4-step lookahead is a hopeless chess player! –4-step ≈ human novice –8-step ≈ typical PC, human master –12-step ≈ Deep Blue, Kasparov


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