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State Space 4 Chapter 4 Adversarial Games

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State Space 4 Chapter 4 . Adversarial Games. Games of Perfect Information Each player knows everything that can be known Chess, Othello Games of Imperfect Information Player’s have partial knowledge Poker: dispute is settled by revealing the contents of one’s hand. Two Flavors. - PowerPoint PPT Presentation

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Page 1: State Space 4 Chapter  4

State Space 4Chapter 4

Adversarial Games

Page 2: State Space 4 Chapter  4

Two Flavors

Games of Perfect Information◦Each player knows everything that can be

known ◦Chess, Othello

Games of Imperfect Information◦Player’s have partial knowledge◦Poker: dispute is settled by revealing the

contents of one’s hand

Page 3: State Space 4 Chapter  4

Two Approaches to Perfect Information Games

Use simple heuristics and search many nodesUse sophisticated heuristics and search few

nodes

Cost of calculating the heuristics might outweigh the cost of opening many nodes

The closer h is to h*, the better informed it is. But information can be expensive

Page 4: State Space 4 Chapter  4

A Model: MiniMax on exhaustively searchable graphs

Two Playersmin: tries to achieve an outcome of 0max: tries to achieve an outcome of 1

Page 5: State Space 4 Chapter  4

You are max at node A

B

A

H

F

C D

K

G

O

E

J

N

P Q R

I

L M

MAX

Max

Min

Min

Min

Max0

1 0

1

1

1

0 1

0

0

Page 6: State Space 4 Chapter  4

Wins

Max would like to go to F,J,N,Q,LMin would like to go to D,H,P,R,M

Propagating Scores: A first passMin’s Turn a Node I

◦Go to M to win◦So assign I a 0

Max’s turn at node O◦Go to Q to win◦So assign 1 to node O

Page 7: State Space 4 Chapter  4

Conclusion

1. If faced with two labeled choices, you would choose 0 (if min) or 1 (if max)

2. Assume you’re opponent will play the same way

Page 8: State Space 4 Chapter  4

Propagating Scores

For each unlabeled node in the treeIf it’s max’s turn, give it the max score of

its childrenIf it’s min’s turn, give it the min score of

its children

Now label the treeConclusion: Max must choose C at the first

move or lose the game

Page 9: State Space 4 Chapter  4

Nim

7 coins2 playersPlayers divide coins into two piles at each

move, such that◦Piles have an unequal number of coins◦No pile is empty

Play ends when a player can no longer move

Page 10: State Space 4 Chapter  4

Start of Game7

6,1 5,2 4,3

min

Complete the game to see that min wins only if max makes a mistake at 6,1 or 5,2

5,1,1 4,2,1

Page 11: State Space 4 Chapter  4

αβ Pruning

ProblemFor games of any complexity, you can’t

search the whole tree

SolutionLook ahead a fixed number of plys (levels)Evaluate according to some heuristic

estimateDevelop a criterion for pruning subtrees

that don’t require examination

Page 12: State Space 4 Chapter  4

Recast

Instead of representing wins, numbers represent the relative goodness of nodes.

At any junctionMax chooses highestMin chooses lowestHigher means better for maxLower means better for min

Page 13: State Space 4 Chapter  4

What should Max do?

j

m z

g

k

n t

p q r

8

8 12

7 3 9

9

4

4

8

Min

alphabeta

Max

Page 14: State Space 4 Chapter  4

Situation

Max’s turn at node g Left subtree of g has been explored If max chooses j, min will choose m So the best max can do by going left is 8. Call

this αNow Examine K and its left subtree n with a value

of 4 If max chooses k, the worst min can do is 4. Why? T may be < 4. If it is min will choose it.

If not, min will choose 4 So the worst min can do, if max goes right is 4.

Call this β

Page 15: State Space 4 Chapter  4

Question

Must max expand the rst(K)? No. min is guaranteed 4. But if max chose j, min is guaranteed 8So max is better off by going left

More formally:

Val(k) = min(4, val(t)) <= 4Val(g) = max(8,val(k))

= max(8, min(4,val(t)) = 8

Page 16: State Space 4 Chapter  4

Max Principle

If you’re Max:Search can be stopped below any min

node where β <= α of its max ancestor

Page 17: State Space 4 Chapter  4

What should Min do?

n

d e

k

t

p q r

4

4 3 7 3 9

9

4

Min

alphaBeta

Page 18: State Space 4 Chapter  4

Situation

Min’s turn at node kLeft subtree of k has been exploredIf min chooses n, max will choose dSo the best min can do by going left is 4. Call this

βNow examine T and its left subtree P with a value of

7If min chooses T, the worst max can do is 7. Why? Q or R may be > 7. If either is Max will choose

one of them. If not, max will choose 7.So the worst max can do, if min goes right is 7.

Call this α

Page 19: State Space 4 Chapter  4

Question

Should min explore Q and RNoMax is guaranteed 7 if Min chooses TBut if min chooses N, max gets only 4Val(T) = max(7,val(Q), val(R)) >= 7Val(k) = min(4,val(T)) = 4

Page 20: State Space 4 Chapter  4

Min Principle

If you’re min:Search can be stopped below any max

node where α >= β of its min ancestor

Page 21: State Space 4 Chapter  4

To Summarize

Max’s turn◦ β is min’s guaranteed score (the worst min can do)◦ α is best max can do

Max principle◦ Search can be stopped below any min node where β <= α of its max ancestor

Min’s turn◦ α is max’s guaranteed score (the worst max can do)◦ β is best min can do

Min principle◦ Search can be stopped below any max node where α >= β of its min ancestor

Page 22: State Space 4 Chapter  4

Examples 3 - 6

On White Board

Page 23: State Space 4 Chapter  4
Page 24: State Space 4 Chapter  4

AB Prune (Nilsson, p. 205)

Similarity between• 2 and 2’• Arguments for min/min principles (Slides 15, 19)

Page 25: State Space 4 Chapter  4

Best Case Performance

Call ◦ D the depth of the search space◦ND the number of terminal nodes◦B the branching factor

Best case AB performance:ND = 2BD/2 – 1 for even DND = 2B(D+1)/2 + B(D-1)/2 for odd D

Page 26: State Space 4 Chapter  4

Example

Suppose B = 5, D = 6w/out alpha/beta ND= 56 = 15625w/alpha/beta ND= 2* 53 - 1 = 249Approx. 1.6% of terminal nodes without AB prune

Page 27: State Space 4 Chapter  4

Average Performance

AB prune reduces branching factor B to B3/4

Suppose B = 5, Bab = 3.34Suppose D = 6Then ND = 56 = 15625

NDAB = 3.346 = 1388 ≈ 8.8% without AB prune

Page 28: State Space 4 Chapter  4

Binary Trees

Clear relationship between branching factor and the size of the search space

Let T = number of nodes in a full binary treeT = 20 + 21 + 22 + … + 2D-1 = 2D – 1

Easily proved through induction

Page 29: State Space 4 Chapter  4

Extend to arbitrary B

T = B0 +B1 + B2 + … + BD = B(BD - 1)/(B-1) + 1

Also provable through induction

Page 30: State Space 4 Chapter  4

To Sum Up

1. D is the depth of the search space2. B is the average number of descendants at each

level3. Size of search space = B(BD -1)/(B-1) + 14. Grows very fast

◦ As branching factor increases ◦ As depth increases

5. Combinatorial Explosion: search space grows too fast to be exhaustively searched

6. But we want to search deeply (large D)7. Conclusion: reduce B through AB pruning