Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games...

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Lecture 17 Games and Adversarial Search Marco Chiarandini Department of Mathematics & Computer Science University of Southern Denmark Slides by Stuart Russell and Peter Norvig

Transcript of Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games...

Page 1: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

Lecture 17Games and Adversarial Search

Marco Chiarandini

Department of Mathematics & Computer ScienceUniversity of Southern Denmark

Slides by Stuart Russell and Peter Norvig

Page 2: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesCourse Overview

4 Introduction4 Artificial Intelligence4 Intelligent Agents

4 Search4 Uninformed Search4 Heuristic Search

4 Uncertain knowledge andReasoning

4 Probability and Bayesianapproach

4 Bayesian Networks4 Hidden Markov Chains4 Kalman Filters

4 Learning4 Supervised

Decision Trees, NeuralNetworksLearning Bayesian Networks

4 UnsupervisedEM Algorithm

4 Reinforcement LearningI Games and Adversarial Search

I Minimax search andAlpha-beta pruning

I Multiagent searchI Knowledge representation and

ReasoningI Propositional logicI First order logicI InferenceI Plannning

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Page 3: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesOutline

♦ Games♦ Perfect play

– minimax decisions– α–β pruning

♦ Resource limits and approximate evaluation♦ Games of chance♦ Games with imperfect information

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Page 4: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesOutline

1. Introduction

2. Minimax

3. α–β Algorithm

4. Stochastic Games

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Page 5: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesMultiagent environments

Multiagent environments:

I cooperativeI competitive è adversarial search in games

AI game theory (combinatorial game theory)

I deterministic/stochasticI turn takingI two playersI zero sum games = utility values equal and oppositeI perfect/imperfect informationI agents are restricted to a small number of actions described by rules

“Classical” (economic) game theory includes cooperation, chance, imperfectknowledge, simultaneous moves and tends to represent real-life decisionmaking situations.

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Page 6: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesTypes of Games

deterministic chance

perfect information chess, checkers, kalahago, othello

backgammon,monopoly

imperfect information battleships,blind tictactoe

bridge, poker, scrabble

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Page 7: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesGames vs. search problems

“Unpredictable” opponent ⇒ solution is a strategy/policyspecifying a move for every possible opponent reply è contingency strategy

Optimal strategy: the one that leads to outcomes at least as good as anyother strategy when one is playing an infallibile opponent

Search problem game treeI initial state: root of game treeI successor function: game rules/movesI terminal test (is the game over?)I utility function, gives a value for terminal nodes (eg, +1, -1, 0)

Terminology:

I Two players called MAX and MIN.I MAX searches the game tree.I Ply: one turn (every player moves once) from “reply”. [A. Samuel 1959]

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Page 8: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesGame tree (2-player, deterministic, turns)

XXXX

XX

X

XX

MAX (X)

MIN (O)

X X

O

OOX O

OO O

O OO

MAX (X)

X OX OX O XX X

XX

X X

MIN (O)

X O X X O X X O X

. . . . . . . . . . . .

. . .

. . .

. . .

TERMINALXX

−1 0 +1Utility

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Page 9: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesMeasures of Game Complexity

I state-space complexity: number of legal game positions reachable fromthe initial position of the game.

an upper bound can often be computed by including illegal positionsEg, TicTacToe:39 = 19.6835.478 after removal of illegal765 essentially different positions after eliminating symmetries

I game tree size: total number of possible games that can be played:number of leaf nodes in the game tree rooted at the game’s initialposition.

Eg: TicTacToe:9! = 362.880 possible games255.168 possible games halting when one side wins26.830 after removal of rotations and reflections

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Page 10: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic Games

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Page 11: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic Games

First three levels of the tic-tac-toe state space reduced by symmetry: 12× 7!

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Page 12: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesOutline

1. Introduction

2. Minimax

3. α–β Algorithm

4. Stochastic Games

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Page 13: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesMinimax

Perfect play for deterministic, perfect-information games

Idea: choose move to position with highest minimax value ( utility for MAX)= best achievable payoff against best play

E.g., 2-ply game:

MAX

3 12 8 642 14 5 2

MIN

3

A1

A3

A2

A13A

12A

11A

21 A23

A22

A33A

32A

31

3 2 2

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Page 14: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesMinimax algorithm

Recursive Depth First Search:

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Page 15: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesProperties of minimax

Complete?? Yes, if tree is finite (chess has specific rules for this)Time complexity?? O(bm)Space complexity?? O(bm) (depth-first exploration)

But do we need to explore every path?

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Page 16: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesMeasures of Game Complexity

I game-tree complexity: number of leaf nodes in the smallest full-widthdecision tree that establishes the value of the initial position.A full-width tree includes all nodes at each depth.estimates the number of positions to evaluate in a minimax search todetermine the value of the initial position.

approximation: game’s average branching factor to the power of thenumber of plies in an average game.Eg.: chess For chess, b ≈ 35, m ≈ 100 for “reasonable” games

⇒ exact solution completely infeasible

I computational complexity applies to generalized games(eg, n × n boards)Eg: TicTacToe:m × n board k in a row solved in DSPACE (mn) by searching the entiregame tree

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Page 17: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesHistorical view

Time limits ⇒ unlikely to find goal, must approximate

Plan of attack:I Computer considers possible lines of play (Babbage, 1846)I Algorithm for perfect play - MINIMAX - (Zermelo, 1912; Von Neumann,

1944)I Finite horizon, approximate evaluation (Zuse, 1945; Wiener, 1948;

Shannon, 1950)I First chess program (Turing, 1951)I Machine learning to improve evaluation accuracy (Samuel, 1952–57)I Pruning to allow deeper search - α− β alg. - (McCarthy, 1956)

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Page 18: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesResource limits

Standard approaches:

I n-ply lookahead: depth-limited search

I heuristic descent

I heuristic cutoff

1. Use Cutoff-Test instead of Terminal-Teste.g., depth limit (perhaps add quiescence search)

2. Use Eval instead of Utilityi.e., evaluation function that estimates desirability of position

Suppose we have 100 seconds, explore 104 nodes/second⇒ 106 nodes per move ≈ 358/2

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Page 19: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesHeuristic Descent

Heuristic measuring conflict applied to states of tic-tac-toe

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Page 20: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesEvaluation functions

Black to move

White slightly better

White to move

Black winning

For chess, typically linear weighted sum of features

Eval(s) = w1f1(s) + w2f2(s) + . . .+ wnfn(s)

e.g., w1 = 9 withf1(s) = (number of white queens) – (number of black queens), etc.

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Page 21: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesThrashing

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Page 22: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesDigression: Exact values don’t matter

MIN

MAX

21

1

42

2

20

1

1 40020

20

Behaviour is preserved under any monotonic transformation of EvalOnly the order matters:

payoff in deterministic games acts as an ordinal utility function

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Page 23: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesOutline

1. Introduction

2. Minimax

3. α–β Algorithm

4. Stochastic Games

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Page 24: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesExample

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Page 25: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic Gamesα–β pruning example

MAX

3 12 8

MIN

3

3

2

2

X X14

14

5

5

2

2

3

Minimax(root) = max {3,min{2, x , y},min{...}}

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Page 26: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesWhy is it called α–β?

..

..

..

MAX

MIN

MAX

MIN V

α is the best value (to MAX) found so far along the current pathIf V is worse (<) than α, MAX will avoid it ⇒ prune that branchDefine β similarly for MIN

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Page 27: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesThe α–β algorithm

α is the best value to MAX up to now for everything that comes above in the gametree. Similar for β and MIN.

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Page 28: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesProperties of α–β

I Pruning does not affect final result

I Good move ordering improves effectiveness of pruning

I With “perfect ordering,” time complexity = O(bm/2)⇒ doubles solvable depth

I if b is relatively small, random orders leads to O(b3m/4)

I Unfortunately, 3550 is still impossible!

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Page 29: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesDeterministic games in practice

I Checkers: Chinook ended 40-year-reign of human world championMarion Tinsley in 1994. Used an endgame database defining perfect playfor all positions involving 8 or fewer pieces on the board, a total of443,748,401,247 positions.

I Kalaha (6,6) solved at IMADA in 2011I Chess: Deep Blue defeated human world champion Gary Kasparov in a

six-game match in 1997. Deep Blue searches 200 million positions persecond, uses very sophisticated evaluation, and undisclosed methods forextending some lines of search up to 40 ply.

I Othello: human champions refuse to compete against computers, whoare too good.

I Go: human champions refuse to compete against computers, who aretoo bad. In go, b > 300, so most programs use pattern knowledge basesto suggest plausible moves.

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Page 30: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesOutline

1. Introduction

2. Minimax

3. α–β Algorithm

4. Stochastic Games

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Page 31: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesStochastic Games

Uncertainty in the result of an action.Examples:

I In solitaire, next card is unknownI In minesweeper, mine locationsI In pacman, the ghosts act

randomlyCan do expectimax search tomaximize average score

I Max nodes as in minimax searchI Chance nodes, like min nodes,

except the outcome is uncertainI Calculate expected utilities I.e.

take weighted average(expectation) of values of children

Note, they can be formalized asMarkov Decision Processes 32

Page 32: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesExpectimax Pseudocode

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Page 33: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesDepth-Limited Expectimax

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Page 34: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesDigression: magnitudes matter

For expectimax, we need magnitudes to be meaningful

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Page 35: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesExpectimax-pruning

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Page 36: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesExpectimax for Pacman

I Ghosts are not anymore trying to minimize pacman’s scoreI Instead, they are now a part of the environmentI Pacman has a belief (distribution) over how they will actI World assumptions have impact

Results from playing 5 games

Pacman used depth 4 search with an eval function that avoids troubleGhost used depth 2 search with an eval function that seeks Pacman

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Page 37: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesNondeterministic games: backgammon

1 2 3 4 5 6 7 8 9 10 11 12

24 23 22 21 20 19 18 17 16 15 14 13

0

25

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Page 38: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesNondeterministic games in general

In nondeterministic games, chance introduced by dice, card-shufflingSimplified example with coin-flipping:

MIN

MAX

2

CHANCE

4 7 4 6 0 5 −2

2 4 0 −2

0.5 0.5 0.5 0.5

3 −1

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Page 39: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesAlgorithm for nondeterministic games

Expectiminimax gives perfect playJust like Minimax, except we must also handle chance nodes:. . .if state is a Max node then

return the highest ExpectiMinimax-Value of Successors(state)if state is a Min node then

return the lowest ExpectiMinimax-Value of Successors(state)if state is a chance node then

return average of ExpectiMinimax-Value of Successors(state). . .

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Page 40: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesNondeterministic games in practice

Dice rolls increase b: 21 possible rolls with 2 diceBackgammon ≈ 20 legal moves

depth 4 = 20× (21× 20)3 ≈ 1.2× 109

I As depth increases, probability of reaching a given node shrinks⇒ value of lookahead is diminished

I α–β pruning is much less effective

I Temporal Difference Learning Gammon uses depth-2 search + very goodEval

≈ world-champion level

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Page 41: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesDigression: Exact values DO matter

DICE

MIN

MAX

2 2 3 3 1 1 4 4

2 3 1 4

.9 .1 .9 .1

2.1 1.3

20 20 30 30 1 1 400 400

20 30 1 400

.9 .1 .9 .1

21 40.9

Behaviour is preserved only by positive linear transformation of EvalHence Eval should be proportional to the expected payoff

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Page 42: Lecture 17 Games and Adversarial Search - SDUmarco/DM828/Slides/dm828-lec17.pdf · Lecture 17 Games and Adversarial Search MarcoChiarandini Department of Mathematics & Computer Science

IntroductionMinimaxα–β AlgorithmStochastic GamesGames of imperfect information

I E.g., card games, where opponent’s initial cards are unknown

I Typically we can calculate a probability for each possible deal

I Seems just like having one big dice roll at the beginning of the game∗

I Idea: compute the minimax value of each action in each deal,then choose the action with highest expected value over all deals∗

I Special case: if an action is optimal for all deals, it’s optimal.∗

I GIB, current best bridge program, approximates this idea by1) generating 100 deals consistent with bidding information2) picking the action that wins most tricks on average

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