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Adversarial Search
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Outline
Adversarial Search
Game Theory
Formal Definition of Game Optimal decisions
- pruning
Imperfect, real-time decisions
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ADVERSARIAL SEARCH
Competitive environments,in which
the agents goals are in conflict,give riseto adversarial search problems often
known as games.
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GamesMathematical Game Theory,a branch ofeconomics,views any multiagent environment as a
game
Agents are cooperative or competitive.
AI games are,two-player, turn-taking and fullyobservable environments
utility values at the end of the game are alwaysequal and opposite. For example,if one player winsthe game of chess(+1),the other player necessarilyloses(-1). It is this opposition between the agents
utility functions that makes the situation adversarial.
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Formal Definition of GameConsider the games (Tic-tac-toe) with two players,whom we will callMAX and MIN. MAX moves first,and then they take turns moving until
the game is over. At the end of the game, points are awarded to thewinning player and penalties are given to the loser. A game can beformally defined as a search problem with the following components :
o The initial state,which includes the board position and
identifies the player to move.o A successor function,which returns a list of (move,state)pairs,each indicating a legal move and the resulting state.o A terminal test,which describes when the game is over.States where the game has ended are called terminal
states.oA utility function (also called an objective function orpayoff function),which give a numeric value for the terminalstates. In chess,the outcome is a win,loss,or draw,with
values +1,-1,or 0.
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Games vs. search problems
"Unpredictable" opponent specifying amove for every possible opponent reply
Time limits unlikely to find goal, mustapproximate
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Game tree (2-player,deterministic, turns)
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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:
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function minimax(node,depth)if depth
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Minimax algorithm
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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
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- pruning example
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- pruning example
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- pruning example
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- pruning example
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- pruning example
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Properties of -
Pruning does not affect final result
Good move ordering improves effectiveness of pruning
With "perfect ordering," time complexity = O(bm/2)doubles depth of search
A simple example of the value of reasoning about whichcomputations are relevant (a form of metareasoning)
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Why is it called -?
is the value of thebest (i.e., highest-value) choice foundso far at any choicepoint along the pathfor max
If vis worse than ,maxwill avoid it
prune that branch
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The - algorithm
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The - algorithm
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Resource limits
Suppose we have 100 secs, explore 104nodes/sec106nodes per move
Standard approach:
cutoff test:
e.g., depth limit (perhaps add quiescence search)
evaluation function
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Evaluation functions
For chess, typically linear weighted sum of features
Eval(s) = w1 f1(s) + w2 f2(s) + + wn fn(s)
e.g., w1 = 9 with
f1(s) = (number of white queens) (number of blackqueens), etc.
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Cutting off search
MinimaxCutoffis identical to MinimaxValueexcept1. Terminal?is replaced by Cutoff?2. Utilityis replaced by Eval3.
Does it work in practice?
bm = 106, b=35 m=4
4-ply lookahead is a hopeless chess player!
4- l human novice
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Deterministic games in practice
Checkers: Chinook ended 40-year-reign of human world championMarion Tinsley in 1994. Used a precomputed endgame databasedefining perfect play for all positions involving 8 or fewer pieces onthe board, a total of 444 billion positions.
Chess: Deep Blue defeated human world champion Garry Kasparovin a six-game match in 1997. Deep Blue searches 200 millionpositions per second, uses very sophisticated evaluation, andundisclosed methods for extending some lines of search up to 40ply.
Othello: human champions refuse to compete against computers,who are too good.
Go: human champions refuse to compete against computers, whoare too bad. In go, b > 300, so most programs use patternknowledge bases to suggest plausible moves.
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Summary
Games are fun to work on!
They illustrate several important pointsabout AI
perfection is unattainable mustapproximate
good idea to think about what to think
about