COMP219: COMP219: Artificial Intelligence Artificial Intelligence Dr. Annabel Latham Lecture 12: Game Playing Overview Games and Search

Similar documents
Today. Types of Game. Games and Search 1/18/2010. COMP210: Artificial Intelligence. Lecture 10. Game playing

COMP219: Artificial Intelligence. Lecture 13: Game Playing

Outline. Game playing. Types of games. Games vs. search problems. Minimax. Game tree (2-player, deterministic, turns) Games

Game playing. Chapter 6. Chapter 6 1

CS 380: ARTIFICIAL INTELLIGENCE ADVERSARIAL SEARCH. Santiago Ontañón

Game playing. Chapter 5. Chapter 5 1

Games vs. search problems. Game playing Chapter 6. Outline. Game tree (2-player, deterministic, turns) Types of games. Minimax

Game playing. Chapter 6. Chapter 6 1

Game Playing. Philipp Koehn. 29 September 2015

Games vs. search problems. Adversarial Search. Types of games. Outline

CS 380: ARTIFICIAL INTELLIGENCE

Game playing. Outline

Game Playing. Dr. Richard J. Povinelli. Page 1. rev 1.1, 9/14/2003

Lecture 5: Game Playing (Adversarial Search)

Programming Project 1: Pacman (Due )

Adversarial Search. CMPSCI 383 September 29, 2011

Adversarial search (game playing)

Game Playing. Why do AI researchers study game playing? 1. It s a good reasoning problem, formal and nontrivial.

Game Playing: Adversarial Search. Chapter 5

Artificial Intelligence. Topic 5. Game playing

Games CSE 473. Kasparov Vs. Deep Junior August 2, 2003 Match ends in a 3 / 3 tie!

Game playing. Chapter 5, Sections 1{5. AIMA Slides cstuart Russell and Peter Norvig, 1998 Chapter 5, Sections 1{5 1

Artificial Intelligence, CS, Nanjing University Spring, 2018, Yang Yu. Lecture 4: Search 3.

Adversarial Search. Human-aware Robotics. 2018/01/25 Chapter 5 in R&N 3rd Ø Announcement: Slides for this lecture are here:

CS 188: Artificial Intelligence Spring Game Playing in Practice

Artificial Intelligence Search III

Adversarial Search Lecture 7

Adversarial Search. Hal Daumé III. Computer Science University of Maryland CS 421: Introduction to Artificial Intelligence 9 Feb 2012

CS 188: Artificial Intelligence Spring Announcements

Game playing. Chapter 5, Sections 1 6

Game Playing State-of-the-Art CSE 473: Artificial Intelligence Fall Deterministic Games. Zero-Sum Games 10/13/17. Adversarial Search

Adversarial Search. Soleymani. Artificial Intelligence: A Modern Approach, 3 rd Edition, Chapter 5

CS 188: Artificial Intelligence Spring 2007

CITS3001. Algorithms, Agents and Artificial Intelligence. Semester 2, 2016 Tim French

Artificial Intelligence Adversarial Search

Announcements. CS 188: Artificial Intelligence Spring Game Playing State-of-the-Art. Overview. Game Playing. GamesCrafters

ARTIFICIAL INTELLIGENCE (CS 370D)

Ch.4 AI and Games. Hantao Zhang. The University of Iowa Department of Computer Science. hzhang/c145

CS 5522: Artificial Intelligence II

Game Playing State-of-the-Art

ADVERSARIAL SEARCH. Chapter 5

Intuition Mini-Max 2

CSE 573: Artificial Intelligence Autumn 2010

Adversarial Search and Game- Playing C H A P T E R 6 C M P T : S P R I N G H A S S A N K H O S R A V I

Algorithms for Data Structures: Search for Games. Phillip Smith 27/11/13

CSE 473: Artificial Intelligence. Outline

Game Playing State of the Art

Adversarial Search. Chapter 5. Mausam (Based on slides of Stuart Russell, Andrew Parks, Henry Kautz, Linda Shapiro) 1

Local Search. Hill Climbing. Hill Climbing Diagram. Simulated Annealing. Simulated Annealing. Introduction to Artificial Intelligence

Last update: March 9, Game playing. CMSC 421, Chapter 6. CMSC 421, Chapter 6 1

Artificial Intelligence

Game-Playing & Adversarial Search

Artificial Intelligence. Minimax and alpha-beta pruning

Adversarial Search (Game Playing)

Artificial Intelligence

CS 771 Artificial Intelligence. Adversarial Search

CS 188: Artificial Intelligence. Overview

CS 188: Artificial Intelligence

Announcements. Homework 1. Project 1. Due tonight at 11:59pm. Due Friday 2/8 at 4:00pm. Electronic HW1 Written HW1

Adversarial Search. Read AIMA Chapter CIS 421/521 - Intro to AI 1

Announcements. CS 188: Artificial Intelligence Fall Local Search. Hill Climbing. Simulated Annealing. Hill Climbing Diagram

CS 188: Artificial Intelligence

Game Playing State-of-the-Art. CS 188: Artificial Intelligence. Behavior from Computation. Video of Demo Mystery Pacman. Adversarial Search

Adversarial Search Aka Games

Lecture 14. Questions? Friday, February 10 CS 430 Artificial Intelligence - Lecture 14 1

Game Playing AI Class 8 Ch , 5.4.1, 5.5

ADVERSARIAL SEARCH. Today. Reading. Goals. AIMA Chapter , 5.7,5.8

CS 331: Artificial Intelligence Adversarial Search II. Outline

Adversarial Search and Game Playing

6. Games. COMP9414/ 9814/ 3411: Artificial Intelligence. Outline. Mechanical Turk. Origins. origins. motivation. minimax search

CS 4700: Foundations of Artificial Intelligence

CSE 40171: Artificial Intelligence. Adversarial Search: Games and Optimality

Outline. Game Playing. Game Problems. Game Problems. Types of games Playing a perfect game. Playing an imperfect game

CSE 573: Artificial Intelligence

Artificial Intelligence

CPS 570: Artificial Intelligence Two-player, zero-sum, perfect-information Games

Artificial Intelligence

Adversarial Search: Game Playing. Reading: Chapter

Games (adversarial search problems)

Adversary Search. Ref: Chapter 5

ADVERSARIAL SEARCH. Today. Reading. Goals. AIMA Chapter Read , Skim 5.7

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

Adversarial Search. Chapter 5. Mausam (Based on slides of Stuart Russell, Andrew Parks, Henry Kautz, Linda Shapiro, Diane Cook) 1

CS 440 / ECE 448 Introduction to Artificial Intelligence Spring 2010 Lecture #5

Foundations of AI. 6. Adversarial Search. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard & Bernhard Nebel

Computer Science and Software Engineering University of Wisconsin - Platteville. 4. Game Play. CS 3030 Lecture Notes Yan Shi UW-Platteville

Foundations of AI. 5. Board Games. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard and Luc De Raedt SA-1

CPS331 Lecture: Search in Games last revised 2/16/10

Announcements. CS 188: Artificial Intelligence Fall Today. Tree-Structured CSPs. Nearly Tree-Structured CSPs. Tree Decompositions*

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

CS440/ECE448 Lecture 9: Minimax Search. Slides by Svetlana Lazebnik 9/2016 Modified by Mark Hasegawa-Johnson 9/2017

Game-playing AIs: Games and Adversarial Search I AIMA

Foundations of Artificial Intelligence

Unit-III Chap-II Adversarial Search. Created by: Ashish Shah 1

Pengju

Foundations of AI. 6. Board Games. Search Strategies for Games, Games with Chance, State of the Art

Adversarial Search (a.k.a. Game Playing)

Minimax Trees: Utility Evaluation, Tree Evaluation, Pruning

Ar#ficial)Intelligence!!

DIT411/TIN175, Artificial Intelligence. Peter Ljunglöf. 2 February, 2018

Transcription:

COMP19: Artificial Intelligence COMP19: Artificial Intelligence Dr. Annabel Latham Room.05 Ashton Building Department of Computer Science University of Liverpool Lecture 1: Game Playing 1 Overview Last time Search with no/partial observations Belief states Incremental belief state search Deterministic vs Nondeterministic Today We will look at how search can be applied to playing games Types of games Perfect play minimax decisions alpha beta pruning Playing with limited recourses Games and Search In search we make all the moves. In games we play against an unpredictable opponent Solution is a strategy specifying a move for every possible opponent reply Assume that the opponent is intelligent: always makes the best move Some method is needed for selecting good moves that stand a good chance of achieving a winning position, whatever the opponent does! There are time limits, so we are unlikely to find goal, and must approximate using heuristics 4 Types of Game Types of Games In some games we have perfect information the position is known completely In others we have imperfect information: e.g. we cannot see the opponent s cards Some games are deterministic no random element Other have elements of chance (dice, cards) 5 6 1

We will consider: Games which are: Deterministic Two-player Zero-sum the utility values at the end are equal and opposite example: one wins () the other loses ( 1) Perfect information E.g. Othello, Blitz Chess Problem Formulation Initial state Initial board position, player to move Successor function Returns list of (move, state) pairs, one per legal move Terminal test Determines when the game is over Utility function Numeric value for terminal states E.g. Chess, -1, 0 E.g. Backgammon 9 to -19 7 8 Noughts and Crosses Game Tree X X X O X O O X O -1 X O X 9 Each level labelled with player to move Each level represents a ply Half a turn Represents what happens with competing agents 10 Introducing MIN and MAX MIN and MAX are two players: MAX wants to win (maximise utility) MIN wants MAX to lose (minimise utility for MAX) MIN is the Opponent Both players will play to the best of their ability MAX wants a strategy for maximising utility assuming MIN will do best to minimise MAX s utility Consider minimax value of each node Example Game Tree Minimax value of a node is the value of the best terminal node, assuming Best play by opponent 11 1

Minimax Value Minimax Algorithm Formally: Calculate minimax value of each node recursively Depth-first exploration of tree Game tree as minimax tree Max Node: Min Node 1 14 Minimax Tree Min takes the lowest value from its children Max takes the highest value from its children Properties of Minimax Complete, if tree is finite (chess has specific rules for this) Optimal, against an optimal opponent. Otherwise?? No. E.g. Expected utility against random player Time complexity: b m Space complexity: bm (depth-first exploration) For chess, b 5, m 100 for reasonable games Infeasible so typically set a limit on look ahead. Can still use minimax, but the terminal node is deeper on every move, so there can be surprises. No longer optimal But do we need to explore every path? 1 8 4 6 14 5 15 16 Pruning Alpha-Beta Pruning Basic idea: If you know half-way through a calculation that it will succeed or fail, then there is no point in doing the rest of it For example, in Java it is clear that when evaluating statements like if ((A > 4) (B < 0)) If A is 5 we do not have to check on B! 1 8 5 14 14 5 17 18

Why is it called alpha-beta? The Alpha-Beta Algorithm alpha (α) is value of best (highest value) choice for MAX beta (β) is value of best (lowest value) choice for MIN If at a MIN node and value α, stop looking, because MAX node will ignore this choice If at a MAX node and value β beta, stop looking because MIN node will ignore this choice 19 0 Properties of Alpha-Beta Pruning does not affect final result Good move ordering improves effectiveness of pruning With perfect ordering time complexity b m/ and so doubles solvable depth A simple example of the value of reasoning about which computations are relevant (a form of meta-reasoning) Unfortunately, 5 50 is still impossible, so chess not completely soluble Cutoffs and Heuristics Cutoff search according to some cutoff test Simplest is a depth limit Problem: payoffs are defined only at terminal states Solution: Evaluate the pre-terminal leaf states using heuristic evaluation function rather than using the actual payoff function 1 Cutoff Value Example: Chess (I) Assume MAX is white Assume each piece has the following material value: pawn = 1 knight = bishop = rook = 5 queen = 9 let w = sum of the value of white pieces let b = sum of the value of black pieces 4 4

Example: Chess (II) The previous evaluation function naively gave the same weight to a piece regardless of its position on the board... Let X i be the number of squares the i-th piece attacks Evaluation(n) = piece 1 value * X 1 + piece value * X +... Example: Chess (III) Heuristics based on database search Statistics of wins in the position under consideration Database defining perfect play for all positions involving X or fewer pieces on the board (endgames) Openings are extensively analysed, so can play the first few moves from the book 5 6 Deterministic Games in Practice Draughts: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 44,748,401,47 positions Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue searches 00 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply Deterministic Games in Practice 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 > 00, so most programs use pattern knowledge bases to suggest plausible moves 7 8 Summary Games have been an AI topic since the beginning. They illustrate several important features of AI perfection is unattainable so must approximate good idea to think about what to think about uncertainty constrains the assignment of values to states optimal decisions depend on information state, not real state Next time: We have now finished with the topic of search Next week we will start to look at knowledge representation 9 5