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Artificial
Intelligence 1:
game playing
Lecturer: Tom Lenaerts
Institut de Recherches Interdisciplinaires et de
Développements en Intelligence Artificielle
(IRIDIA)
Université Libre de Bruxelles
Notes adapted from lecture notes for CMSC 421 by B.J. Dorr
TLo (IRIDIA) 2October 13, 2015
Outline
 What are games?
 Optimal decisions in games
 Which strategy leads to success?
 α-β pruning
 Games of imperfect information
 Games that include an element of chance
TLo (IRIDIA) 3October 13, 2015
What are and why study
games?
 Games are a form of multi-agent environment
 What do other agents do and how do they affect our
success?
 Cooperative vs. competitive multi-agent environments.
 Competitive multi-agent environments give rise to
adversarial problems a.k.a. games
 Why study games?
 Fun; historically entertaining
 Interesting subject of study because they are hard
 Easy to represent and agents restricted to small
number of actions
TLo (IRIDIA) 4October 13, 2015
Relation of Games to Search
 Search – no adversary
 Solution is (heuristic) method for finding goal
 Heuristics and CSP techniques can find optimal solution
 Evaluation function: estimate of cost from start to goal
through given node
 Examples: path planning, scheduling activities
 Games – adversary
 Solution is strategy (strategy specifies move for every
possible opponent reply).
 Time limits force an approximate solution
 Evaluation function: evaluate “goodness” of
game position
 Examples: chess, checkers, Othello, backgammon
TLo (IRIDIA) 5October 13, 2015
Types of Games
TLo (IRIDIA) 6October 13, 2015
Game setup
 Two players: MAX and MIN
 MAX moves first and they take turns until the game is
over. Winner gets award, looser gets penalty.
 Games as search:
 Initial state: e.g. board configuration of chess
 Successor function: list of (move,state) pairs specifying
legal moves.
 Terminal test: Is the game finished?
 Utility function: Gives numerical value of terminal states.
E.g. win (+1), loose (-1) and draw (0) in tic-tac-toe (next)
 MAX uses search tree to determine next move.
TLo (IRIDIA) 7October 13, 2015
Partial Game Tree for Tic-Tac-Toe
TLo (IRIDIA) 8October 13, 2015
Optimal strategies
 Find the contingent strategy for MAX assuming an
infallible MIN opponent.
 Assumption: Both players play optimally !!
 Given a game tree, the optimal strategy can be determined
by using the minimax value of each node:
MINIMAX-VALUE(n)=
UTILITY(n) If n is a terminal
maxs∈ successors(n) MINIMAX-VALUE(s) If n is a max node
mins∈ successors(n) MINIMAX-VALUE(s) If n is a max node
TLo (IRIDIA) 9October 13, 2015
Two-Ply Game Tree
TLo (IRIDIA) 10October 13, 2015
Two-Ply Game Tree
TLo (IRIDIA) 11October 13, 2015
Two-Ply Game Tree
TLo (IRIDIA) 12October 13, 2015
Two-Ply Game Tree
The minimax decision
Minimax maximizes the worst-case outcome for max.
TLo (IRIDIA) 13October 13, 2015
What if MIN does not play
optimally?
 Definition of optimal play for MAX assumes
MIN plays optimally: maximizes worst-case
outcome for MAX.
 But if MIN does not play optimally, MAX will do
even better. [Can be proved.]
TLo (IRIDIA) 14October 13, 2015
Minimax Algorithm
function MINIMAX-DECISION(state) returns an action
inputs: state, current state in game
v←MAX-VALUE(state)
return the action in SUCCESSORS(state) with value v
function MIN-VALUE(state) returns a utility value
if TERMINAL-TEST(state) then return UTILITY(state)
v ← ∞
for a,s in SUCCESSORS(state) do
v ← MIN(v,MAX-VALUE(s))
return v
function MAX-VALUE(state) returns a utility value
if TERMINAL-TEST(state) then return UTILITY(state)
v ← ∞
for a,s in SUCCESSORS(state) do
v ← MAX(v,MIN-VALUE(s))
return v
TLo (IRIDIA) 15October 13, 2015
Properties of Minimax

Criterion Minimax
Complete? Yes
Time O(bm
)
Space O(bm)
Optimal? Yes



TLo (IRIDIA) 16October 13, 2015
Multiplayer games
 Games allow more than two players
 Single minimax values become vectors
TLo (IRIDIA) 17October 13, 2015
Problem of minimax search
 Number of games states is exponential to the
number of moves.
 Solution: Do not examine every node
 ==> Alpha-beta pruning
 Alpha = value of best choice found so far at any choice
point along the MAX path
 Beta = value of best choice found so far at any choice
point along the MIN path
 Revisit example …
TLo (IRIDIA) 18October 13, 2015
Alpha-Beta Example
[-∞, +∞]
[-∞,+∞]
Range of possible values
Do DF-search until first leaf
TLo (IRIDIA) 19October 13, 2015
Alpha-Beta Example
(continued)
[-∞,3]
[-∞,+∞]
TLo (IRIDIA) 20October 13, 2015
Alpha-Beta Example
(continued)
[-∞,3]
[-∞,+∞]
TLo (IRIDIA) 21October 13, 2015
Alpha-Beta Example
(continued)
[3,+∞]
[3,3]
TLo (IRIDIA) 22October 13, 2015
Alpha-Beta Example
(continued)
[-∞,2]
[3,+∞]
[3,3]
This node is worse
for MAX
TLo (IRIDIA) 23October 13, 2015
Alpha-Beta Example
(continued)
[-∞,2]
[3,14]
[3,3] [-∞,14]
,
TLo (IRIDIA) 24October 13, 2015
Alpha-Beta Example
(continued)
[−∞,2]
[3,5]
[3,3] [-∞,5]
,
TLo (IRIDIA) 25October 13, 2015
Alpha-Beta Example
(continued)
[2,2][−∞,2]
[3,3]
[3,3]
TLo (IRIDIA) 26October 13, 2015
Alpha-Beta Example
(continued)
[2,2][-∞,2]
[3,3]
[3,3]
TLo (IRIDIA) 27October 13, 2015
Alpha-Beta Algorithm
function ALPHA-BETA-SEARCH(state) returns an action
inputs: state, current state in game
v←MAX-VALUE(state, - ∞ , +∞)
return the action in SUCCESSORS(state) with value v
function MAX-VALUE(state,α , β) returns a utility value
if TERMINAL-TEST(state) then return UTILITY(state)
v ← - ∞
for a,s in SUCCESSORS(state) do
v ← MAX(v,MIN-VALUE(s, α , β))
if v ≥ β then return v
α ← MAX(α ,v)
return v
TLo (IRIDIA) 28October 13, 2015
Alpha-Beta Algorithm
function MIN-VALUE(state, α , β) returns a utility value
if TERMINAL-TEST(state) then return UTILITY(state)
v ← + ∞
for a,s in SUCCESSORS(state) do
v ← MIN(v,MAX-VALUE(s, α , β))
if v ≤ α then return v
β ← MIN(β ,v)
return v
TLo (IRIDIA) 29October 13, 2015
General alpha-beta pruning
 Consider a node n somewhere
in the tree
 If player has a better choice at
 Parent node of n
 Or any choice point further
up
 n will never be reached in
actual play.
 Hence when enough is known
about n, it can be pruned.
TLo (IRIDIA) 30October 13, 2015
Final Comments about Alpha-
Beta Pruning
 Pruning does not affect final results
 Entire subtrees can be pruned.
 Good move ordering improves effectiveness of pruning
 With “perfect ordering,” time complexity is O(bm/2
)
 Branching factor of sqrt(b) !!
 Alpha-beta pruning can look twice as far as minimax in
the same amount of time
 Repeated states are again possible.
 Store them in memory = transposition table
TLo (IRIDIA) 31October 13, 2015
Games of imperfect information
 Minimax and alpha-beta pruning require too much
leaf-node evaluations.
 May be impractical within a reasonable amount of
time.
 SHANNON (1950):
 Cut off search earlier (replace TERMINAL-TEST by
CUTOFF-TEST)
 Apply heuristic evaluation function EVAL (replacing
utility function of alpha-beta)
TLo (IRIDIA) 32October 13, 2015
Cutting off search
 Change:
 if TERMINAL-TEST(state) then return UTILITY(state)
into
 if CUTOFF-TEST(state,depth) then return EVAL(state)
 Introduces a fixed-depth limit depth
 Is selected so that the amount of time will not exceed what the rules
of the game allow.
 When cuttoff occurs, the evaluation is performed.
TLo (IRIDIA) 33October 13, 2015
Heuristic EVAL
 Idea: produce an estimate of the expected utility of the
game from a given position.
 Performance depends on quality of EVAL.
 Requirements:
 EVAL should order terminal-nodes in the same way as
UTILITY.
 Computation may not take too long.
 For non-terminal states the EVAL should be strongly
correlated with the actual chance of winning.
 Only useful for quiescent (no wild swings in value in near
future) states
TLo (IRIDIA) 34October 13, 2015
Heuristic EVAL example
Eval(s) = w1 f1(s) + w2 f2(s) + … + wnfn(s)
TLo (IRIDIA) 35October 13, 2015
Heuristic EVAL example
Eval(s) = w1 f1(s) + w2 f2(s) + … + wnfn(s)
Addition assumes
independence
TLo (IRIDIA) 36October 13, 2015
Heuristic difficulties
Heuristic counts pieces won
TLo (IRIDIA) 37October 13, 2015
Horizon effect Fixed depth search
thinks it can avoid
the queening move
TLo (IRIDIA) 38October 13, 2015
Games that include chance
 Possible moves (5-10,5-11), (5-11,19-24),(5-10,10-16)
and (5-11,11-16)
TLo (IRIDIA) 39October 13, 2015
Games that include chance
 Possible moves (5-10,5-11), (5-11,19-24),(5-10,10-16) and (5-
11,11-16)
 [1,1], [6,6] chance 1/36, all other chance 1/18
chance nodes
TLo (IRIDIA) 40October 13, 2015
Games that include chance
 [1,1], [6,6] chance 1/36, all other chance 1/18
 Can not calculate definite minimax value, only expected value
TLo (IRIDIA) 41October 13, 2015
Expected minimax value
EXPECTED-MINIMAX-VALUE(n)=
UTILITY(n) If n is a terminal
maxs∈successors(n) MINIMAX-VALUE(s) If n is a max node
mins∈successors(n) MINIMAX-VALUE(s) If n is a max node
∑s ∈successors(n)P(s) . EXPECTEDMINIMAX(s) If n is a chance node
These equations can be backed-up recursively all
the way to the root of the game tree.
TLo (IRIDIA) 42October 13, 2015
Position evaluation with chance
nodes
 Left, A1 wins
 Right A2 wins
 Outcome of evaluation function may not change when values are
scaled differently.
 Behavior is preserved only by a positive linear transformation of
EVAL.
TLo (IRIDIA) 43October 13, 2015
Discussion
 Examine section on state-of-the-art games yourself
 Minimax assumes right tree is better than left, yet …
 Return probability distribution over possible values
 Yet expensive calculation
TLo (IRIDIA) 44October 13, 2015
Discussion
 Utility of node expansion
 Only expand those nodes which lead to significanlty
better moves
 Both suggestions require meta-reasoning
TLo (IRIDIA) 45October 13, 2015
Summary
 Games are fun (and dangerous)
 They illustrate several important points about AI
 Perfection is unattainable -> approximation
 Good idea what to think about
 Uncertainty constrains the assignment of values to
states
 Games are to AI as grand prix racing is to
automobile design.

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6 games

  • 1. Artificial Intelligence 1: game playing Lecturer: Tom Lenaerts Institut de Recherches Interdisciplinaires et de Développements en Intelligence Artificielle (IRIDIA) Université Libre de Bruxelles Notes adapted from lecture notes for CMSC 421 by B.J. Dorr
  • 2. TLo (IRIDIA) 2October 13, 2015 Outline  What are games?  Optimal decisions in games  Which strategy leads to success?  α-β pruning  Games of imperfect information  Games that include an element of chance
  • 3. TLo (IRIDIA) 3October 13, 2015 What are and why study games?  Games are a form of multi-agent environment  What do other agents do and how do they affect our success?  Cooperative vs. competitive multi-agent environments.  Competitive multi-agent environments give rise to adversarial problems a.k.a. games  Why study games?  Fun; historically entertaining  Interesting subject of study because they are hard  Easy to represent and agents restricted to small number of actions
  • 4. TLo (IRIDIA) 4October 13, 2015 Relation of Games to Search  Search – no adversary  Solution is (heuristic) method for finding goal  Heuristics and CSP techniques can find optimal solution  Evaluation function: estimate of cost from start to goal through given node  Examples: path planning, scheduling activities  Games – adversary  Solution is strategy (strategy specifies move for every possible opponent reply).  Time limits force an approximate solution  Evaluation function: evaluate “goodness” of game position  Examples: chess, checkers, Othello, backgammon
  • 5. TLo (IRIDIA) 5October 13, 2015 Types of Games
  • 6. TLo (IRIDIA) 6October 13, 2015 Game setup  Two players: MAX and MIN  MAX moves first and they take turns until the game is over. Winner gets award, looser gets penalty.  Games as search:  Initial state: e.g. board configuration of chess  Successor function: list of (move,state) pairs specifying legal moves.  Terminal test: Is the game finished?  Utility function: Gives numerical value of terminal states. E.g. win (+1), loose (-1) and draw (0) in tic-tac-toe (next)  MAX uses search tree to determine next move.
  • 7. TLo (IRIDIA) 7October 13, 2015 Partial Game Tree for Tic-Tac-Toe
  • 8. TLo (IRIDIA) 8October 13, 2015 Optimal strategies  Find the contingent strategy for MAX assuming an infallible MIN opponent.  Assumption: Both players play optimally !!  Given a game tree, the optimal strategy can be determined by using the minimax value of each node: MINIMAX-VALUE(n)= UTILITY(n) If n is a terminal maxs∈ successors(n) MINIMAX-VALUE(s) If n is a max node mins∈ successors(n) MINIMAX-VALUE(s) If n is a max node
  • 9. TLo (IRIDIA) 9October 13, 2015 Two-Ply Game Tree
  • 10. TLo (IRIDIA) 10October 13, 2015 Two-Ply Game Tree
  • 11. TLo (IRIDIA) 11October 13, 2015 Two-Ply Game Tree
  • 12. TLo (IRIDIA) 12October 13, 2015 Two-Ply Game Tree The minimax decision Minimax maximizes the worst-case outcome for max.
  • 13. TLo (IRIDIA) 13October 13, 2015 What if MIN does not play optimally?  Definition of optimal play for MAX assumes MIN plays optimally: maximizes worst-case outcome for MAX.  But if MIN does not play optimally, MAX will do even better. [Can be proved.]
  • 14. TLo (IRIDIA) 14October 13, 2015 Minimax Algorithm function MINIMAX-DECISION(state) returns an action inputs: state, current state in game v←MAX-VALUE(state) return the action in SUCCESSORS(state) with value v function MIN-VALUE(state) returns a utility value if TERMINAL-TEST(state) then return UTILITY(state) v ← ∞ for a,s in SUCCESSORS(state) do v ← MIN(v,MAX-VALUE(s)) return v function MAX-VALUE(state) returns a utility value if TERMINAL-TEST(state) then return UTILITY(state) v ← ∞ for a,s in SUCCESSORS(state) do v ← MAX(v,MIN-VALUE(s)) return v
  • 15. TLo (IRIDIA) 15October 13, 2015 Properties of Minimax  Criterion Minimax Complete? Yes Time O(bm ) Space O(bm) Optimal? Yes   
  • 16. TLo (IRIDIA) 16October 13, 2015 Multiplayer games  Games allow more than two players  Single minimax values become vectors
  • 17. TLo (IRIDIA) 17October 13, 2015 Problem of minimax search  Number of games states is exponential to the number of moves.  Solution: Do not examine every node  ==> Alpha-beta pruning  Alpha = value of best choice found so far at any choice point along the MAX path  Beta = value of best choice found so far at any choice point along the MIN path  Revisit example …
  • 18. TLo (IRIDIA) 18October 13, 2015 Alpha-Beta Example [-∞, +∞] [-∞,+∞] Range of possible values Do DF-search until first leaf
  • 19. TLo (IRIDIA) 19October 13, 2015 Alpha-Beta Example (continued) [-∞,3] [-∞,+∞]
  • 20. TLo (IRIDIA) 20October 13, 2015 Alpha-Beta Example (continued) [-∞,3] [-∞,+∞]
  • 21. TLo (IRIDIA) 21October 13, 2015 Alpha-Beta Example (continued) [3,+∞] [3,3]
  • 22. TLo (IRIDIA) 22October 13, 2015 Alpha-Beta Example (continued) [-∞,2] [3,+∞] [3,3] This node is worse for MAX
  • 23. TLo (IRIDIA) 23October 13, 2015 Alpha-Beta Example (continued) [-∞,2] [3,14] [3,3] [-∞,14] ,
  • 24. TLo (IRIDIA) 24October 13, 2015 Alpha-Beta Example (continued) [−∞,2] [3,5] [3,3] [-∞,5] ,
  • 25. TLo (IRIDIA) 25October 13, 2015 Alpha-Beta Example (continued) [2,2][−∞,2] [3,3] [3,3]
  • 26. TLo (IRIDIA) 26October 13, 2015 Alpha-Beta Example (continued) [2,2][-∞,2] [3,3] [3,3]
  • 27. TLo (IRIDIA) 27October 13, 2015 Alpha-Beta Algorithm function ALPHA-BETA-SEARCH(state) returns an action inputs: state, current state in game v←MAX-VALUE(state, - ∞ , +∞) return the action in SUCCESSORS(state) with value v function MAX-VALUE(state,α , β) returns a utility value if TERMINAL-TEST(state) then return UTILITY(state) v ← - ∞ for a,s in SUCCESSORS(state) do v ← MAX(v,MIN-VALUE(s, α , β)) if v ≥ β then return v α ← MAX(α ,v) return v
  • 28. TLo (IRIDIA) 28October 13, 2015 Alpha-Beta Algorithm function MIN-VALUE(state, α , β) returns a utility value if TERMINAL-TEST(state) then return UTILITY(state) v ← + ∞ for a,s in SUCCESSORS(state) do v ← MIN(v,MAX-VALUE(s, α , β)) if v ≤ α then return v β ← MIN(β ,v) return v
  • 29. TLo (IRIDIA) 29October 13, 2015 General alpha-beta pruning  Consider a node n somewhere in the tree  If player has a better choice at  Parent node of n  Or any choice point further up  n will never be reached in actual play.  Hence when enough is known about n, it can be pruned.
  • 30. TLo (IRIDIA) 30October 13, 2015 Final Comments about Alpha- Beta Pruning  Pruning does not affect final results  Entire subtrees can be pruned.  Good move ordering improves effectiveness of pruning  With “perfect ordering,” time complexity is O(bm/2 )  Branching factor of sqrt(b) !!  Alpha-beta pruning can look twice as far as minimax in the same amount of time  Repeated states are again possible.  Store them in memory = transposition table
  • 31. TLo (IRIDIA) 31October 13, 2015 Games of imperfect information  Minimax and alpha-beta pruning require too much leaf-node evaluations.  May be impractical within a reasonable amount of time.  SHANNON (1950):  Cut off search earlier (replace TERMINAL-TEST by CUTOFF-TEST)  Apply heuristic evaluation function EVAL (replacing utility function of alpha-beta)
  • 32. TLo (IRIDIA) 32October 13, 2015 Cutting off search  Change:  if TERMINAL-TEST(state) then return UTILITY(state) into  if CUTOFF-TEST(state,depth) then return EVAL(state)  Introduces a fixed-depth limit depth  Is selected so that the amount of time will not exceed what the rules of the game allow.  When cuttoff occurs, the evaluation is performed.
  • 33. TLo (IRIDIA) 33October 13, 2015 Heuristic EVAL  Idea: produce an estimate of the expected utility of the game from a given position.  Performance depends on quality of EVAL.  Requirements:  EVAL should order terminal-nodes in the same way as UTILITY.  Computation may not take too long.  For non-terminal states the EVAL should be strongly correlated with the actual chance of winning.  Only useful for quiescent (no wild swings in value in near future) states
  • 34. TLo (IRIDIA) 34October 13, 2015 Heuristic EVAL example Eval(s) = w1 f1(s) + w2 f2(s) + … + wnfn(s)
  • 35. TLo (IRIDIA) 35October 13, 2015 Heuristic EVAL example Eval(s) = w1 f1(s) + w2 f2(s) + … + wnfn(s) Addition assumes independence
  • 36. TLo (IRIDIA) 36October 13, 2015 Heuristic difficulties Heuristic counts pieces won
  • 37. TLo (IRIDIA) 37October 13, 2015 Horizon effect Fixed depth search thinks it can avoid the queening move
  • 38. TLo (IRIDIA) 38October 13, 2015 Games that include chance  Possible moves (5-10,5-11), (5-11,19-24),(5-10,10-16) and (5-11,11-16)
  • 39. TLo (IRIDIA) 39October 13, 2015 Games that include chance  Possible moves (5-10,5-11), (5-11,19-24),(5-10,10-16) and (5- 11,11-16)  [1,1], [6,6] chance 1/36, all other chance 1/18 chance nodes
  • 40. TLo (IRIDIA) 40October 13, 2015 Games that include chance  [1,1], [6,6] chance 1/36, all other chance 1/18  Can not calculate definite minimax value, only expected value
  • 41. TLo (IRIDIA) 41October 13, 2015 Expected minimax value EXPECTED-MINIMAX-VALUE(n)= UTILITY(n) If n is a terminal maxs∈successors(n) MINIMAX-VALUE(s) If n is a max node mins∈successors(n) MINIMAX-VALUE(s) If n is a max node ∑s ∈successors(n)P(s) . EXPECTEDMINIMAX(s) If n is a chance node These equations can be backed-up recursively all the way to the root of the game tree.
  • 42. TLo (IRIDIA) 42October 13, 2015 Position evaluation with chance nodes  Left, A1 wins  Right A2 wins  Outcome of evaluation function may not change when values are scaled differently.  Behavior is preserved only by a positive linear transformation of EVAL.
  • 43. TLo (IRIDIA) 43October 13, 2015 Discussion  Examine section on state-of-the-art games yourself  Minimax assumes right tree is better than left, yet …  Return probability distribution over possible values  Yet expensive calculation
  • 44. TLo (IRIDIA) 44October 13, 2015 Discussion  Utility of node expansion  Only expand those nodes which lead to significanlty better moves  Both suggestions require meta-reasoning
  • 45. TLo (IRIDIA) 45October 13, 2015 Summary  Games are fun (and dangerous)  They illustrate several important points about AI  Perfection is unattainable -> approximation  Good idea what to think about  Uncertainty constrains the assignment of values to states  Games are to AI as grand prix racing is to automobile design.