0% found this document useful (0 votes)
18 views29 pages

SP14 CS188 Lecture 6 Adversarial Search

The document discusses adversarial search in artificial intelligence, focusing on game playing strategies such as minimax and alpha-beta pruning. It highlights the evolution of computer players in games like checkers, chess, and Go, and outlines the types of games and their characteristics. Additionally, it explains the implementation of minimax search and the importance of evaluation functions and depth-limited search in optimizing game strategies.

Uploaded by

Tayef Shahriar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views29 pages

SP14 CS188 Lecture 6 Adversarial Search

The document discusses adversarial search in artificial intelligence, focusing on game playing strategies such as minimax and alpha-beta pruning. It highlights the evolution of computer players in games like checkers, chess, and Go, and outlines the types of games and their characteristics. Additionally, it explains the implementation of minimax search and the importance of evaluation functions and depth-limited search in optimizing game strategies.

Uploaded by

Tayef Shahriar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 29

CS 188: Artificial Intelligence

Adversarial Search

Instructors: Dan Klein and Pieter Abbeel


University of California, Berkeley

[These slides were created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. All CS188 materials are available at http://ai.berkeley.edu.]
Game Playing State-of-the-Art
 Checkers: 1950: First computer player. 1994: First
computer champion: Chinook ended 40-year-reign
of human champion Marion Tinsley using complete
8-piece endgame. 2007: Checkers solved!
 Chess: 1997: Deep Blue defeats human champion
Gary Kasparov in a six-game match. Deep Blue
examined 200M positions per second, used very
sophisticated evaluation and undisclosed methods
for extending some lines of search up to 40 ply.
Current programs are even better, if less historic.
 Go: Human champions are now starting to be
challenged by machines, though the best humans
still beat the best machines. In go, b > 300! Classic
programs use pattern knowledge bases, but big
recent advances use Monte Carlo (randomized)
expansion methods.
 Pacman
Adversarial Games
Types of Games
 Many different kinds of games!

 Axes:
 Deterministic or stochastic?
 One, two, or more players?
 Zero sum?
 Perfect information (can you see the state)?

 Want algorithms for calculating a strategy (policy) which recommends a


move from each state
Deterministic Games
 Many possible formalizations, one is:
 States: S (start at s0)
 Players: P={1...N} (usually take turns)
 Actions: A (may depend on player / state)
 Transition Function: SxA  S
 Terminal Test: S  {t,f}
 Terminal Utilities: SxP  R

 Solution for a player is a policy: S  A


Zero-Sum Games

 Zero-Sum Games  General Games


 Agents have opposite utilities (values on  Agents have independent utilities (values on
outcomes) outcomes)
 Lets us think of a single value that one  Cooperation, indifference, competition, and
maximizes and the other minimizes more are all possible
 Adversarial, pure competition  More later on non-zero-sum games
Adversarial Search
Single-Agent Trees

2 0 … 2 6 … 4 6
Value of a State
Value of a state: Non-Terminal States:
The best achievable
outcome (utility)
from that state

2 0 … 2 6 … 4 6
Terminal States:
Adversarial Game Trees

-20 -8 … -18 -5 … -10 +4 -20 +8


Minimax Values
States Under Agent’s Control: States Under Opponent’s Control:

-8 -5 -10 +8

Terminal States:
Tic-Tac-Toe Game Tree
Adversarial Search (Minimax)
 Deterministic, zero-sum games: Minimax values:
computed recursively
 Tic-tac-toe, chess, checkers
 One player maximizes result 5 max
 The other minimizes result

2 5 min
 Minimax search:
 A state-space search tree
 Players alternate turns
 Compute each node’s minimax value: 8 2 5 6
the best achievable utility against a
rational (optimal) adversary Terminal values:
part of the game
Minimax Implementation

def max-value(state): def min-value(state):


initialize v = -∞ initialize v = +∞
for each successor of state: for each successor of state:
v = max(v, min-value(successor)) v = min(v, max-value(successor))
return v return v
Minimax Example

3 12 8 2 4 6 14 5 2
Minimax Efficiency
 How efficient is minimax?
 Just like (exhaustive) DFS
 Time: O(bm)
 Space: O(bm)

 Example: For chess, b  35, m  100


 Exact solution is completely infeasible
 But, do we need to explore the whole
tree?
Minimax Properties

max

min

10 10 9 100

Optimal against a perfect player. Otherwise?

[Demo: min vs exp (L6D2, L6D3)]


Resource Limits
Resource Limits
 Problem: In realistic games, cannot search to leaves! max
4
 Solution: Depth-limited search -2 4 min
 Instead, search only to a limited depth in the tree
 Replace terminal utilities with an evaluation function for -1 -2 4 9
non-terminal positions
 Example:
 Suppose we have 100 seconds, can explore 10K nodes / sec
 So can check 1M nodes per move
 - reaches about depth 8 – decent chess program

 Guarantee of optimal play is gone


 More plies makes a BIG difference
 Use iterative deepening for an anytime algorithm ? ? ? ?
Depth Matters
 Evaluation functions are always
imperfect
 The deeper in the tree the
evaluation function is buried, the
less the quality of the evaluation
function matters
 An important example of the
tradeoff between complexity of
features and complexity of
computation

[Demo: depth limited (L6D4, L6D5)]


Evaluation Functions
Evaluation Functions
 Evaluation functions score non-terminals in depth-limited search

 Ideal function: returns the actual minimax value of the position


 In practice: typically weighted linear sum of features:

 e.g. f1(s) = (num white queens – num black queens), etc.


Game Tree Pruning
Minimax Example

3 12 8 2 4 6 14 5 2
Minimax Pruning

3 12 8 2 14 5 2
Alpha-Beta Pruning
 General configuration (MIN version)
 We’re computing the MIN-VALUE at some node n MAX
 We’re looping over n’s children
 n’s estimate of the childrens’ min is dropping
MIN a
 Who cares about n’s value? MAX
 Let a be the best value that MAX can get at any choice
point along the current path from the root
 If n becomes worse than a, MAX will avoid it, so we can MAX
stop considering n’s other children (it’s already bad
enough that it won’t be played) MIN n

 MAX version is symmetric


Alpha-Beta Implementation

α: MAX’s best option on path to root


β: MIN’s best option on path to root

def max-value(state, α, β): def min-value(state , α, β):


initialize v = -∞ initialize v = +∞
for each successor of state: for each successor of state:
v = max(v, value(successor, α, β)) v = min(v, value(successor, α, β))
if v ≥ β return v if v ≤ α return v
α = max(α, v) β = min(β, v)
return v return v
Alpha-Beta Quiz
Alpha-Beta Quiz 2

You might also like