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CS 460 Spring 2011. Lecture 4. Overview. Review Adversarial Search / Game Playing (chap 5 3 rd ed , chap 6 2 nd ed ). Review. Evaluation of strategies Completeness, time & space complexity, optimality Informed Search Best First Greedy Best First Heuristics: A* Admissible, Consistent - PowerPoint PPT Presentation
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CS 460Spring 2011
Lecture 4
Overview
• Review• Adversarial Search / Game Playing– (chap 5 3rd ed, chap 6 2nd ed)
Review• Evaluation of strategies
– 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
Game playing /Adversarial search
Game tree (2-player, deterministic, turns)
Minimax
Properties of minimaxComplete? 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?•
α-β pruning example
α-β pruning example
α-β pruning example
α-β pruning example
α-β pruning example
Properties of α-βPruning 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•
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•
Alpha-beta algorithm