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CC511 Week 4

This document discusses game tree search techniques for artificial intelligence, including minimax search, alpha-beta pruning, and heuristic evaluation functions. Minimax search finds the optimal strategy but is impractical for large trees. Alpha-beta pruning exploits the adversarial nature of games to avoid exploring large portions of the tree that cannot affect the result. Heuristic evaluation functions estimate board positions to guide search without fully exploring the tree.

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0% found this document useful (0 votes)
36 views

CC511 Week 4

This document discusses game tree search techniques for artificial intelligence, including minimax search, alpha-beta pruning, and heuristic evaluation functions. Minimax search finds the optimal strategy but is impractical for large trees. Alpha-beta pruning exploits the adversarial nature of games to avoid exploring large portions of the tree that cannot affect the result. Heuristic evaluation functions estimate board positions to guide search without fully exploring the tree.

Uploaded by

mohamed sherif
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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CC511 Artificial Intelligence

Game-Playing & Adversarial Search


Dr. Karma Fathalla
Overview

• Minimax Search with Perfect Decisions


– Impractical in most cases, but theoretical basis for analysis

• Minimax Search with Cut-off


– Replace terminal leaf utility by heuristic evaluation function

• Alpha-Beta Pruning
– The fact of the adversary leads to an advantage in search!
Types of Games

battleship
Kriegspiel

Not Considered: Physical games like tennis, croquet,


ice hockey, etc.
(but see “robot soccer” http://www.robocup.org/)
Typical assumptions

• Two agents whose actions alternate

• Utility values for each agent are the opposite of the other
– This creates the adversarial situation

• Fully observable environments

• In game theory terms:


– “Deterministic, turn-taking, zero-sum games of perfect information”

• Generalizes to stochastic games, multiple players, non zero-sum, etc.


Game tree (2-player, deterministic, turns)

How do we search this tree to find the optimal move?


Search versus Games

• Search – no adversary
– Solution is (heuristic) method for finding goal
– Heuristics and CSP techniques can find optimal solution
– Evaluation function: estimate of cost from start to goal through given node
– Examples: path planning, scheduling activities

• Games – adversary
– Solution is strategy
• strategy specifies move for every possible opponent reply.
– Time limits force an approximate solution
– Evaluation function: evaluate “goodness” of game position
– Examples: chess, checkers, Othello, backgammon
Games as Search

• Two players: MAX and MIN

• MAX moves first and they take turns until the game is over
– Winner gets reward, loser gets penalty.
– “Zero sum” means the sum of the reward and the penalty is a constant.

• Formal definition as a search problem:


– Initial state: Set-up specified by the rules, e.g., initial board configuration of chess.
– Player(s): Defines which player has the move in a state.
– Actions(s): Returns the set of legal moves in a state.
– Result(s,a): Transition model defines the result of a move.
– (2nd ed.: Successor function: list of (move,state) pairs specifying legal moves.)
– Terminal-Test(s): Is the game finished? True if finished, false otherwise.
– Utility function(s,p): Gives numerical value of terminal state s for player p.
• E.g., win (+1), lose (-1), and draw (0) in tic-tac-toe.
• E.g., win (+1), lose (0), and draw (1/2) in chess.

• MAX uses search tree to determine next move.


An optimal procedure: The Min-Max method

Designed to find the optimal strategy for Max and find best move:

• 1. Generate the whole game tree, down to the leaves.

• 2. Apply utility (payoff) function to each leaf.

• 3. Back-up values from leaves through branch nodes:


– a Max node computes the Max of its child values
– a Min node computes the Min of its child values

• 4. At root: choose the move leading to the child of highest value.


Game Trees
Two-Ply Game Tree
Two-Ply Game Tree
Two-Ply Game Tree

Minimax maximizes the utility for the worst-case outcome for max

The minimax decision


Pseudocode for Minimax Algorithm

function MINIMAX-DECISION(state) returns an action


inputs: state, current state in game
return arg maxaACTIONS(state) MIN-VALUE(Result(state,a))

function MAX-VALUE(state) returns a utility value


if TERMINAL-TEST(state) then return UTILITY(state)
v  −∞
for a in ACTIONS(state) do
v  MAX(v,MIN-VALUE(Result(state,a)))
return v
function MIN-VALUE(state) returns a utility value
if TERMINAL-TEST(state) then return UTILITY(state)
v  +∞
for a in ACTIONS(state) do
v  MIN(v,MAX-VALUE(Result(state,a)))
return v
Properties of minimax

• Complete?
– Yes (if tree is finite).

• Optimal?
– Yes (against an optimal opponent).
– Can it be beaten by an opponent playing sub-optimally?
• No.

• Time complexity?
– O(bm)

• Space complexity?
– O(bm) (depth-first search, generate all actions at once)
Game Tree Size

• Tic-Tac-Toe
– b ≈ 5 legal actions per state on average, total of 9 plies in game.
• “ply” = one action by one player, “move” = two plies.
– 59 = 1,953,125
– 9! = 362,880 (Computer goes first)
– 8! = 40,320 (Computer goes second)
 exact solution quite reasonable

• Chess
– b ≈ 35 (approximate average branching factor)
– d ≈ 100 (depth of game tree for “typical” game)
– bd ≈ 35100 ≈ 10154 nodes!!
 exact solution completely infeasible

• It is usually impossible to develop the whole search tree.


(Static) Heuristic Evaluation Functions

• An Evaluation Function:
– Estimates how good the current board configuration is for a player.
– Typically, evaluate how good it is for the player, how good it is for
the opponent, then subtract the opponent’s score from the player’s.
– Often called “static” because it is called on a static board position.
– Othello: Number of white pieces - Number of black pieces
– Chess: Value of all white pieces - Value of all black pieces

• Typical values from -infinity (loss) to +infinity (win) or [-1, +1].

• If the board evaluation is X for a player, it’s -X for the opponent


– “Zero-sum game”
Applying MiniMax to tic-tac-toe

• The static heuristic evaluation function


Backup Values
Alpha-Beta Pruning
Exploiting the Fact of an Adversary

• If a position is provably bad:


– It is NO USE expending search time to find out exactly how bad

• If the adversary can force a bad position:


– It is NO USE expending search time to find out the good positions
that the adversary won’t let you achieve anyway

• Bad = not better than we already know we can achieve elsewhere.

• Contrast normal search:


– ANY node might be a winner.
– ALL nodes must be considered.
– (A* avoids this through knowledge, i.e., heuristics)
Tic-Tac-Toe Example with Alpha-Beta Pruning

Backup Values
Another Alpha-Beta Example

Do DF-search until first leaf

Range of possible values

(−∞,+∞)

(−∞, +∞)
Alpha-Beta Example (continued)

(−∞,+∞)

(−∞,3]
Alpha-Beta Example (continued)

(−∞,+∞)

(−∞,3]
Alpha-Beta Example (continued)

[3,+∞)

[3, + ∞]
Alpha-Beta Example (continued)

[3,+∞)
This node is
worse for MAX
(3, +∞]
[3,3] (3,2]
Alpha-Beta Example (continued)

[3,+∞] ,

[−∞,3] (−∞,2] (−∞,14]


Alpha-Beta Example (continued)

[3,+∞] ,

[−∞,3] (−∞,2] (−∞,5]


Alpha-Beta Example (continued)

[3,3]

[−∞,3] (−∞,2] [−∞,2]


Alpha-Beta Example (continued)

[3,2]

[3,3] (3,2] [3,2]


General alpha-beta pruning

• Consider a node n in the tree ---

• If player has a better choice at:


– Parent node of n
– Or any choice point further up

• Then n will never be reached in play.

• Hence, when that much is known


about n, it can be pruned.
Alpha-beta Algorithm

• Depth first search


– only considers nodes along a single path from root at any time

a = highest-value choice found at any choice point of path for MAX


(initially, a = −infinity)
b = lowest-value choice found at any choice point of path for MIN
(initially, b = +infinity)

• Pass current values of a and b down to child nodes during search.


• Update values of a and b during search:
– MAX updates a at MAX nodes
– MIN updates b at MIN nodes
• Prune remaining branches at a node when a ≥ b
When to Prune

• Prune whenever a ≥ b.

– Prune below a Max node whose alpha value becomes greater than
or equal to the beta value of its ancestors.
• Max nodes update alpha based on children’s returned values.

– Prune below a Min node whose beta value becomes less than or
equal to the alpha value of its ancestors.
• Min nodes update beta based on children’s returned values.
Pseudocode for Alpha-Beta Algorithm

function ALPHA-BETA-SEARCH(state) returns an action


inputs: state, current state in game
vMAX-VALUE(state, - ∞ , +∞)
return the action in SUCCESSORS(state) with value v
Pseudocode for Alpha-Beta Algorithm

function ALPHA-BETA-SEARCH(state) returns an action


inputs: state, current state in game
vMAX-VALUE(state, - ∞ , +∞)
return the action in ACTIONS(state) with value v

function MAX-VALUE(state,a , b) returns a utility value


if TERMINAL-TEST(state) then return UTILITY(state)
v-∞
for a in ACTIONS(state) do
v  MAX(v,MIN-VALUE(Result(s,a), a , b))
if v ≥ b then return v
a  MAX(a ,v)
return v

(MIN-VALUE is defined analogously)


Alpha-Beta Example Revisited

Do DF-search until first leaf


a, b, initial values
a=−
b =+

a, b, passed to kids

a=−
b =+
Alpha-Beta Example (continued)

a=−
b =+

a=−
b =3
MIN updates b, based on kids
Alpha-Beta Example (continued)

a=−
b =+

a=−
b =3
MIN updates b, based on kids.
No change.
Alpha-Beta Example (continued)

MAX updates a, based on kids.


a=3
b =+

3 is returned
as node value.
Alpha-Beta Example (continued)

a=3
b =+
a, b, passed to kids
a=3
b =+
Alpha-Beta Example (continued)

a=3
b =+
MIN updates b,
based on kids.
a=3
b =2
Alpha-Beta Example (continued)

a=3
b =+

a=3 a ≥ b,
b =2 so prune.
Alpha-Beta Example (continued)

MAX updates a, based on kids.


No change. a=3
b =+
2 is returned
as node value.
Alpha-Beta Example (continued)

a=3
b =+ ,
a, b, passed to kids

a=3
b =+
Alpha-Beta Example (continued)

a=3
b =+ ,
MIN updates b,
based on kids.
a=3
b =14
Alpha-Beta Example (continued)

a=3
b =+ ,
MIN updates b,
based on kids.
a=3
b =5
Alpha-Beta Example (continued)

a=3
2 is returned
b =+ as node value.

2
Alpha-Beta Example (continued)

Max calculates the


same node value, and
makes the same move!

2
Effectiveness of Alpha-Beta Search

• Worst-Case
– branches are ordered so that no pruning takes place. In this case
alpha-beta gives no improvement over exhaustive search

• Best-Case
– each player’s best move is the left-most child (i.e., evaluated first)
– in practice, performance is closer to best rather than worst-case
– E.g., sort moves
– E.g., run Iterative Deepening search, sort by value last iteration.

• In practice often get O(b(d/2)) rather than O(bd)


– this is the same as having a branching factor of sqrt(b),
• (sqrt(b))d = b(d/2),i.e., we effectively go from b to square root of b
– e.g., in chess go from b ~ 35 to b ~ 6
• this permits much deeper search in the same amount of time
Final Comments about Alpha-Beta Pruning

• Pruning does not affect final results

• Entire subtrees can be pruned.

• Good move ordering improves effectiveness of pruning

• Repeated states are again possible.


– Store them in memory = transposition table
Example

-which nodes can be pruned?

5 6
3 4 1 2 7 8
Answer to Example

-which nodes can be pruned?


Max

Min

Max

5 6
3 4 1 2 7 8
Answer: NONE! Because the most favorable nodes for both are
explored last (i.e., in the diagram, are on the right-hand side).
Second Example
(the exact mirror image of the first example)

-which nodes can be pruned?

3 4
6 5 8 7 2 1
Answer to Second Example
(the exact mirror image of the first example)

-which nodes can be pruned?


Max

Min

Max

3 4
6 5 8 7 2 1
Answer: LOTS! Because the most favorable nodes for both are
explored first (i.e., in the diagram, are on the left-hand side).
Summary
• Game playing is best modeled as a search problem

• Game trees represent alternate computer/opponent moves

• Evaluation functions estimate the quality of a given board configuration


for the Max player.

• Minimax is a procedure which chooses moves by assuming that the


opponent will always choose the move which is best for them

• Alpha-Beta is a procedure which can prune large parts of the search


tree and allow search to go deeper

• For many well-known games, computer algorithms based on heuristic


search match or out-perform human world experts.

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