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COSC 4350 and 5350 Artificial Intelligence

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Title: COSC 4350 and 5350 Artificial Intelligence


1
COSC 4350 and 5350Artificial Intelligence
  • Kasparov vs. Machine Reflection on the Essence
    of Intelligence via Game Playing (Part 2)
  • Dr. Lappoon R. Tang

2
Outline
  • Enhancing Minimax search with Alpha Beta pruning
  • Kasparov vs. Deep Blue 2 what lessons have we
    learned?
  • Open questions

3
Readings
  • Section 6.3
  • Section 6.4

4
Last time
  • But you may ask what about the chess game? Can
    we use minimax to play chess as Deep Blue used
    it?
  • Good question
  • The game tree of chess has an average branching
    factor of 30 or more
  • Usually, a game can have 30 ply or more (i.e. a
    tree depth of 30) 2.05 x 1044 nodes!
  • Can minimax work on such a huge search space?
    Lets find out more about it next time

5
Review of Minimax search
6
Alpha beta pruning
  • A complete minimax search requires exploring
    every nodes until meeting the terminal state
  • Too inefficient
  • Idea An algorithm that tells which parts of the
    game tree can be ignored because computing the
    minimax values of the nodes in those parts will
    not affect the final choice made by MAX

7
(No Transcript)
8
Alpha Beta Pruning Effectiveness
  • Effectiveness depends on node ordering
  • Worst Case ...
  • No advantage due to useless node ordering. That
    is, complexity O(bd).
  • Best Case ...
  • Happens when the score of the leftmost node is
    smaller than the best so far the O(bd)
    complexity of MiniMax becomes O(bd/2 ).
  • Dont worry about the Math, the important point
    is that
  • Since bd/2 ?bd, this is the same as having a
    branching factor of ?b instead of b, thereby
    doubling the allowable tree depth to explore
  • For example Chess
  • Branching factor goes from 35 to 6.
  • Allows for a much deeper search given the same
    amount of time.
  • Expected Case ...
  • Empirical studies indicate and expected
    complexity of O(b3d/4).

9
Dealing with Limited Time
  • In real games, there is usually a time limit T on
    making a move
  • How do we take this into account?

10
Dealing with Limited Time
  • Could we set a conservative depth-limit that
    guarantees we will find a move in time
  • Example Confine Minimax to explore up to a tree
    depth of 10
  • BUT there are problems

11
Dealing with Limited Time
  • Problem 1 What if we havent reached the
    terminal nodes to get their utility values?
  • Problem 2 Even if some of the terminal nodes
    have been reached, how do we select the minimax
    value for a level if some nodes at the level do
    not have minimax values?

12
Evaluation function to the rescue (instead of
using utility function)
  • We can solve both problems by combining
    alpha-beta pruning with a state evaluation
    function
  • Idea Replace the terminal-test with a cut-off
    test stops when a certain depth limit T has
    been reached
  • Instead of returning utility values from terminal
    nodes, one just computes the expected value of a
    non-terminal node (by using a heuristic function)
  • The purpose of a heuristic function is to
    estimate the quality of a resulting board
    configuration so that the best move can be made

13
Cut-off Test
  • IF level(game_state) T, then return
    value_of(game_state)
  • Idea For every game state
  • Check if its level in the game tree T
  • If so, we stop and treat the state as if it was a
    terminal game state
  • Evaluate its expected utility score given the
    state description and return it back

14
Cut-off Test (contd)
Depth limited Minimax search
We would like to do Minimax on this full game
tree but ... ?
we dont have time, so we will explore it to
some manageable depth.
15
Heuristic Evaluation Functions
  • Often called static evaluation heuristics.
  • Evaluate board without knowing where exactly it
    will lead to
  • Use it to estimate the probability of winning
    from that node
  • Example a chess game state in which the queen
    has been captured but not the opponents queen
    is not likely to lead to a winning state
  • Important qualities
  • Must agree with the utility function f at the
    terminal states (i.e. h(end-game) f(end-game))
  • Must not take long, to compute.
  • Should be accurate enough.

16
What should the heuristic function return?
Expected Value vs. Material Value
  • Approach 1 Expected (utility) value of a state
    probability-weighted average of the different
    possible utility values a state can have
  • Example (0.72 1) (0.20 -1) (0.08 0)
    0.52 (52)
  • Problem Estimation of probabilities is difficult
  • Approach 2 Material value of a state weighted
    linear combination of the different features of a
    state
  • Example amaterialBalance ßcenterControl ?
    where material balance Value of white pieces
    - Value of black pieces (pawn 1, rook 5,
    queen 9, etc).
  • Problems 1) features are assumed to be
    independent of each other 2) can be time
    consuming

17
The Horizon Effect
  • Sometimes disaster lurks just beyond search depth
  • computer captures queen, but a few moves later
    the opponent checkmates (i.e., wins)
  • The computer has a limited horizon it cannotsee
    that this significant event could happen
  • How does one avoid catastrophic losses due to
    short-sightedness?
  • Quiescence search
  • Secondary search
  • Basically these are searches that look ahead a
    bit to see if a disaster is just beneath the
    horizon

18
Computers and Grand Master Chess
  • Deep Blue 2 (IBM)
  • Parallel processor, 32 node cluster
  • Each node has 8 dedicated VLSI chess chips
  • Can search 250 million configurations/second an
    average human being can search at most 30
    moves/second?
  • Uses minimax, alpha-beta pruning, sophisticated
    heuristics
  • Currently it can search up to 14 plies (i.e. 7
    pairs of moves)
  • Can avoid horizon by searching as deep as 40
    plies
  • Uses book moves

19
Computers and Grand Master Chess
  • Kasparov vs. Deep Blue 2, May 1997
  • 6 game full-regulation chess match sponsored by
    the Association of Computing Machinery (ACM)
  • Kasparov lost the match 2 wins 1 tie to 3 wins
    1 tie
  • This was a historic achievement the first time a
    computer became the best chess player on the
    planet

20
Kasparov vs. Deep Blue 2 Lessons learned
  • Minimax search and alpha beta pruning are not
    intelligent by themselves they are just
    mathematical calculations
  • There is arguably no observable intelligence at a
    microscopic level
  • However, an extremely large amount of seemingly
    unintelligent steps organized to achieve a well
    defined purpose can produce intelligent behavior
    at a macroscopic level
  • Deep Blue 2 can see more board configurations in
    one second than all the moves a person can see in
    his life time
  • Quantity becomes quality G. Kasparov

21
How far can we go with such an approach?
  • Checkers
  • Current world champion is Chinook (a computer
    system ?)
  • Othello
  • computers can easily beat the world experts
  • Go
  • branching factor b 360 (very large!)
  • 2 million prize for any system that can beat a
    world expert

22
Open questions
  • Currently, brute force search a big machine can
    amount to a sufficient level of computational
    intelligence that beats human intelligence on
    some non-trivial board games (e.g. chess and
    checkers)
  • Such an approach still wont work for more
    complicated games with a crazy branching factor
    (e.g. Go)
  • Open question Can we further combine human
    intelligence and raw computational power to build
    a game playing machine that plays like a God?
  • It can beat any system that relies purely on
    computational intelligence
  • It can also beat any human expert
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