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Artificial Intelligence Expert Systems Game Playing

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Player Will Choose Maximum Value at 2-Ply Level (Static Evaluation Function) Opponent Will Choose Minimum of Player's Maximum Values at 1-Ply Level ... – PowerPoint PPT presentation

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Title: Artificial Intelligence Expert Systems Game Playing


1
Artificial Intelligence / Expert SystemsGame
Playing
  • Justin Gaudry
  • May 25, 2007

2
Game-Playing AI Features
  • Simple Structures with Complex Strategies
  • Well-Defined Rules and Performance Measurements
  • Readily Automated Environments
  • Impossibility of Complete Analysis
  • Models

3
Game-Playing AI Features
  • Limited Playing Piece Types
  • Limited Ways to Move
  • Broad State Space
  • Size of Board
  • Piece Type
  • Move Type

4
Game Decision Methods
  • State Space Search with Constraints and Pruning
  • Heuristics
  • Knowledge Database of Known Patterns and Move
    Sequences

5
Determinism
  • Deterministic
  • No Random Feature Inherent in Game
  • Still Cannot Predict Opponents Move
  • Chess, Checkers
  • Non-Deterministic
  • Some Element of Chance
  • Dice, Cards, Some Kind of Randomness
  • Complicates Search Considerably
  • Searches Distinct Areas of State Space
  • Backgammon, Cards

6
Types of Games
  • Complete
  • Entire Knowledge of Current State Available to
    Both Players
  • Games where board and pieces are visible
  • Chess, checkers, tic-tac-toe, backgammon
  • Incomplete
  • Some Element of Secrecy
  • Cards, Scrabble

7
Types of Games
  • Zero-sum games
  • Win, Lose, or Draw
  • Rational
  • Assume Opponent Always Chooses the Best Move
  • Adversarial
  • Each Player Trying to Win and Trying to Cause
    Other Player to Lose

8
Evaluation Functions
  • Measurements of Value of Next-Ply States
  • Static
  • Evaluate from One Static Position
  • Weighted Linear Functions
  • Better State Achieves Higher Weight According to
    Combination of Features

9
Minimax
  • Two-Player Game
  • Rational
  • Assume Opponent Will Choose Worst Move for Player
    and Best Move for Opponent
  • Look at Possibilities for Player After Opponent
    Move

10
Minimax
  • Player Will Choose Maximum Value at 2-Ply Level
    (Static Evaluation Function)
  • Opponent Will Choose Minimum of Players Maximum
    Values at 1-Ply Level
  • Player Chooses Maximum of Opponents Values at
    Current Level
  • Bounded Lookahead

11
Minimax
  • For All My Possible Moves
  • For All Opponents Possible Moves
  • The Value to the Opponent is Minimum Value for Me
    at My Next Turn
  • Endfor
  • The Value to Me is Maximum Value of Opponents
    Calculation
  • Endfor

12
Minimax Weaknesses
  • Must Consider Strengths of Own Current Position
    As Well
  • At Min Level, Opponent Must Consider Strengths of
    Its Own Current Position
  • Incorporate Current Position Values with
    Calculated Minimax Value

13
Other Weaknesses
  • Sequence Problem
  • A Particular Move May Be Good Overall But in a
    Bad Sequence
  • Horizon Effect
  • A Very Good String of Moves May Lead to an
    Eventual Overall Loss
  • Limiting Depth of Ply Will Prevent the Discovery
    of the Weakness

14
Alpha-Beta Pruning
  • Minimax Prunes Only At Current Level
  • Alpha-Beta Pruning Prunes at Each Min Level
    Examined in Minimax Calculation for Current
  • Considerably Reduces the Amount of Nodes Examined
    in the Eventual Search Path

15
Alpha-Beta Pruning
  • Alpha is max for max nodes descendants
  • Beta is min for min nodes descendants
  • If current is max
  • if alpha gt parents beta
  • cut off
  • endif
  • Endif
  • If current is min
  • if beta lt parents alpha
  • cut off
  • endif
  • Endif
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