Game Tree Search - Artificial Intelligence - Lecture Slides, Slides of Artificial Intelligence

Some concept of Artificial Intelligence are Agents and Problem Solving, Autonomy, Programs, Classical and Modern Planning, First-Order Logic, Resolution Theorem Proving, Search Strategies, Structure Learning. Main points of this lecture are: Game Tree Search, Minimax and Alpha-Beta, Alpha-Beta Pruning, Expectiminimax, Production Systems, Knowledge Representation, Horizon Effect, Quiescence, Imperfect Decisions, Propagation of Credit

Typology: Slides

2012/2013

Uploaded on 04/29/2013

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Lecture 9 of 14
Game Tree Search: Minimax and Alpha-Beta
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Lecture 9 of 14

Game Tree Search: Minimax and Alpha-Beta

Lecture Outline

  • Today’s Reading

  • Reading for Next Class: Sections 6.5-6.8, Russell and Norvig
  • Games as Search Problems
    • Frameworks: two-player, multi-player; zero-sum; perfect information
    • Minimax algorithm
      • Perfect decisions
      • Imperfect decisions (based upon static evaluation function)
    • Issues
      • Quiescence
      • Horizon effect
    • Need for pruning
  • Next Lecture: Alpha-Beta Pruning, Expectiminimax, Current “Hot” Problems
  • Next Week: Knowledge Representation – Logics and Production Systems

Games versus Search Problems

  • Unpredictable Opponent
    • Solution is contingency plan
    • Time limits
      • Unlikely to find goal
      • Must approximate
  • Plan of Attack
    • Algorithm for perfect play (J. von Neumann, 1944)
    • Finite horizon, approximate evaluation (C. Zuse, 1945; C. Shannon, 1950, A. Samuel, 1952-1957)
    • Pruning to reduce costs (J. McCarthy, 1956)

Types of Games

  • Information: Can Know (Observe)
    • … outcomes of actions / moves?
    • … moves committed by opponent?
  • Uncertainty
    • Deterministic vs. nondeterministic outcomes
    • Thought exercise : sources of nondeterminism?

Minimax Algorithm:

Decision and Evaluation

← what’s this?

← what’s this?

Figure 5.3 p. 126 R&N

Properties of Minimax

  • Complete?
    • … yes, provided following are finite:
      • Number of possible legal moves (generative breadth of tree)
      • “Length of game” ( depth of tree) – more specifically?
    • Perfect vs. imperfect information?
      • Q: What search is perfect minimax analogous to?
      • A: Bottom-up breadth-first
  • Optimal?
    • … yes, provided perfect info (evaluation function) and opponent is optimal!
    • … otherwise, guaranteed if evaluation function is correct
  • Time Complexity?
    • Depth of tree: m
    • Legal moves at each point: b
    • O ( bm ) – NB, m100, b35 for chess!
  • Space Complexity? O ( bm ) – why?

Static Evaluation Function Example:

Chess

Figure 5.4(c), (d) p. 128 R&N

Do Exact Values Matter?

Cutting Off Search [2]

  • Issues
    • Quiescence
      • Play has “settled down”
      • Evaluation function unlikely to exhibit wild swings in value in near future
    • Horizon effect
      • “Stalling for time”
      • Postpones inevitable win or damaging move by opponent
      • See: Figure 5.5 R&N
  • Solutions?
    • Quiescence search: expand non-quiescent positions further
    • “No general solution to horizon problem at present

Why Prune?

Figure 5.6 p. 131 R&N

Terminology

  • Game Graph Search
    • Frameworks
      • Two-player versus multi-player
      • Zero-sum versus cooperative
      • Perfect information versus partially-observable (hidden state)
    • Concepts
      • Utility and representations (e.g., static evaluation function)
      • Reinforcements: possible role for machine learning
      • Game tree: node/move correspondence, search ply
  • Family of Algorithms for Game Trees: Minimax
    • Propagation of credit
    • Imperfect decisions
    • Issues
      • Quiescence
      • Horizon effect
    • Need for (alpha-beta) pruning