5.module3 ADVERSARIAL SEARCH 4

Download as pdf or txt
Download as pdf or txt
You are on page 1of 23

Adversarial Search

1
Outline
• Introduction
• Optimal decisions
• Minimax procedure
• α-β pruning
• Imperfect, real-time decisions

2
Introduction
• Game playing is one of the oldest sub-filed of
AI.
• Game playing involves abstract and pure form
of competition that seems to require
intelligence
• It is easy to represent the state and actions
• To implement game playing is required very
little world knowledge
3
• The most common used AI technique in game is
search
• Game playing research has contributed ideas on how
to make the best use of time to reach good decisions
• Game playing is a search problem defined by:
» Initial state of the game
» Operators defining legal moves
» Successor function
» Terminal test defining end of game states
» Goal test
» Path cost/ utility/ payoff function

4
Characteristics of game playing

• There is always an “Unpredictable” opponent:


– Due to their uncertainty
– He/she also wants to win
– Solution for each problem is a strategy, which specifies a move for
every possible opponent reply
• Time Limits:
– Games are often played under strict time constraints and therefore
must be very effectively handled
– There are special games where the two players have exactly opposite
goals.
– It can be divided into two types
» Perfect Information games (where both players have access to the same
information)
» Imperfect Information games (different information can be accessed)
5
Optimal Decisions in Games
• MIN and MAX are two game players
• First move performed by MAX then turn is given to MIN and
so on until the game is over
• A loser need to pay penalties and game points a credits are
gifted to the winning player, at end of the game
• A game as search problem and broadly defined by following
components
1. The Initial State: It is start state position on the board, which leads to
further move
2. A successor function: It is collection of (move, state) pairs, each
specifies a legal move and output state. Here actions are considered
3. Terminal Test: It is final state which declares that the game is over or
ended or terminal states

6
• Game Tree: Game tree is graphical representation of the
initial state and legal moves for each side (two players – one
by one) for a specific game
• MAX has nine possible move from initial state
• MAX with X and MIN with O symbol. The leaf nodes are
entitled by utility value
• The MAX is assumed with high values and MIN is with low
values. The best move is always determined by MAX by using
search tree
• Optimal Strategies
– A sequence of moves which achieves Win state/ Terminal state/ Goal
state in search problem
• Optimal Strategy in Game
– It is techniques which always leads to superior that any other strategy
as opponent is playing in perfect manner 7
Game tree (2-player, deterministic, turns)

8
MINIMAX Procedure
• Starting from the leaves of the tree (with final scores
with respect to one player, MAX), and go backwards
towards the root

• At each step, one player (MAX) takes the action that


leads to the highest score, while the other player
(MIN) takes the action that leads to the lowest score

• All nodes in the tree will be scored, and the path from
root to the actual result is the one on which all nodes
have the same score
9
Minimax algorithm

10
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:

11
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)

12
Alpha (α)- beta (β) pruning
• The basic idea of alpha-beta cutoffs is “It is possible
to compute the correct minimax decision without
looking at every node in the search tree”
• Allow the search process to ignore portion of thee
search tree that make no difference to the final choice
• General principle of α-β pruning is
– Consider a node n somewhere in thee tree, such that a
player has a chance to move to this node
– If player has a better chance m either at the parent node of
n then n will never be reached in actual play

13
• Alpha: The highest value that the maximizer
can guarantee himself by making some move
at the current node OR at some node earlier on
the path
• Beta: The lowest value that the minimizer can
guarantee by making some move at the current
node OR at some node earlier on the path to
this node

14
α-β pruning example

15
α-β pruning example

16
α-β pruning example

17
α-β pruning example

18
α-β pruning example

19
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 depth of search

• A simple example of the value of reasoning about which


computations are relevant (a form of metareasoning)

20
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

21
The α-β algorithm

22
The α-β algorithm

23

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy