Artificial Intelligence _ Adversarial Search - Tpoint Tech
Artificial Intelligence _ Adversarial Search - Tpoint Tech
Perfect information: A game with the perfect information is that in which agents can look into the
complete board. Agents have all the information about the game, and they can see each other
moves also. Examples are Chess, Checkers, Go, etc.
Imperfect information: If in a game agents do not have all information about the game and not
aware with what's going on, such type of games are called the game with imperfect information,
← prev next →
such as tic-tac-toe, Battleship, blind, Bridge, etc.
Adversarial Search Deterministic games: Deterministic games are those games which follow a strict pattern and set of
rules for the games, and there is no randomness associated with them. Examples are chess,
Adversarial search is a search, where we examine the problem which arises when we try to plan
Checkers, Go, tic-tac-toe, etc.
ahead of the world and other agents are planning against us.
Non-deterministic games: Non-deterministic are those games which have various unpredictable
In previous topics, we have studied the search strategies which are only associated with a single events and has a factor of chance or luck. This factor of chance or luck is introduced by either dice or
agent that aims to find the solution which often expressed in the form of a sequence of actions. cards. These are random, and each action response is not fixed. Such games are also called as
stochastic games.
But, there might be some situations where more than one agent is searching for the solution in the
Example: Backgammon, Monopoly, Poker, etc.
same search space, and this situation usually occurs in game playing.
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. Each agent needs to consider Note: In this topic, we will discuss deterministic games, fully observable environment, zero-sum,
the action of other agent and effect of that action on their performance. and where each agent acts alternatively.
So, 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.
Games are modeled as a Search problem and heuristic evaluation function, and these are the two
main factors which help to model and solve games in AI.
Zero-Sum Game
In Zero-sum game each agent's gain or loss of utility is exactly balanced by the losses or gains of
utility of another agent.
One player of the game try to maximize one single value, while other player tries to minimize it.
Deterministic Chance Moves
Each move by one player in the game is called as ply. MIN minimizes the result.
The Zero-sum game involved embedded thinking in which one agent or player is trying to figure out:
What to do.
Each of the players is trying to find out the response of his opponent to their actions. This requires
embedded thinking or backward reasoning to solve the game problems in AI.
A game can be defined as a type of search in AI which can be formalized of the following elements:
A game tree is a tree where nodes of the tree are the game states and Edges of the tree are the moves by In this either MIN wins, MAX wins, or it's a draw. This game-tree is the whole search space of
players. Game tree involves initial state, actions function, and result Function. possibilities that MIN and MAX are playing tic-tac-toe and taking turns alternately.
Example: Tic-Tac-Toe game tree: Hence adversarial Search for the minimax procedure works as follows:
The following figure is showing part of the game-tree for tic-tac-toe game. Following are some key points
It aims to find the optimal strategy for MAX to win the game.
of the game:
It follows the approach of Depth-first search.
There are two players MAX and MIN.
In the game tree, optimal leaf node could appear at any depth of the tree.
Players have an alternate turn and start with MAX.
Propagate the minimax values up to the tree until the terminal node discovered.
MAX maximizes the result of the game tree
In a given game tree, the optimal strategy can be determined from the minimax value of each node,
which can be written as MINIMAX(n). MAX prefer to move to a state of maximum value and MIN prefer to
move to a state of minimum value then:
Thumb Rule
The tree can be quite large and in some cases, this may mean that the full search of the tree may not
be achievable. In these cases, the algorithm utilizes heuristics, i.e., shortcuts that allow it to proceed
faster through the game tree, avoiding the need to evaluate every possible move. These short rules
provide an estimate of the best move, possible without actually exploring the complete game tree.
← prev next →
Related Posts
Alpha-Beta Pruning
Alpha-beta pruning is a modified version of the minimax algorithm. It is an optimization
technique for the minimax algorithm. As we have seen in the minimax search algorithm that
the number of game states it has to examine are exponential in depth of the tree. Since...
5 min read