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Game Playing

Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

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Page 1: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Game Playing

Page 2: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Introduction• One of the earliest areas in artificial

intelligence is game playing. • Two-person zero-sum game.• Games for which the state space is

small enough – generate the entire space.

• Games for which the entire space cannot be generated.

Page 3: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

The Game NIM7

6-1 5-2 4-3

5-1-1 4-2-1 3-2-2 3-3-1

4-1-1-1 3-2-1-1 2-2-2-1

3-1-1-1 2-2-1-1

2-1-1-1-1-1

Page 4: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

NIM- MAX Plays First

.

7

6-1 5-2 4-3

5-1-1 4-2-1 3-2-2 3-3-1

4-1-1-1 3-2-1-1 2-2-2-1

3-1-1-1 2-2-1-1

2-1-1-1-1-1

MAX

MIN

MAX

MAX

MIN

MIN

1

0

1

Page 5: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

NIM- MIN Plays First

.

7

6-1 5-2 4-3

5-1-1 4-2-1 3-2-2 3-3-1

4-1-1-1 3-2-1-1 2-2-2-1

3-1-1-1 2-2-1-1

2-1-1-1-1-1

MIN

MAX

MIN

MIN

MAX

MAX

0

1

0

Page 6: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Minimax AlgorithmRepeat• If the limit of search has been reached, compute the

static value of the current position relative to the appropriate player. Report the result.

• Otherwise, if the level is a minimizing level, use the minimax on the children of the current position. Report the minimum value of the results.

• Otherwise, if the level is a maximizing level, use the minimax on the children of the current position. Report the maximum of the results.

Until the entire tree is traversed.

Page 7: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Minimax Applied to NIM

.

7

6-1 5-2 4-3

5-1-1 4-2-1 3-2-2 3-3-1

4-1-1-1 3-2-1-1 2-2-2-1

3-1-1-1 2-2-1-1

2-1-1-1-1-1

MIN

MAX

MIN

MIN

MAX 0

1

0

0

1

MAX

0

1 0

0 0 00

0 0

Page 8: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Generating the Game Tree to a Depth

• In some cases the game tree will be too large to generate.

• In this case the tree is generated to a certain depth or ply.

• Heuristic values are used to estimate how promising a node is.

• Horizon effect.

Page 9: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Example

3

3 0 2

3 9 0 7 2 6

2 3 5 9 0 7 4 2 1 5 6

MAX

MIN

MAX

MIN

Page 10: Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space

Heuristic for Tic-Tac-Toe

• h(n) = x(n) - o(n) where –x(n) is the total of MAX’s possible

winning (we assume MAX is playing x) –o(n) is the total of the opponent’s,

i.e. MIN’s winning lines • h(n) is the total evaluation for a state

n.