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AdversialSearch-Max-MinGameAlphaBeta-Pruning-

The document discusses adversarial search in game-playing AI, focusing on the complexities of dealing with unpredictable opponents and the minimax algorithm for optimal decision-making. It introduces the concept of alpha-beta pruning to enhance the efficiency of the minimax algorithm by eliminating sub-optimal branches. The document also highlights the importance of evaluating functions and the potential for further extensions in real games.
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0% found this document useful (0 votes)
4 views

AdversialSearch-Max-MinGameAlphaBeta-Pruning-

The document discusses adversarial search in game-playing AI, focusing on the complexities of dealing with unpredictable opponents and the minimax algorithm for optimal decision-making. It introduces the concept of alpha-beta pruning to enhance the efficiency of the minimax algorithm by eliminating sub-optimal branches. The document also highlights the importance of evaluating functions and the potential for further extensions in real games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 19

Adversarial Search

Chapter 5.1-5.3
Dr. Puspanjali Mohapatra

1
Games vs. search problems

• "Unpredictable" opponent  specifying a move for every


possible opponent reply
• Time limits  unlikely to find goal, must approximate

2
Game search

• Game-playing programs developed by AI researchers


since the beginning of the modern AI era
– Programs playing chess, checkers, etc (1950s)
• Specifics:
– Sequences of player’s decisions we control
– Decisions of other player(s) we do not control
• Contingency problem: many possible opponent’s moves
must be “covered” by the solution
• Opponent’s behavior introduces uncertainty
• Rational opponent – maximizes its own utility (payoff)
function
3
Game Search Problem

• Problem formulation
– Initial state: initial board position + whose move it is
– Operators: legal moves a player can make
– Goal (terminal test): game over?
– Utility (payoff) function: measures the outcome of the game and
its desirability
• Search objective:
– Find the sequence of player’s decisions (moves) maximizing its
utility (payoff)
– Consider the opponent’s moves and their utility

4
Game tree (2-player, deterministic, turns)

5
Minimax Algorithm

• How to deal with the contingency problem?


– Assuming the opponent is always rational and always optimizes
its behavior (opposite to us), we consider the best opponent’s
response
– Then the minimax algorithm determines the best move

6
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: [will go through another eg in lecture]



7
Minimax. Example

8
9
Complexity of the minimax algorithm

10
Solution to the complexity problem

11
Alpha Beta Pruning

• Some branches will never be played by rational players


since they include sub-optimal decisions for either player
• First, we will see the idea of Alpha Beta Pruning
• Then, we’ll introduce the algorithm for minimax with
alpha beta pruning, and go through the example again,
showing the book-keeping it does as it goes along

12
Alpha beta pruning. Example

13
Minimax with alpha-beta pruning: The
algorithm
• Maxv: function called for max nodes
– Might update alpha, the best max can do far
• Minv: function called for min nodes
– Might update beta, the best min can do so far

• Each tests for the appropriate pruning case


• We’ll go through the algorithm on the course website

14
Algorithm example: alphas/betas shown

15
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)


16
17
Design of evaluation functions

18
Further extensions to real games

19

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