CSCE 580 Artificial Intelligence Ch 6 Adversarial Search
- Slides: 31
CSCE 580 Artificial Intelligence Ch. 6: Adversarial Search Fall 2008 Marco Valtorta mgv@cse. sc. edu UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Acknowledgment • The slides are based on the textbook [AIMA] and other sources, including other fine textbooks and the accompanying slide sets • The other textbooks I considered are: – David Poole, Alan Mackworth, and Randy Goebel. Computational Intelligence: A Logical Approach. Oxford, 1998 • A second edition (by Poole and Mackworth) is under development. Dr. Poole allowed us to use a draft of it in this course – Ivan Bratko. Prolog Programming for Artificial Intelligence, Third Edition. Addison-Wesley, 2001 • The fourth edition is under development – George F. Luger. Artificial Intelligence: Structures and Strategies for Complex Problem Solving, Sixth Edition. Addison-Welsey, 2009 UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Outline • Optimal decisions • α-β pruning • Imperfect, real-time decisions UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Games vs. search problems • "Unpredictable" opponent specifying a move for every possible opponent reply • Time limits unlikely to find goal, must approximate UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Game tree (2 -player, deterministic, turns) UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Minimax • Perfect play for deterministic games • Idea: choose move to position with highest minimax value = best achievable payoff against optimal play • E. g. , 2 -ply (=1 -move) game: UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Minimax algorithm UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Properties of minimax • • Complete? Yes (if tree is finite) Optimal? Yes (against an optimal opponent) Time complexity? O(bm) Space complexity? O(bm) (depth-first exploration) (O(m) if successors are generated one-at-a-time, as in backtracking) • For chess, b ≈ 35, m ≈100 for “reasonable” games exact solution completely infeasible UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
α-β pruning example UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
α-β pruning example UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
α-β pruning example UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
α-β pruning example UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
α-β pruning example UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Alpha-Beta Example Using Intervals Do DF-search until first leaf Range of possible values [-∞, +∞] UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Alpha-Beta Example (continued) [-∞, +∞] [-∞, 3] UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Alpha-Beta Example (continued) [-∞, +∞] [-∞, 3] UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, +∞] [3, 3] UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, +∞] This node is worse for MAX [3, 3] UNIVERSITY OF SOUTH CAROLINA [-∞, 2] Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, 14] [3, 3] [-∞, 2] UNIVERSITY OF SOUTH CAROLINA , [-∞, 14] Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, 5] [3, 3] [−∞, 2] UNIVERSITY OF SOUTH CAROLINA , [-∞, 5] Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, 3] [−∞, 2] UNIVERSITY OF SOUTH CAROLINA [2, 2] Department of Computer Science and Engineering
Alpha-Beta Example (continued) [3, 3] [-∞, 2] UNIVERSITY OF SOUTH CAROLINA [2, 2] Department of Computer Science and Engineering
Properties of α-β • 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) UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Why is it called α-β? • α is the value of the best (i. e. , highestvalue) choice found so far at any choice point along the path for max • If v is worse than α, max will avoid it prune that branch • Define β similarly for min UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
The α-β algorithm UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
The α-β algorithm UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
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 UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Evaluation functions • For chess, typically linear weighted sum of features Eval(s) = w 1 f 1(s) + w 2 f 2(s) + … + wn fn(s) • e. g. , w 1 = 9 with f 1(s) = (number of white queens) – (number of black queens), etc. UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
Cutting off search Minimax. Cutoff is identical to Minimax. Value except 1. Terminal? is replaced by Cutoff? 2. Utility is replaced by Eval Does it work in practice? bm = 106, b=35 m=4 4 -ply lookahead is a hopeless chess player! – 4 -ply ≈ human novice – 8 -ply ≈ typical PC, human master – 12 -ply ≈ Deep Blue, Kasparov UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
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 – Jonathan Schaeffer at the department of CS of the University of Alberta showed that checkers is a forced draw: perfect players cannot defeat each other (http: //www. cs. ualberta. ca/~chinook/) • 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 > 300, so most programs use pattern knowledge bases to suggest plausible moves UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
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 UNIVERSITY OF SOUTH CAROLINA Department of Computer Science and Engineering
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