Game of perfect information



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tarix16.11.2017
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Game of perfect information

  • Game of perfect information

  • Finite game

    • Finite action sets
    • Finite length
  • Chess has a solution: win/tie/lose (Nash equilibrium)

  • Subgame perfect Nash equilibrium (via backward induction)

  • REALITY: computational complexity bounds rationality













Beal (1980) and Nau (1982, 83) analyzed whether values backed up by minimax search are more trustworthy than the heuristic values themselves. The analyses of the model showed that backed-up values are somewhat less trustworthy

  • Beal (1980) and Nau (1982, 83) analyzed whether values backed up by minimax search are more trustworthy than the heuristic values themselves. The analyses of the model showed that backed-up values are somewhat less trustworthy

  • Anomaly goes away if sibling nodes’ values are highly correlated [Beal 1982, Bratko & Gams 1982, Nau 1982]

  • Pearl (1984) partly disagreed with this conclusion, and claimed that while strong dependencies between sibling nodes can eliminate the pathology, practical games like chess don’t possess dependencies of sufficient strength.

    • He pointed out that few chess positions are so strong that they cannot be spoiled abruptly if one really tries hard to do so.
    • He concluded that success of minimax is “based on the fact that common games do not possess a uniform structure but are riddled with early terminal positions, colloquially named blunders, pitfalls or traps. Close ancestors of such traps carry more reliable evaluations than the rest of the nodes, and when more of these ancestors are exposed by the search, the decisions become more valid.”
  • Still not fully understood. For new results, see:

    • Sadikov, Bratko, Kononenko. (2003) Search versus Knowledge: An Empirical Study of Minimax on KRK, In: van den Herik, Iida and Heinz (eds.) Advances in Computer Games: Many Games, Many Challenges, Kluwer Academic Publishers, pp. 33-44
    • Understanding Sampling Style Adversarial Search Methods [PDF]. Raghuram Ramanujan, Ashish Sabharwal, Bart Selman. UAI-2010, pp 474-483.
    • On Adversarial Search Spaces and Sampling-Based Planning [PDF]. Raghuram Ramanujan, Ashish Sabharwal, Bart Selman. ICAPS-2010, pp 242-245.










Difference (between player and opponent) of

  • Difference (between player and opponent) of

    • Material
    • Mobility
    • King position
    • Bishop pair
    • Rook pair
    • Open rook files
    • Control of center (piecewise)
    • Others


Deep Blue used ~6,000 different features in its evaluation function (in hardware)

  • Deep Blue used ~6,000 different features in its evaluation function (in hardware)

  • A different weighting of these features is downloaded to the chips after every real world move (based on current situation on the board)

    • Contributed to strong positional play
  • Acquiring the weights for Deep Blue

    • Weight learning based on a database of 900 grand master games (~120 features)
      • Alter weight of one feature => 5-6 ply search => if matches better with grand master play, then alter that parameter in the same direction further
      • Least-squares with no search
    • Other learning is possible, e.g. Tesauro’s Backgammon
    • Manually: Grand master Joel Benjamin played take-back chess. At possible errors, the evaluation was broken down, visualized, and weighting possibly changed






Quiescence search

  • Quiescence search

    • Evaluation function (domain specific) returns another number in addition to evaluation: stability
      • Threats
      • Other
    • Continue search (beyond normal horizon) if position is unstable
    • Introduces variance in search time
  • Singular extension

    • Domain independent
    • A node is searched deeper if its value is much better than its siblings’
    • Even 30-40 ply
    • A variant is used by Deep Blue






Store millions of positions in a hash table to avoid searching them again

  • Store millions of positions in a hash table to avoid searching them again

    • Position
    • Hash code
    • Score
    • Exact / upper bound / lower bound
    • Depth of searched tree rooted at the position
    • Best move to make at the position
  • Algorithm

    • When a position P is arrived at, the hash table is probed
    • If there is a match, and
      • new_depth(P) ≥ stored_depth(P), and
      • score in the table is exact, or the bound on the score is sufficient to cause the move leading to P to be inferior to some other choice
    • then P is assigned the attributes from the table
    • else computer scores (by direct evaluation or search (old best move searched first)) P and stores the new attributes in the table
  • Fills up => replacement strategies

    • Keep positions with greater searched tree depth under them
    • Keep positions with more searched nodes under them






State space = {WTM, BTM} x {all possible configurations of remaining pieces}

  • State space = {WTM, BTM} x {all possible configurations of remaining pieces}

  • BTM table, WTM table, legal moves connect states between these

  • Start at terminal positions: mate, stalemate, immediate capture without compensation (=reduction). Mark white’s wins by won-in-0

  • Mark unclassified WTM positions that allow a move to a won-in-0 by won-in-1 (store the associated move)

  • Mark unclassified BTM positions as won-in-2 if forced moved to won-in-1 position

  • Repeat this until no more labellings occurred

  • Do the same for black

  • Remaining positions are draws









All 5 piece endgames solved (can have > 10^8 states) & many 6 piece

  • All 5 piece endgames solved (can have > 10^8 states) & many 6 piece

    • KRBKNN (~10^11 states): longest path-to-reduction 223
  • Rule changes

    • Max number of moves from capture/pawn move to completion
  • Chess knowledge

    • Splitting rook from king in KRKQ
    • KRKN game was thought to be a draw, but
      • White wins in 51% of WTM
      • White wins in 87% of BTM




~200 million moves / second = 3.6 * 10^10 moves in 3 minutes

  • ~200 million moves / second = 3.6 * 10^10 moves in 3 minutes

  • 3 min corresponds to

  • 1 sec corresponds to 380 years of human thinking time

  • Software searches first

    • Selective and singular extensions
  • Specialized hardware searches last 5 ply



32-node RS6000 SP multicomputer

  • 32-node RS6000 SP multicomputer

  • Each node had

    • 1 IBM Power2 Super Chip (P2SC)
    • 16 chess chips
      • Move generation (often takes 40-50% of time)
      • Evaluation
      • Some endgame heuristics & small endgame databases
  • 32 Gbyte opening & endgame database





Win-loss-draw-draw-draw-loss



Engineering

  • Engineering

    • Better evaluation functions for chess
    • Faster hardware
    • Empirically better search algorithms
    • Learning from examples and especially from self-play
    • There already are grandmaster-level programs that run on a regular PC, e.g., Fritz
  • Fun

    • Harder games, e.g. Go
    • Easier games, e.g., checkers (some openings solved [2005])
  • Science

    • Extending game theory with normative models of bounded rationality
    • Developing normative (e.g. decision theoretic) search algorithms
      • MGSS* [Russell&Wefald 1991] is an example of a first step
      • Conspiracy numbers
  • Impacts are beyond just chess

    • Impacts of faster hardware
    • Impacts of game theory with bounded rationality, e.g. auctions, voting, electronic commerce, coalition formation


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