An Introduction to Artificial Intelligence



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An Introduction to Artificial Intelligence

  • Lecture VI: Adversarial Search (Games)

  • Ramin Halavati (halavati@ce.sharif.edu)


Overview



Primary Assumptions

  • “Game” in AI:

    • A multi-agent, non-cooperative environment
    • Zero Sum Result.
    • Turn Taking.
    • Deterministic.
    • Two Player
  • Real Problems vs. Toy Problems:

    • Chess: b=35 , d = 100  Tree Size: ~10154
    • Go: b=1000 (!)
    • Time Limit / Unpredictable Opponent


Game tree (2-player, deterministic, turns)



Minimax Algorithm



Minimax algorithm



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



α-β pruning example



α-β pruning example



α-β pruning example



α-β pruning example



α-β pruning example



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)

  • A simple example of the value of reasoning about which computations are relevant (a form of metareasoning)



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



The α-β algorithm



The α-β algorithm



Resource limits

  • Suppose we have 100 secs, explore 104 nodes/sec  106 nodes per move

  • Standard approach:

  • cutoff test:

    • e.g., depth limit (perhaps add quiescence search)
  • evaluation function

    • = estimated desirability of position


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 black queens), etc.



Cutting off search

  • MinimaxCutoff is identical to MinimaxValue except

    • Terminal? is replaced by Cutoff?
    • Utility is replaced by Eval
  • Does it work in practice?

  • bm = 106, b=35  m=4

  • 4-ply lookahead is a hopeless chess player!

    • 4-ply ≈ human novice
    • 8-ply ≈ typical PC, human master
    • 12-ply ≈ Deep Blue, Kasparov


Deterministic games in practice

  • Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used a precomputed endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 444 billion positions.

  • Chess: Deep Blue defeated human world champion Garry Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply.

  • Othello: human champions refuse to compete against computers, who are too good.

  • Go: human champions refuse to compete against computers, who are too bad. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves.



Summary

  • Games are fun to work on!

  • They illustrate several important points about AI

  • perfection is unattainable  must approximate

  • good idea to think about what to think about



Exercise

  • Excercise 6.16 Send to n_ghanbari@ce.sharif.edu Subject: AIEX-C616



Project Proposals:

  • Choose a gamin, compose a group of rival agents, implement agents to compete.

  • 1st Choice: Backgammon (Takhteh Nard) - refer to Mr.Esfandiar's call for participants.

  • 2nd Choice: Choose a board game such as DOOZ, AVALANGE, etc.

  • 3rd Choice: A card game, such as HOKM or BiDel.



Essay Proposals

  • 1-What was the "King and Rock vs. King" story, stated in page 186 of book.

  • 2-What are other general puropose heuristics such as null-move?

  • 3-What is B* algorithm? (See Page 188, for clue)

  • 4-What is MGSS* algorithm? (See Page 188, for clue)

  • 5-What is SSS* algorithm? (See Page 188, for clue)

  • 6-What is Alpha-Beta pruning with probability? (See Page 189, for clue)



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