Unit 3 PPT Ai
Unit 3 PPT Ai
• Lecture: 4 hours/week
• MidSem: 30 Marks
• EndSem : 70 Marks
https://itempool.com/Rajeswaripccoe/live
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Which country gave the citizenship to the first humanoid
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True Father of AI
John McCarthy
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Company that Created a processor that works with the help of
AI, called the Tensor Processing Unit (TPU)
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Course Outcomes
• CO1: Identify and apply suitable Intelligent agents for
various AI applications
• CO2: Build smart system using different informed search /
uninformed search or heuristic approaches
• CO3: Identify knowledge associated and represent it by
ontological engineering to plan a strategy to solve given
problem
• CO4: Apply the suitable algorithms to solve AI problems
• CO5: Implement ideas underlying modern logical inference
systems
• CO6: Represent complex problems with expressive yet
carefully constrained language of representation
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Unit 3 –Adversarial Search and
Games(7 hours)
• Game Theory
• Optimal Decisions in Games
• Heuristic alpha–beta tree search
• Monte carlo tree search
• Stochastic games
• Partially observable games
• Limitations of game search algorithms
• Constraint satisfaction problems (csp)
• Constraint propagation: inference in csps,
backtracking search for csps.
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Adversarial Searches
● Some situations where more than one agent is searching
for the solution in the same search space
Example : - Game Playing - Chess, Tic-Tac-Toe
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Adversarial Searches
● The environment with more than one agent is termed as
multi-agent environment, in which each agent is an
opponent of other agent and playing against each other.
● Real-life Example: Playing a soccer match is a multi-agent
environment.
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Adversarial Searches
• Searches in which two or more players with conflicting
goals are trying to explore the same search space for the
solution, are called adversarial searches, often known as
Games.
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Adversarial Searches
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Adversarial Searches
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Game Playing
Why do AI researchers study game playing?
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What Kinds of Games?
Mainly games of strategy with the following characteristics:
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Games as Adversarial Search
• States: – board configurations
•Initial state: – the board position and which player will
move
•Successor function: – returns list of (move, state) pairs,
each indicating a legal move and the resulting state
• Terminal test: – determines when the game is over
•Utility function: – gives a numeric value in terminal states
(e.g., -1, 0, +1 for loss, tie, win)
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Game Tree for Tic-Tac-Toe (2-player,
Deterministic, Turns)
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Mini-Max Algorithm
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Mini-Max Algorithm
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Mini-Max Terminology
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Alpha-Beta Pruning/ Agorithm
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Alpha-Beta Pruning/
Agorithm
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Alpha-beta Tree search
• Depth first search
–only considers nodes along a single path from root at any time
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alpha = highest-value choice found at any choice point of path for
MAX
(initially, α = −infinity)
beta = lowest-value choice found at any choice point of path for MIN
(initially, β = +infinity)
• Pass current values of α and β down to child nodes during search.
•Update values of α and β during search:
–MAX updates a at MAX nodes
–MIN updates b at MIN nodes
• Prune remaining branches at a node when alpha ≥ beta
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Alpha-Beta
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Working of Alpha-Beta Pruning:
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Monte-Carlo Tree Search
● MCTS is about approximate inference (propagation or
pruning: exact inference)
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Monte-Carlo Tree Search
•Monte Carlo Tree Search is a search technique in Artificial
Intelligence.
•This has recently been used by Artificial Intelligence
Programs like AlphaGo, to play against the world's top Go
players.
•Monte Carlo methods have been used for decades to predict
outcomes probabilistically.
•In MCTS, nodes are the building blocks of the search tree.
•These nodes are formed based on the outcome of a number
of simulations.
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Monte-Carlo Search
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Monte-Carlo Tree Search
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Monte-Carlo Tree Search
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Principle of Operation
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V1 is the value of some node Eg 30/46
C1 is a constant
n is the current position , 83 [ no of time in
current position ]
ni is the no of times u have playeKdR@BoS_SPPU_FDP_AI_24thJan2022 33
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Stochastic Game
•Stochastic game is repeated game with
probabilistic/stochastic transitions.
•Unpredictable in nature, such as those involving dice
throw.
• Outcome depends on skills as well as luck.
• Transition probabilities depend upon actions of players.
•Ludo, Cards, dice throw, backgammon, golf ball,
gambling game.
•Two player stochastic game : 2 and 1/2 player game. e-
Enterprise Lab Ex: Prisoner’s Dilemma
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Stochastic Game
Chance
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Stochastic Game
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Stochastic Game
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Partially observable games
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Limitations of Game Search Algorithms
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Constraint satisfaction technique.
• Problem-solving technique
• Constraint satisfaction means solving a problem
under certain constraints or rules.
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Backtracking search for CSPs
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Map Coloring
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Map Coloring
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Backtracking Example
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Backtracking Example
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Backtracking Search
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Examples:
Graph Coloring: The problem where the constraint is that no
adjacent sides can have the same color.
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CSP – Graph colouring
• 1 2
• 3 4
V = {1,2,3,4}
D={ RED, GREEN, BLUE}
C = {1# 2, 1#3, 1#4, 2#4, 3#4}
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SOLUTION
1 2 3 4
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SOLUTION –BACK TRACKING
1 2 3 4
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CSP – Graph colouring-Solution
• R G
• G B
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Minimum remaining values
checking
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Degree heuristic
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Least constraining value
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Forward checking
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Forward checking
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Forward checking
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Forward checking
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Propagating Information through
constraints
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Crypt Arithmetic
❑ Cryptarithmetic Problem is a type of constraint satisfaction
problem
❑ where the game is about digits and its unique replacement
either with alphabets or other symbols.
❑ In cryptarithmetic problem, the digits (0-9) get substituted by
some possible alphabets or symbols.
❑ The task in cryptarithmetic problem is to substitute each digit
with an alphabet to get the result arithmetically correct.
❑ The rules are that all occurrences of a letter must be assigned
the same digit
❑ No digit can be assigned to more than one letter.
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Crypt arithmetic problem
B A S E
B A L L
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G A M E S
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Crypt arithmetic problem
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Crypt arithmetic problem
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Each puzzle has one or many solutions or no solution
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Crypt arithmetic problem
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Crypt arithmetic problem
1. From Column 5, M=1, since it is only carry-over possible
from sum of 2 single digit number in column 4.
2. To produce a carry from column 4 to column 5 ‘S + M’ is
at least 9 so ‘S=8or9’ so ‘S+M=9or10’ & so ‘O=0or1’ .
But ‘M=1’, so ‘0=0’.
3. If there is carry from column 3 to 4 then ‘E=9’ & so
‘N=0’. But ‘O=0’ so there is no carry & ‘S=9’ & ‘c3=0’.
4. If there is no carry from column 2 to 3 then ‘E=N’ which
is impossible, therefore there is carry & ‘N=E+1’ &
‘c2=1’.
5. If there is carry from column 1 to 2 then ‘N+R=E mod
10’ & ‘N=E+1’ so ‘E+1+R=E mod 10’, so ‘R=9’ but
‘S=9’, so there must be carry from column 1 to 2.
Therefore ‘c1=1’ & ‘R=8’. 88
6. To produce carry ‘c1=1’ from column 1 to 2,
we must have ‘D+E=10+Y’ as Y cannot be 0/1
so D+E is at least 12. As D is at most 7 & E is
at least 5(D cannot be 8 or 9 as it is already
assigned). N is atmost 7 & ‘N=E+1’ so
‘E=5or6’.
7. If E were 6 & D+E atleast 12 then D would be
7, but ‘N=E+1’ & N would also be 7 which is
impossible. Therefore ‘E=5’ & ‘N=6’.
8. D+E is atleast 12 for that we get ‘D=7’ &
‘Y=2’.
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Examples:
● Sudoku Playing: The game play where the constraint
is that no number from 0-9 can be repeated in the
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Constraint propagation: Inference in CSPs
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Case Study
• Machine Learning At Google: The Amazing
Use Case Of Becoming A Fully Sustainable
Business
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To summarize:: Unit 3 –Adversarial
Search and Games(7 hours)
• Game Theory
• Optimal Decisions in Games
• Heuristic alpha–beta tree search
• Monte carlo tree search
• Stochastic games
• Partially observable games
• Limitations of game search algorithms
• Constraint satisfaction problems (csp)
• Constraint propagation: inference in csps,
backtracking search for csps.
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