Title: CS 8520: Artificial Intelligence
1CS 8520 Artificial Intelligence
- Adversarial Search
- Paula Matuszek
- Fall, 2005
2Search in an Adversarial Environment
- Iterative deepening and A useful for
single-agent search problems - What if there are TWO agents?
- Goals in conflict
- Adversarial Search
- Especially common in AI
- Goals in direct conflict
- IE GAMES.
3Games vs. search problems
- "Unpredictable" opponent ? specifying a move for
every possible opponent reply - Time limits ? unlikely to find goal, must
approximate - Efficiency matters a lot
- HARD.
- In AI, typically "zero sum" one player wins
exactly as much as other player loses.
4Types of games
- Deterministic Chance
- Perfect Info Chess Monopoly
- Checkers
Backgammon - Othello
- Tic-Tac-Toe
- Imperfect Info Bridge
-
Poker -
Scrabble
5Tic-Tac-Toe
- Tic Tac Toe is one of the classic AI examples.
Let's play some. - Tic Tac Toe version 1.
- http//www.ourvirtualmall.com/tictac.htm
- Tic Tac Toe version 2.
- http//thinks.com/java/tic-tac-toe/tic-tac-toe.htm
- Try them both, at various levels of difficulty.
- What kind of strategy are you using?
- What kind does the computer seem to be using?
- Did you win? Lose?
6Problem Definition
- Formally define a two-person game as
- Two players, called MAX and MIN.
- Alternate moves
- At end of game winner is rewarded and loser
penalized. - Game has
- Initial State board position and player to go
first - Successor Function returns (move, state) pairs
- All legal moves from the current state
- Resulting state
- Terminal Test
- Utility function for terminal states.
- Initial state plus legal moves define game tree.
7Tic Tac Toe Game tree
8Optimal Strategies
- Optimal strategy is sequence of moves leading to
desired goal state. - MAX's strategy is affected by MIN's play.
- So MAX needs a strategy which is the best
possible payoff, assuming optimal play on MIN's
part. - Determined by looking at MINIMAX value for each
node in game tree.
9Minimax
- Perfect play for deterministic games
- Idea choose move to position with highest
minimax value best achievable payoff against
best play - E.g., 2-ply game
10Minimax algorithm
11Properties of minimax
- Complete? Yes (if tree is finite)
- Optimal? Yes (against an optimal opponent)
- Time complexity? O(bm)
- Space complexity? O(bm) (depth-first exploration)
- For chess, b 35, m 100 for "reasonable"
games? exact solution completely infeasible - Even tic-tac-toe is much too complex to diagram
here, although it's small enough to implement.
12Pruning the Search
- If you have an idea that is surely bad, don't
take the time to see how truly awful it is. --
Pat Winston - Minimax exponential with of moves not feasible
in real-life - But we can PRUNE some branches.
- Alpha-Beta pruning
- If it is clear that a branch can't improve on the
value we already have, stop analysis.
13a-ß pruning example
14a-ß pruning example
15a-ß pruning example
16a-ß pruning example
17a-ß pruning example
18Properties of a-ß
- Pruning does not affect final result
- Good move ordering improves effectiveness of
pruning - With "perfect ordering," time complexity
O(bm/2) - ? doubles depth of search which can be carried
out for a given level of resources. - A simple example of the value of reasoning about
which computations are relevant (a form of
metareasoning)
19Why is it called a-ß?
- a is the value of the best (i.e., highest-value)
choice found so far at any choice point along the
path for max - If v is worse than a, max will avoid it
- ? prune that branch
- Define ß similarly for min
20The a-ß algorithm
21The a-ß algorithm
22"Informed" Search
- Alpha-Beta still not feasible for large game
spaces. - Can we improve on performance with domain
knowledge? - Yes -- if we have a useful heuristic for
evaluating game states. - Conceptually analogous to A for single-agent
search.
23Resource limits
- Suppose we have 100 secs, explore 104 nodes/sec?
106 nodes per move - Standard approach
- cutoff test
- e.g., depth limit (perhaps add quiescence search)
- evaluation function
- estimated desirability of position
24Evaluation function
- Evaluation function or static evaluator is used
to evaluate the goodness of a game position. - Contrast with heuristic search where the
evaluation function was a non-negative estimate
of the cost from the start node to a goal and
passing through the given node - The zero-sum assumption allows us to use a single
evaluation function to describe the goodness of a
board with respect to both players. - f(n) gtgt 0 position n good for me and bad for
you - f(n) ltlt 0 position n bad for me and good for
you - f(n) near 0 position n is a neutral position
- f(n) infinity win for me
- f(n) -infinity win for you
DesJardins www.cs.umbc.edu/671/fall03/slides/c8-
9_games.ppt
25Evaluation function examples
- Example of an evaluation function for
Tic-Tac-Toe - f(n) of 3-lengths open for me - of
3-lengths open for you - where a 3-length is a complete row, column, or
diagonal - Alan Turings function for chess
- f(n) w(n)/b(n) where w(n) sum of the point
value of whites pieces and b(n) sum of blacks - Most evaluation functions are specified as a
weighted sum of position features - f(n) w1feat1(n) w2feat2(n) ...
wnfeatk(n) - Example features for chess are piece count,
piece placement, squares controlled, etc. - Deep Blue (which beat Gary Kasparov in 1997) had
over 8000 features in its evaluation function
DesJardins www.cs.umbc.edu/671/fall03/slides/c8-
9_games.ppt
26Cutting off search
- MinimaxCutoff is identical to MinimaxValue except
- Terminal? is replaced by Cutoff?
- Utility is replaced by Eval
- Does it work in practice?
- For chess bm 106, b35 ? m4
- 4-ply lookahead is a hopeless chess player!
- 4-ply human novice
- 8-ply typical PC, human master
- 12-ply Deep Blue, Kasparov
27Deterministic games in practice
- Checkers Chinook ended 40-year-reign of human
world champion Marion Tinsley in 1994. Used a
precomputed endgame database defining perfect
play for all positions involving 8 or fewer
pieces on the board, a total of 444 billion
positions. - Chess Deep Blue defeated human world champion
Garry Kasparov in a six-game match in 1997. Deep
Blue searched 200 million positions per second,
used very sophisticated evaluation, and
undisclosed methods for extending some lines of
search up to 40 ply. - Othello human champions refuse to compete
against computers, who are too good. - Go human champions refuse to compete against
computers, who are too bad. In go, b gt 300, so
most programs use pattern knowledge bases to
suggest plausible moves.
28Games of chance
- Backgammon is a two-player game with
uncertainty. - Players roll dice to determine what moves to
make. - White has just rolled 5 and 6 and has four legal
moves - 5-10, 5-11
- 5-11, 19-24
- 5-10, 10-16
- 5-11, 11-16
- Such games are good for exploring decision making
in adversarial problems involving skill and luck.
DesJardins www.cs.umbc.edu/671/fall03/slides/c8-
9_games.ppt
29Decision-Making in Non-Deterministic Games
- Probable state tree will depend on chance as well
as moves chosen - Add "chance" notes to the max and min nodes.
- Compute expected values for chance nodes.
30Game Trees with Chance Nodes
- Chance nodes (shown as circles) represent random
events - For a random event with N outcomes, each chance
node has N distinct children a probability is
associated with each - (For 2 dice, there are 21 distinct outcomes)
- Use minimax to compute values for MAX and MIN
nodes - Use expected values for chance nodes
- For chance nodes over a max node, as in C
- expectimax(C) ?i(P(di) maxvalue(i))
- For chance nodes over a min node
- expectimin(C) ?i(P(di) minvalue(i))
Min Rolls
Max Rolls
DesJardins www.cs.umbc.edu/671/fall03/slides/c8-
9_games.ppt
31Meaning of the evaluation function
A1 is best move
A2 is best move
2 outcomes with prob .9, .1
- Dealing with probabilities and expected values
means we have to be careful about the meaning
of values returned by the static evaluator. - Note that a relative-order preserving change of
the values would not change the decision of
minimax, but could change the decision with
chance nodes. - Linear transformations are OK
DesJardins www.cs.umbc.edu/671/fall03/slides/c8-
9_games.ppt
32Summary
- Games are fun to work on!
- They illustrate several important points about AI
- perfection is unattainable ? must approximate
- good idea to think about what to think about