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Games, Theory and Application Jaap van den Herik and Jeroen Donkers
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tarix | 16.11.2017 | ölçüsü | 467 b. | | #10672 |
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Jaap van den Herik and Jeroen Donkers Institute for Knowledge and Agent Technology, IKAT Department of Computer Science Universiteit Maastricht The Netherlands SOFSEM 2004 Prague, Hotel VZ Merin Sunday, January 25 8.30-10.00h
Contents Games in Artificial-Intelligence Research Game-tree search principles Using opponent models Opponent-Model search Gains and risks Implementing OM search: complexities Past future of computer chess
Games, such as Chess, Checkers, and Go are an attractive pastime and scientifically interesting
Chess Deep Blue (IBM) defeated the world champion Kasparov in 1997 A Micro Computer better than the world champion?
World Champion Programs - KAISSA 1974 Stockholm
- CHESS 1977 Toronto
- BELLE 1980 Linz
- CRAY BLITZ 1983 New York
- CRAY BLITZ 1986 Keulen
- DEEP THOUGHT 1989 Edmonton
- REBEL 1992 Madrid
- FRITZ 1995 Hong Kong
- SHREDDER 1999 Paderborn
- JUNIOR 2002 Maastricht
- SHREDDER 2003 Graz
- ? 2004 Ramat-Gan
International Draughts Buggy best draughts program Human better than computer, but the margin is small Challenge: More knowledge in program
Go Computer Go programs are weak Problem: recognition of patterns Top Go programs: Go4++, Many Faces of Go, GnuGo, and Handtalk
Awari
Scrabble Author Brian Sheppard Ph.D. (UM): “Towards Perfect Play of Scrabble” (02) Maven can play scrabble in any language
Overview
Computer Olympiad - Initiative of David Levy (1989)
- Since 1989 there have been 8 olympiads; 4x Londen, 3x Maastricht, 1x Graz
- Goal:
- Finding the best computer program for each game
- Connecting programmers / researchers of different games
- Computers play each other in competition
- Demonstrations:
- Man versus Machine
- Man + Machine versus Man + Machine
Computer versus Computer
Computer Olympiad - Last time in Graz 2004
- Also World Championship Computer Chess and World Championship Backgammon
- 80 particpants in several categories
- Competitions in olympiad’s history:
- Abalone, Awari, Amazons, Backgammon, Bao, Bridge, Checkers, Chess, Chinese Chess, Dots and Boxes, Draughts, Gipf, Go-Moku, 19x19 Go, 9x9 Go, Hex, Lines of Action, Poker, Renju, Roshambo, Scrabble, and Shogi
UM Programs on the Computer Olympiads
Computer Game-playing Can computers beat humans in board games like Chess, Checkers, Go, Bao? This is one of the first tasks of Artificial Intelligence (Shannon 1950) Successes obtained in Chess (Deep Blue), Checkers, Othello, Draughts, Backgammon, Scrabble...
Computer Game-Playing Sizes of game trees: - Nim-5: 28 nodes
- Tic-Tac-Toe: 105 nodes
- Checkers: 1031 nodes
- Chess: 10123 nodes
- Go: 10360 nodes
In practice it is intractable to find a solution with minimax: so use heuristic search
Three Techniques Minimax Search α-β Search Opponent Modelling
Game-playing Domain: two-player zero-sum game with perfect information (Zermelo, 1913) Task: find best response to opponent’s moves, provided that the opponent does the same Solution: Minimax procedure (von Neumann, 1928)
Minimax Search
Minimax Search
Minimax Search
Pruning You do not need the total solution to play (well): only the move at the root is needed Methods exist to find this move without a need for a total solution: pruning - Alpha-beta search (Knuth & Moore ‘75)
- Proof-number search (Allis et al. ‘94), etc.
Playing is solving a sequence of game trees
Heuristic Search
Heuristic Search The approach works very well in Chess, but... Is solving a sequence of reduced games the best way to win a game? - Heuristic values are used instead of pay-offs
- Additional information in the tree is unused
- The opponent is not taken into account
We aim at the last item: opponents
Minimax
α-β algorithm
The strength of α-β
The importance of α-β algorithm
THE NUMBER OF DIFFERENT, REACHABLE POSITIONS IN CHESS IS (CHINCHALKAR): 1046
A Clever Algorithm (α-β) SAVES THE SQAURE ROOT OF THE NUMBER OF POSSIBILITIES, N, THIS IS MORE THAN 99,999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999%
A Calculation NUMBER OF POSSIBILITIES: 1046 SAVINGS BY α-Β ALGORITHM: 1023 1000 PARALLEL PROCESSORS: 103 POSITIONS PER SECOND: 109 LEADS TO: 1023-12 = 1011 SECONDS A CENTURY IS 109 SECONDS SOLVING CHESS: 102 CENTURIES SO 100 CENTURIES OR 10,000 YEAR
Using opponent’s strategy (NIM-5)
Using opponent’s strategy Well known Tic-Tac-Toe strategy: - R1: make 3-in-a-row if possible
- R2: prevent opponent’s 3-in-a-row
- if possible
- H1: occupy central square if possible
- H2: occupy corner square if possible
Opponent-Model search - Iida, vd Herik, Uiterwijk, Herschberg (1993)
- Carmel and Markovitch (1993)
Opponent’s evaluation function is known (unilateral: the opponent uses minimax) This is the opponent model It is used to predict opponent’s moves Best response is determined, using the own evaluation function
OM Search Procedure: - At opponent’s nodes: use minimax (alpha-beta) to predict the opponent’s move. Return the own value of the chosen move
- At own nodes: Return (the move with) the highest value
- At leaves: Return the own evaluation
Implementation: one-pass or probing
OM Search Equations
OM Search Example
OM Search Algorithm (probing)
Risks and Gains in OM search Risk: difference between the move we expect and the move the opponent really selects Prediction of the opponent is important, and depends on the quality of opponent model.
Additional risk Even if the prediction is correct, there are traps for OM search Let P be the set of positions that the opponent selects, v0 be our evaluation function and vop the opponent’s function.
Four types of error V0 overestimates a position in P (bad) V0 underestimates a position in P Vop underestimates a position that enters P (good for us) Vop overestimates a position in P
Pruning in OM Search Pruning at MAX nodes is not possible in OM search, only pruning at MIN nodes can take place (Iida et al, 1993). Analogous to α-β search, the pruning version is called β-pruning OM search
Pruning Example
Two Implementations One-pass: - visit every node at most once
- back-up both your own and the opponent’s value
Probing: - At MIN nodes use α-β search to predict the opponent’s move
- back-up only one value
One-Pass β-pruning OM search
Probing β-pruning OM search
Best-case time complexity
Best-case time complexity The time complexity for the one-pass version is equal to that of the theoretical best The time complexity for the probing version is different: - first detect the number of leaf evaluations needed:
- Then find the number of probes needed:
Best-case time complexity
Best-case time complexity
Time complexities compared
Average-case time complexity
Probabilistic Opponent-model Search - Donkers, vd Herik, Uiterwijk (2000)
More elaborate opponent model: - Opponent uses a mixed strategy: n different evaluation functions (opponent types) plus a probability distribution
- It is assumed to approximate the true opponent’s strategy
- Own evaluation function is one of the opponent types
PrOM Search Procedure: - At opponent’s nodes: use minimax (alpha-beta) to predict the opponent’s move for all opponent types separately. Return the expected own value of the chosen moves
- At own nodes: Return (the move with) the highest value
- At leafs: Return the own evaluation
Implementation: one-pass or probing
PrOM Search Equations
PrOM Search Example
PrOM Search Algorithm
How did chess players envision the future of non-human chess players? - Euwe - Donner - De Groot - Timman - Sosonko - Böhm Question: Do you think that a computer will be able to play at grandmaster level?
Euwe (June 10, 1980) “I don’t believe so. I am almost convinced of that, too”
Timman (June 22, 1980): “If you would express it in ELO-points, than I believe that a computer will not be able to obtain more than ...... let’s say ...... 2500 ELO-points.”
Sosonko (August 26, 1980): “I haven’t thought about that so much, but I believe that it will certainly not be harmful for the human chess community. It will become more interesting. I am convinced that computer chess will play a increasingly important role. It will be very interesting, I think”
Donner (April 13, 1981): “But the computer cannot play chess at all and will never be able to play the game, at least not the first two thousand years, (...) What it does now has nothing to do with chess.”
De Groot (June 19, 1981): “No, certainly not. As a matter of fact, I believe it will not even possible that it can reach a stable master level. I believe it is possible that the computer can reach a master level, but not that it is a stable master.”
Contributions from Science COMPUTERS PLAY STRONGER THAN HUMANS. COMPUTERS CAN NOT SOLVE CHESS. COMPUTERS ENABLE AN ALTERNATIVE FORM OF GAME EXPERIENCE.
Conclusions 1. Chess is a frontrunner among the games 2. Kasparov’s defeat has become a victory for brute force in combination with knowledge and opponent modelling
The Inevitable Final Conclusion TECHNOLOGY, AND IN PARTICULAR OPPONENT MODELLING, MAKES THE BEST BETTER, BUT DOES NOT LEAVE THE WEAKER PLAYERS WITH EMPTY HANDS SINCE THEIR LEVEL WILL INCREASE TOO.
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