Rules of the game. chess checkers tic-tac-toe...
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1 Course 8 Games
2 Rules of the game Two players: MAX and MIN Both have as goal to win the game Only one can win or else it will be a draw In the initial modeling there is no chance (but it can be simulated) Examples: chess checkers tic-tac-toe...
3 The tic-tac-toe game MAX plays with Xs MIN plays with Os
4 MAX The tic-tac-toe game
5 The tic-tac-toe game MIN
6 MAX The tic-tac-toe game
7 The tic-tac-toe game MIN
8 MAX The tic-tac-toe game
9 The tic-tac-toe game MIN
10 MAX The tic-tac-toe game
11 The tic-tac-toe game MIN
12 The tic-tac-toe game MAX Draw!
13 The tic-tac-toe game
14 MAX The tic-tac-toe game
15 The tic-tac-toe game MIN
16 MAX The tic-tac-toe game
17 The tic-tac-toe game MIN
18 MAX The tic-tac-toe game
19 The tic-tac-toe game MIN
20 MAX The tic-tac-toe game
21 MAX wins The tic-tac-toe game
22 Representation as an AI problem. Problem versus instance 2. The state space: a state: the position on the board of the signs between two moves the size of the space: Representing a state: a 3x3 matrix 4. Representing a transition algorithmical (in the present approach) 5. How is it controled the evolution of the game? the MIN-MAX method the ALPHA-BETA method
23 The game tree MAX a simetry class
24 The game tree MAX MIN
25 The game tree MAX MIN
26 The game tree MAX MIN
27 The game tree MAX MIN
28 MAX wins: + The value of a state
29 MIN wins: - The value of a state
30 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game
31 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game = 3
32 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
33 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
34 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
35 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
36 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
37 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
38 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
39 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
40 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
41 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players...
42 Evaluating a state A state is better if it opens up more win possibilities until the end of the game. An example of an evaluation function: the value of the state is the difference between the number of lines that MAX could fill in till the end of the game and those that MIN could fill in till the end of the game. Lines having no sign could be taken by any of the players = 3
43 Evaluating a state =
44 Evaluation: bottom-up MAX MIN
45 Evaluation: bottom-up MAX MIN
46 Evaluation: bottom-up MAX MIN -2
47 Evaluation: bottom-up MAX MIN -2
48 Evaluation: bottom-up -2 MAX MIN 2-2
49 Evaluation: bottom-up -2 MAX MIN 2-2
50 Evaluation: bottom-up -2 MAX MIN 2-2
51 Evaluation: bottom-up MAX choses the best move for them Developping the search space for a depth of 2 yields the conclusion that the player at move has a better chance to win if they occupy the center -2 MAX MIN 2 MAX thinks: MIN choses the best move for them = the worst move for me -2
52 The MIN-MAX method function min-max(state, player, depth) begin if (depth = ) then return score(state); val = worst(player); while (there are still states to generate) begin generate a state -> s; val <- back-up-compare(val, min-max(s, not(player), depth), player); // the following instruction reduces the search space in case a win is reached in one of the generated states: if (val = -worst(player)) return(val); end return(val); end function worst(player) begin if player = MAX then return - ; else return + ; end funtion back-up-compare(val, val2, player) begin if player = MAX then return max(val, val2); else return min(val, val2); end The initial call: min-max(,max,2)
53 Evaluation: bottom-up MAX MIN val=; player = MAX; depth=; while (there are still states to generate) begin generate a state -> s;... end
54 Evaluation: bottom-up s MAX min-max(,min,) MIN val=; player = MAX; depth=2; while (there are still states to generate) begin generate a state -> s; val <- back-up-compare(val, min-max(s, not(player), depth), player); if (val = -worst(player)) return(val); end
55 Evaluation: bottom-up MAX s - MIN min-max(,min,) val = worst(player); val= while (there are still states to generate) begin generate a state -> s; val <- back-up-compare(val, min-max(s, not(player), depth), player); if (val = -worst(player)) return(val); end
56 Evaluation: bottom-up MAX s MIN min-max(,max,) if (depth = ) then return score(state);
57 Evaluation: bottom-up MAX s MIN min-max(,min,) -2 val= ; player=min; val <- back-up-compare(val,, player); if (val = -worst(player)) return(val); end
58 Evaluation: bottom-up MAX s MIN min-max(,min,) -2 val= ; player=min; val <- back-up-compare(val,, player); if (val = -worst(player)) return(val); end -2
59 Evaluation: bottom-up MAX s MIN min-max(,min,) -2 val= ; player=min; val <- back-up-compare(val,, player); if (val = -worst(player)) return(val); end -2
60 Evaluation: bottom-up MAX s MIN min-max(,min,) -2 val= ; player=min; val <- back-up-compare(val,, player); if (val = -worst(player)) return(val); end -2
61 The Alpha-Beta method MAX MIN A moment in the development of the tree when a peculier situation occurs: At this level a maximum is computed. The value of the first node on this level borders the range of possible values of the root node to the left!
62 The Alpha-Beta method MAX MIN A moment in the development of the tree when a peculier situation occurs: La At acest this level nivel a se maximum calculează is computed. un maxim. The value of the first node on this level borders the range of possible values of the root node to the left! At this level a minimum is computed. Any value of the parent node could be less then or equal to.
63 The Alpha-Beta method MAX MIN The generation can now be stopped! It can not influence eny longer the value of the root node. A moment in the development of the tree when a peculier situation occurs: La At acest this level nivel a se maximum calculează is computed. un maxim. The value of the first node on this level borders the range of possible values of the root node to the left! At this level a minimum is computed. Any value of the parent node could be less then or equal to.
64 The Alpha-Beta method -2 MAX MIN 2-2
65 The Alpha-Beta method function alpha-beta(state, player, depth) begin if (depth = ) then return score(state); val = worst(player); while (there are still states to generate) begin generate a state -> s; newval <- alpha-beta(s, not(player), depth); if player=max & newval val then return(newval); else if player=min & newval val then return(newval); else val! back-up-compare(val, min-max(s, not(player), depth), player); // the following instruction reduces the search space in case a win is reached in one of the generated states: if (val = -worst(player)) return(val); end return(val); end function worst(player) begin if player = MAX then return - ; else return + ; end function back-up-compare(val, val2, player) begin if player = MAX then return max(val, val2); else return min(val, val2); end The initial call: alpha-beta (,MAX,2)
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