Turn-Based Games - PowerPoint PPT Presentation

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Turn-Based Games

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Poker games. Poker Academy. Some Historical Highlights ... Bridge, Poker. Game tree (2-player, deterministic, turns) Concepts: State: node in search space ... – PowerPoint PPT presentation

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Title: Turn-Based Games


1
Turn-Based Games
  • sources
  • http//www.game-research.com/
  • www.gamespot.com
  • Wikipedia.org
  • Russell Norvig AI Book Chapter 5 (and slides)
  • My own

Héctor Muñoz-Avila
2
Turn-Based Strategy Games
  • Early strategy games was dominated by turn-based
    games
  • Derivate from board games
  • Chess
  • The Battle for Normandy (1982)
  • Nato Division Commanders (1985)
  • Turn-based strategy
  • game flow is partitioned in turns or rounds.
  • Turns separate analysis by the player from
    actions
  • harvest, build, destroy in turns
  • Two classes
  • Simultaneous
  • Mini-turns

3
Turn-Based Games Continues to be A Popular Game
Genre
  • At least 3 sub-styles are very popular
  • Civilization-style games
  • Civilization IV came out last week
  • Fantasy-style (RPG)
  • Heroes of Might and Magic series
  • Poker games
  • Poker Academy

4
Some Historical Highlights
  • 1952 Turing design a chess algorithm. Around the
    same time Claude Shannon also develop a chess
    program
  • 1956 Maniac versus Human
  • 1970 Hamurabi. A game about building an economy
    for a kingdom
  • The Battle for Normandy (1982)
  • 1987 Pirates!
  • 1990 Civilization
  • 1995 HoMM
  • 1996 Civilization II
  • The best game ever?
  • 2005 Civilization IV
  • 2006 HoMM V

5
Side-tracking Game Design Contradicting
Principles
  • Principle All actions can be done from a single
    screen.
  • Classical example Civ IV
  • But HoMM uses two interfaces HoMM IV

6
Coming back How to Construct Good AI?
  • Idea Lets just use A and define a good
    heuristic for the game
  • Search space a bipartite tree
  • After all didnt we use it with the 9-puzzle
    game?
  • Problems with this idea
  • Adversarial we need to consider possible moves
    of our opponent (s)
  • Time limit (think Chess)

7
Types of AdversarialTBGs (from AI perspective)
Chance
Deterministic


Chess, Go, rock-paper-scissors
Perfect information
Backgammon, monopoly
Bridge, Poker
Imperfect information
Battleships, Stratego
Civilization, HoMM
8
Game tree (2-player, deterministic, turns)
  • Concepts
  • State node in search space
  • Operator valid move
  • Terminal test game over
  • Utility function value for outcome of the game
  • MAX 1st player, maximizing its own utility
  • MIN 2nd player, minimizing Maxs utility

9
Minimax
  • Finding perfect play for deterministic games
  • Idea choose move to position with highest
    minimax value best achievable payoff against
    best play
  • E.g., 2-play game

10
Minimax algorithm
11
Properties of minimax
  • Complete?
  • Optimal?
  • Time complexity?
  • b branching factor
  • m moves in a game

Yes (if tree is finite)
Yes (against an optimal opponent)
O(bm)
  • For chess, b 35, m 100 for "reasonable"
    gamesTherefore, exact solution is infeasible

12
Minimax algorithm with Imperfect Decisions
13
Evaluation Function
  • Evaluation Function
  • Is an estimate of the actual utility
  • Typically represented as a linear function
  • EF(state) w1f1(state) w2f2(state)
    wnfn(state)
  • Example

14
Evaluation Function (2)
  • Obviously, the quality of the AI player depends
    on the evaluation function
  • Conditions for evaluation functions
  • If n is a terminal node,
  • Computing EF should not take long
  • EF should reflect chances of winning

EF(n) Utility(n)
If EF(state) gt 3 then is almost-certain that
blacks win
15
Cutting Off Search
16
a-ß pruning example
17
a-ß pruning example
18
a-ß pruning example
19
a-ß pruning example
20
a-ß pruning example
21
Properties 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
  • A simple example of the value of reasoning about
    which computations are relevant (a form of
    metareasoning)

22
Why 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

23
The a-ß algorithm
24
The a-ß algorithm
25
Resource 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

26
Evaluation functions
  • For chess, typically linear weighted sum of
    features
  • Eval(s) w1 f1(s) w2 f2(s) wn fn(s)
  • e.g., w1 9 with
  • f1(s) (number of white queens) (number of
    black queens), etc.

27
Cutting off search
  • MinimaxCutoff is identical to MinimaxValue except
  • Terminal? is replaced by Cutoff?
  • Utility is replaced by Eval
  • Does it work in practice?
  • 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

28
Deterministic 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 searches 200 million positions per second,
    uses 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.

29
Summary
  • 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
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