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Phantom Games




Phantom Games

                                      1. Phantom-games & phantom-go
                                                              2. Maths
                                                        3. Experiments


F. Teytaud, O. Teytaud
TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud,
OASE Lab,


Korea,
Summer 2011
                                             1
Phantom Games

What are phantom games ?
phantom-X = partial information counterpart of
               (full info) game X,
you're not informed of your opponent's moves
so you might play illegal moves:
  then you're informed they're illegal;
  and you just replay them.

Extremal case: no other information (just illegal moves)
More convenient: a bit more information:
 informed of ataris (in Go)
 see all the locations you can reach (Dark Chess).
                           2
Phantom Games

What are phantom games ?
phantom-X = partial information counterpart of
               (full info) game X,
you're not informed of your opponent's moves
so you might play illegal moves:
  then you're informed they're illegal;
  and you just replay them.

       Example: phantom Tic-Tac-Toe


                           3
Phantom Games

What are phantom games ?
phantom-X = partial information counterpart of
               (full info) game X,
you're not informed of your opponent's moves
so you might play illegal moves:
  then you're informed they're illegal;
  and you just replay them.

                  My opponent plays (I don't know
                  where)

                           4
Phantom Games

What are phantom games ?
phantom-X = partial information counterpart of
               (full info) game X,
you're not informed of your opponent's moves
so you might play illegal moves:
  then you're informed they're illegal;
  and you just replay them.

                               I try this...
                               ==> illegal move!

                           5
Phantom Games

What are phantom games ?
phantom-X = partial information counterpart of
               (full info) game X,
you're not informed of your opponent's moves
so you might play illegal moves:
  then you're informed they're illegal;
  and you just replay them.

                                      I know the
                                      state...
                                       ==> good :-)
                           6
Example: Dark Chess




- Different from Chinese Dark Chess
- Also known as “Fog of War”7
Example: phantom-Go




             8
Phantom Games




A little bit of maths (sorry)

                                            1. Phantom-games & phantom-go
                                                                 2. Maths
                                                            3. Experiments


F. Teytaud, O. Teytaud
TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud,
OASE Lab,


Korea,
Summer 2011
                                             9
Simple things


Consider a 2-player game with: - finite state space;
                               - one of the two players wins.
Then:
- Full information: one of the player has a
    winning strategy. We can know who by
    Minimax. Possibly 2EXP-complete (Go with
    Japanese rules, Robson's paper).

- Partial information, finite horizon: there exists p,
   Such that player 1 wins with proba p in case of
   perfect play. p is computable.

- Partial information, infinite horizon: p not
    computable ! (Auger et al, 2010, submitted)
                           10
Other simple things




Previous stuff was known, and mathematically hard.
Now, simple stuff, with concrete applications.

Goals: making approximate solving of partially observable games
  more tractable.
  With precise bounds.




                                11
Other simple thing==> practice


Difference with full information games + applications:

- good strategies are randomized
     (when playing games with hidden information)
     (illustration: play rock-paper-scissor;
          if you play a fixed strategy,
          at least one opponent is much stronger than you)

- remark: there is an optimal strategy which is invariant w.r.t
          rotations/symmetries

==> so we can work with only one version, and then symmetrize
       (uniformly)
==> no loss of optimality (Nash sense)
                                 12
Yet another simple thing ==> practice

- Change the game as follows: player 2 chooses
   the hidden state when in state S.

- Then, the game is harder for player 1 (in term of game-theoretical
   value).

==> So we can lower bound the value by considering
  - the worst case on opponent's strategies and
  - assuming he is allowed to rebuild the hidden state (consistently
  with your observations, however).
     ==> you get a matrix game (see example later)

==> if you have both lower and upper bounds, you can estimate
   the value of an history of observations.

==> looks stupid, but simplifies13
                                 analysis (examples next slide)
Examples: 4x4 Ponnuki              Simple case
(phantom version)              (you do it naturally)




           <=== Sure win in 4x4 ponnuki
               (phantom or not)



          ==>


                     ==> at least 1/3 for black
                14
Examples: 4x4 Ponnuki

                     Better case (you don't
                     do it without thinking
                         at the method)
           <=== Sure win in 4x4 ponnuki
               (phantom or not)



          ==>


                         ==> at least 1/3 for black
                15
One more simple thing ==> practice


- Specifically for phantom-games: if a move is either a win, or an
   “illegal” move, then play it.

- Trivially ok (no optimality loss),
          reduces (very much) the set of strategies

==> it can't hurt

==> very compact representation




                                16
One last simple thing ==> practice


Specifically for phantom-games:

 - If in fully observable game X, there are N possible sequences of
   actions and player 1 wins surely.

 - Then, player 1 wins with probability at least 1/N in phantom-X.

Proof: Player 1 can reach proba 1/N of winning by playing
  randomly a sequence of actions = optimal sequence with
  proba 1/N (at least).




                               17
Good in Go, bad in phantom-Go:
tightness


Black to play.
Go: black has lost
Phantom-Go:
 Black wins with
 Proba 1-1/8!

(==> bound from
previous slide
Is nearly tight)


                     18
Phantom Games




Some results on real games.

                                   1. Phantom-games & phantom-go
                                                         2. Maths
                         3. Experiments (manually performed :-) )


F. Teytaud, O. Teytaud
TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud,
OASE Lab,


Korea,
Summer 2011
                                             19
Phantom-tic-tac-toe

Strategy for 1st player / phantom-tic-tac-toe




==> dominating moves = moves which
      are either illegal or wins
                       20
Phantom-tic-tac-toe: bounds

Then, define 6 families of strategies for
 white, covering all possible cases;
using the “simple facts”, we show that in
 all cases 1st player wins with proba at
 least 3/4
But, 2nd player can ensure a draw in TTT.
So by Lemma: value of Phantom-TTT in



                    21
Phantom-tic-tac-toe: bounds

Then, define 6 families of strategies for
 white, covering all possible cases;
using the “simple facts”, we show that in
 all cases 1st player wins with proba at
 least 3/4                     384 = nb
                               of legal
But, 2nd player can ensure a draw in TTT.
                              sequences
                              as 2nd player
So by Lemma: value of Phantom-TTT in



                    22
Phantom-ponnuki

3x3 is a win for black.
4x4 is a win for black with proba:



(by conversion/inequalities with
   matrix games)



                    23
Conclusions



Here some simple tools, with rigorous bounds on
   Phantom-tic-tac-toe
   Phantom-Ponnuki in 3x3 and 4x4

The main tool is generic (opponent chooses hidden state
   ==> matrix game)

Main further work:
    Implementation inside a search algorithm (e.g. for ranking
      moves or evaluating leafs)
    Other simplification ideas ?
         e.g. more on worst 24
                             case analysis
Conclusions
PO board games = great challenge
   Phantom-Go (humans still stronger than computers ?)
   Fog of War (don't know)
   MineSweeper: usual solvers are not optimal (they optimize
    the short-term only: minimum proba of mine)
                                                      We got
                                                      optimal
                                                    play in 6x6,
                                                      4 mines.

   ==> better models than board games for real AI ?
   ==> involves taste of danger; beyond IQ ?
   ==> my feeling: many CI improvements possible here,
              maths can help.
  (human-level performance25at Urban Rivals, a PO card game)
Finished!




...thanks for your attention ! ...




                   26

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Simple Lemmas on Partially Observable Games, and Applications to Phantom tic-tac-toe, Kriegspiel and Phantom-Go

  • 1. Phantom Games Phantom Games 1. Phantom-games & phantom-go 2. Maths 3. Experiments F. Teytaud, O. Teytaud TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud, OASE Lab, Korea, Summer 2011 1
  • 2. Phantom Games What are phantom games ? phantom-X = partial information counterpart of (full info) game X, you're not informed of your opponent's moves so you might play illegal moves: then you're informed they're illegal; and you just replay them. Extremal case: no other information (just illegal moves) More convenient: a bit more information: informed of ataris (in Go) see all the locations you can reach (Dark Chess). 2
  • 3. Phantom Games What are phantom games ? phantom-X = partial information counterpart of (full info) game X, you're not informed of your opponent's moves so you might play illegal moves: then you're informed they're illegal; and you just replay them. Example: phantom Tic-Tac-Toe 3
  • 4. Phantom Games What are phantom games ? phantom-X = partial information counterpart of (full info) game X, you're not informed of your opponent's moves so you might play illegal moves: then you're informed they're illegal; and you just replay them. My opponent plays (I don't know where) 4
  • 5. Phantom Games What are phantom games ? phantom-X = partial information counterpart of (full info) game X, you're not informed of your opponent's moves so you might play illegal moves: then you're informed they're illegal; and you just replay them. I try this... ==> illegal move! 5
  • 6. Phantom Games What are phantom games ? phantom-X = partial information counterpart of (full info) game X, you're not informed of your opponent's moves so you might play illegal moves: then you're informed they're illegal; and you just replay them. I know the state... ==> good :-) 6
  • 7. Example: Dark Chess - Different from Chinese Dark Chess - Also known as “Fog of War”7
  • 9. Phantom Games A little bit of maths (sorry) 1. Phantom-games & phantom-go 2. Maths 3. Experiments F. Teytaud, O. Teytaud TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud, OASE Lab, Korea, Summer 2011 9
  • 10. Simple things Consider a 2-player game with: - finite state space; - one of the two players wins. Then: - Full information: one of the player has a winning strategy. We can know who by Minimax. Possibly 2EXP-complete (Go with Japanese rules, Robson's paper). - Partial information, finite horizon: there exists p, Such that player 1 wins with proba p in case of perfect play. p is computable. - Partial information, infinite horizon: p not computable ! (Auger et al, 2010, submitted) 10
  • 11. Other simple things Previous stuff was known, and mathematically hard. Now, simple stuff, with concrete applications. Goals: making approximate solving of partially observable games more tractable. With precise bounds. 11
  • 12. Other simple thing==> practice Difference with full information games + applications: - good strategies are randomized (when playing games with hidden information) (illustration: play rock-paper-scissor; if you play a fixed strategy, at least one opponent is much stronger than you) - remark: there is an optimal strategy which is invariant w.r.t rotations/symmetries ==> so we can work with only one version, and then symmetrize (uniformly) ==> no loss of optimality (Nash sense) 12
  • 13. Yet another simple thing ==> practice - Change the game as follows: player 2 chooses the hidden state when in state S. - Then, the game is harder for player 1 (in term of game-theoretical value). ==> So we can lower bound the value by considering - the worst case on opponent's strategies and - assuming he is allowed to rebuild the hidden state (consistently with your observations, however). ==> you get a matrix game (see example later) ==> if you have both lower and upper bounds, you can estimate the value of an history of observations. ==> looks stupid, but simplifies13 analysis (examples next slide)
  • 14. Examples: 4x4 Ponnuki Simple case (phantom version) (you do it naturally) <=== Sure win in 4x4 ponnuki (phantom or not) ==> ==> at least 1/3 for black 14
  • 15. Examples: 4x4 Ponnuki Better case (you don't do it without thinking at the method) <=== Sure win in 4x4 ponnuki (phantom or not) ==> ==> at least 1/3 for black 15
  • 16. One more simple thing ==> practice - Specifically for phantom-games: if a move is either a win, or an “illegal” move, then play it. - Trivially ok (no optimality loss), reduces (very much) the set of strategies ==> it can't hurt ==> very compact representation 16
  • 17. One last simple thing ==> practice Specifically for phantom-games: - If in fully observable game X, there are N possible sequences of actions and player 1 wins surely. - Then, player 1 wins with probability at least 1/N in phantom-X. Proof: Player 1 can reach proba 1/N of winning by playing randomly a sequence of actions = optimal sequence with proba 1/N (at least). 17
  • 18. Good in Go, bad in phantom-Go: tightness Black to play. Go: black has lost Phantom-Go: Black wins with Proba 1-1/8! (==> bound from previous slide Is nearly tight) 18
  • 19. Phantom Games Some results on real games. 1. Phantom-games & phantom-go 2. Maths 3. Experiments (manually performed :-) ) F. Teytaud, O. Teytaud TAO, Inria-Saclay IDF, Cnrs 8623, Lri, Univ. Paris-Sud, OASE Lab, Korea, Summer 2011 19
  • 20. Phantom-tic-tac-toe Strategy for 1st player / phantom-tic-tac-toe ==> dominating moves = moves which are either illegal or wins 20
  • 21. Phantom-tic-tac-toe: bounds Then, define 6 families of strategies for white, covering all possible cases; using the “simple facts”, we show that in all cases 1st player wins with proba at least 3/4 But, 2nd player can ensure a draw in TTT. So by Lemma: value of Phantom-TTT in 21
  • 22. Phantom-tic-tac-toe: bounds Then, define 6 families of strategies for white, covering all possible cases; using the “simple facts”, we show that in all cases 1st player wins with proba at least 3/4 384 = nb of legal But, 2nd player can ensure a draw in TTT. sequences as 2nd player So by Lemma: value of Phantom-TTT in 22
  • 23. Phantom-ponnuki 3x3 is a win for black. 4x4 is a win for black with proba: (by conversion/inequalities with matrix games) 23
  • 24. Conclusions Here some simple tools, with rigorous bounds on Phantom-tic-tac-toe Phantom-Ponnuki in 3x3 and 4x4 The main tool is generic (opponent chooses hidden state ==> matrix game) Main further work: Implementation inside a search algorithm (e.g. for ranking moves or evaluating leafs) Other simplification ideas ? e.g. more on worst 24 case analysis
  • 25. Conclusions PO board games = great challenge Phantom-Go (humans still stronger than computers ?) Fog of War (don't know) MineSweeper: usual solvers are not optimal (they optimize the short-term only: minimum proba of mine) We got optimal play in 6x6, 4 mines. ==> better models than board games for real AI ? ==> involves taste of danger; beyond IQ ? ==> my feeling: many CI improvements possible here, maths can help. (human-level performance25at Urban Rivals, a PO card game)
  • 26. Finished! ...thanks for your attention ! ... 26