CS325 Artificial Intelligence Ch. 5, Games!
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1 CS325 Artificial Intelligence Ch. 5, Games! Cengiz Günay, Emory Univ. vs. Spring 2013 Günay Ch. 5, Games! Spring / 19
2 AI in Games A lot of work is done on it. Why? Günay Ch. 5, Games! Spring / 19
3 AI in Games A lot of work is done on it. Why? Fun, provide entertainment Also, simpler than life: toy problems Günay Ch. 5, Games! Spring / 19
4 AI in Games A lot of work is done on it. Why? Fun, provide entertainment Also, simpler than life: toy problems Types of game AIs: Günay Ch. 5, Games! Spring / 19
5 AI in Games A lot of work is done on it. Why? Fun, provide entertainment Also, simpler than life: toy problems Types of game AIs: Adversaries zerg rush Günay Ch. 5, Games! Spring / 19
6 AI in Games A lot of work is done on it. Why? Fun, provide entertainment Also, simpler than life: toy problems Types of game AIs: Adversaries Simulated reality (non-playable characters, world reaction to player). zerg rush Günay Ch. 5, Games! Spring / 19
7 AI in Games A lot of work is done on it. Why? Fun, provide entertainment Also, simpler than life: toy problems Types of game AIs: Adversaries Simulated reality (non-playable characters, world reaction to player). Game theory (next class) zerg rush Günay Ch. 5, Games! Spring / 19
8 Entry/Exit Surveys Exit survey: Hidden Markov Models In the mining robot example, when is the uncertainty of the robot s trajectories reduced? How is Particle Filtering like and unlike a water filter? Entry survey: Adversarial Games (0.25 points of final grade) What algorithm would be useful in games? Give examples with two different algorithms you learned in class. How would you help an agent solve a problem against an adversary? Think of a game like chess or checkers for starters. Günay Ch. 5, Games! Spring / 19
9 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: Günay Ch. 5, Games! Spring / 19
10 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Günay Ch. 5, Games! Spring / 19
11 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: Günay Ch. 5, Games! Spring / 19
12 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Günay Ch. 5, Games! Spring / 19
13 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: Günay Ch. 5, Games! Spring / 19
14 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Günay Ch. 5, Games! Spring / 19
15 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: Günay Ch. 5, Games! Spring / 19
16 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) Günay Ch. 5, Games! Spring / 19
17 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) MDPs, Reinforcement Learning: Günay Ch. 5, Games! Spring / 19
18 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) MDPs, Reinforcement Learning: pathfinding, optimal strategy for zerg Günay Ch. 5, Games! Spring / 19
19 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) MDPs, Reinforcement Learning: pathfinding, optimal strategy for zerg HMMs, Particle Filter: Günay Ch. 5, Games! Spring / 19
20 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) MDPs, Reinforcement Learning: pathfinding, optimal strategy for zerg HMMs, Particle Filter: state estimation and future prediction, partially observable environment with traps (sonic?) Günay Ch. 5, Games! Spring / 19
21 Previously on AI for Games... Can previous algorithms help in games? Single-state agent: vacuum world, solving a maze Bayes Nets: card games Machine Learning: guessing games, learning user moves Logic, planning: board game with complex rules (Machinarium) MDPs, Reinforcement Learning: pathfinding, optimal strategy for zerg HMMs, Particle Filter: state estimation and future prediction, partially observable environment with traps (sonic?) None for adversaries? Günay Ch. 5, Games! Spring / 19
22 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game Chess, Checkers Robot Soccer Poker Hide-and-go-seek Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
23 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers Robot Soccer Poker Hide-and-go-seek Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
24 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer Poker Hide-and-go-seek Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
25 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker Hide-and-go-seek Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
26 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker X X X X Hide-and-go-seek Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
27 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker X X X X Hide-and-go-seek X X Starcraft Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
28 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker X X X X Hide-and-go-seek X X Starcraft X X X Battle for Wesnoth Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
29 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker X X X X Hide-and-go-seek X X Starcraft X X X Battle for Wesnoth X X X Halo/CoD/MoH Solitaire Minesweeper Zuma Günay Ch. 5, Games! Spring / 19
30 Properties of Games as Agent Environment Stochastic Part.-Observ. Unknown Adversarial Game X Chess, Checkers X X X Robot Soccer X X Poker X X X X Hide-and-go-seek X X Starcraft X X X Battle for Wesnoth X X X Halo/CoD/MoH X Solitaire X Minesweeper X Zuma Günay Ch. 5, Games! Spring / 19
31 Single Player Games Deterministic, single-state agent Single-player game using tree search initial state player state possible actions results of actions utility values goal test Günay Ch. 5, Games! Spring / 19
32 Adversarial Games Adversarial Games 1 Start by adapting single-state agent to games 2 Define adversary as someone who wants you to lose 3 And makes decisions based on the outcome of your moves Günay Ch. 5, Games! Spring / 19
33 Adversarial Games Adversarial Games 1 Start by adapting single-state agent to games 2 Define adversary as someone who wants you to lose 3 And makes decisions based on the outcome of your moves 2-player games: Deterministic Zero-sum: Reward distributed between players Minimax algorithm: max & min players choose +/- utility, resp. Günay Ch. 5, Games! Spring / 19
34 Adversarial Games Adversarial Games 1 Start by adapting single-state agent to games 2 Define adversary as someone who wants you to lose 3 And makes decisions based on the outcome of your moves 2-player games: Deterministic Zero-sum: Reward distributed between players Minimax algorithm: max & min players choose +/- utility, resp. Günay Ch. 5, Games! Spring / 19
35 2-Player Value Function defun value(s): if s is : U(s) if s is : maxvalue(s) if s is : minvalue(s) Günay Ch. 5, Games! Spring / 19
36 2-Player Value Function defun value(s): if s is : U(s) if s is : maxvalue(s) if s is : minvalue(s) defun m = maxvalue(s): m = for (a, s ) in successors(s): v = value(s ) m = maxvalue(m, v) Günay Ch. 5, Games! Spring / 19
37 2-Player Value Function defun value(s): if s is : U(s) if s is : maxvalue(s) if s is : minvalue(s) defun m = maxvalue(s): m = for (a, s ) in successors(s): v = value(s ) m = maxvalue(m, v) Assumes opponent is perfect! Günay Ch. 5, Games! Spring / 19
38 Time Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) Günay Ch. 5, Games! Spring / 19
39 Time Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) Günay Ch. 5, Games! Spring / 19
40 Time Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) For chess: b 30, m 40 How long would it take with: 1 billion processors 1 billion/s evals? 1 seconds 2 minutes 3 hours 4 years 5 forever Günay Ch. 5, Games! Spring / 19
41 Time Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) For chess: b 30, m 40 How long would it take with: 1 billion processors 1 billion/s evals? 1 seconds 2 minutes 3 hours 4 years 5 forever Günay Ch. 5, Games! Spring / 19
42 Space Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) Günay Ch. 5, Games! Spring / 19
43 Space Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) Günay Ch. 5, Games! Spring / 19
44 Space Complexity For a tree with branching factor, b, and depth, m? 1 O(bm) 2 O(b m ) 3 O(m b ) Do not need more than total number of nodes. Günay Ch. 5, Games! Spring / 19
45 Complexity Reduction? How to do it? 1 Reduce b 2 Reduce m 3 Tree graph Günay Ch. 5, Games! Spring / 19
46 Complexity Reduction? How to do it? 1 Reduce b 2 Reduce m 3 Tree graph All of the above! Günay Ch. 5, Games! Spring / 19
47 Example defun value(s): if s is : U(s) if s is : maxvalue(s) if s is : minvalue(s) defun m = maxvalue(s): m = for (a, s ) in successors(s): v = value(s ) m = maxvalue(m, v) Günay Ch. 5, Games! Spring / 19
48 Example defun value(s): if s is : U(s) if s is : maxvalue(s) if s is : minvalue(s) defun m = maxvalue(s): m = for (a, s ) in successors(s): v = value(s ) m = maxvalue(m, v) Günay Ch. 5, Games! Spring / 19
49 Reducing Branching Factor, b Günay Ch. 5, Games! Spring / 19
50 Reducing Branching Factor, b Günay Ch. 5, Games! Spring / 19
51 Reducing Branching Factor, b Günay Ch. 5, Games! Spring / 19
52 Reducing Branching Factor, b Günay Ch. 5, Games! Spring / 19
53 Reducing Branching Factor, b Which one to prune? Günay Ch. 5, Games! Spring / 19
54 Reducing Depth, m Select a cutoff: Limit m (e.g., plan 3 steps ahead in chess) Estimate terminal nodes utility with evaluation function like heuristics Learn from experience In chess, use board state, value of pieces, etc. For value of pieces:eval(s) = i w ip i can use machine learning for w i Günay Ch. 5, Games! Spring / 19
55 Formalize as Alpha-Beta Pruning defun value(s): cutoff at depth m : eval(s) if s is : U(s) if s is : maxvalue(s, depth, α, β) if s is : minvalue(s, depth, α, β) where α, β are overall max and min values, resp. Günay Ch. 5, Games! Spring / 19
56 Formalize as Alpha-Beta Pruning defun value(s): cutoff at depth m : eval(s) if s is : U(s) if s is : maxvalue(s, depth, α, β) if s is : minvalue(s, depth, α, β) where α, β are overall max and min values, resp. defun v = maxvalue(s, depth, α, β): v = for (a, s ) in successors(s): v = max(v, value(s, depth + 1, α, β)) if v > β return v α = max(α, v) Günay Ch. 5, Games! Spring / 19
57 Formalize as Alpha-Beta Pruning defun value(s): cutoff at depth m : eval(s) if s is : U(s) if s is : maxvalue(s, depth, α, β) if s is : minvalue(s, depth, α, β) where α, β are overall max and min values, resp. defun v = maxvalue(s, depth, α, β): v = for (a, s ) in successors(s): v = max(v, value(s, depth + 1, α, β)) if v > β return v α = max(α, v) Günay Ch. 5, Games! Spring / 19
58 Formalize as Alpha-Beta Pruning defun value(s): cutoff at depth m : eval(s) if s is : U(s) if s is : maxvalue(s, depth, α, β) if s is : minvalue(s, depth, α, β) where α, β are overall max and min values, resp. defun v = maxvalue(s, depth, α, β): v = for (a, s ) in successors(s): v = max(v, value(s, depth + 1, α, β)) if v > β return v α = max(α, v) Can cut up to O(b m/2 )! Günay Ch. 5, Games! Spring / 19
59 Complexity Reduction by Tree Graph Convert into graph search problem: to reach special opening and closing states to make and protect from killer-moves Günay Ch. 5, Games! Spring / 19
60 Complexity Reduction by Tree Graph Convert into graph search problem: to reach special opening and closing states to make and protect from killer-moves Utility: How many food particles can pacman eat? Günay Ch. 5, Games! Spring / 19
61 Complexity Reduction by Tree Graph Convert into graph search problem: to reach special opening and closing states to make and protect from killer-moves Utility: How many food particles can pacman eat? Günay Ch. 5, Games! Spring / 19
62 Complexity Reduction by Tree Graph Convert into graph search problem: to reach special opening and closing states to make and protect from killer-moves Utility: How many food particles can pacman eat? 2-step limit causes horizon effect? Günay Ch. 5, Games! Spring / 19
63 Stochastic Games Günay Ch. 5, Games! Spring / 19
64 Stochastic Games defun value(s): cutoff at depth m : eval(s) if s is : U(s) if s is : maxvalue(s, depth, α, β) if s is : minvalue(s, depth, α, β) if s is?: expvalue(s, depth, α, β) Günay Ch. 5, Games! Spring / 19
65 Coin-flip Game Günay Ch. 5, Games! Spring / 19
66 Coin-flip Game Günay Ch. 5, Games! Spring / 19
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