AI in Tabletop Games. Team 13 Josh Charnetsky Zachary Koch CSE Professor Anita Wasilewska

Similar documents
CSC321 Lecture 23: Go

Game-playing: DeepBlue and AlphaGo

Foundations of Artificial Intelligence Introduction State of the Art Summary. classification: Board Games: Overview

Game Playing: Adversarial Search. Chapter 5

Foundations of Artificial Intelligence

CS 331: Artificial Intelligence Adversarial Search II. Outline

Artificial Intelligence Adversarial Search

Foundations of Artificial Intelligence

CSE 473: Artificial Intelligence. Outline

Andrei Behel AC-43И 1

Monte Carlo Tree Search

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

Games and Adversarial Search

Adversarial Search (Game Playing)

CS 188: Artificial Intelligence

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

Programming Project 1: Pacman (Due )

Game Playing. Garry Kasparov and Deep Blue. 1997, GM Gabriel Schwartzman's Chess Camera, courtesy IBM.

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

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997)

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

Chess Algorithms Theory and Practice. Rune Djurhuus Chess Grandmaster / September 23, 2013

CS 188: Artificial Intelligence

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

Mastering Chess and Shogi by Self- Play with a General Reinforcement Learning Algorithm

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

Artificial Intelligence. Minimax and alpha-beta pruning

School of EECS Washington State University. Artificial Intelligence

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

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

Game Playing AI. Dr. Baldassano Yu s Elite Education

CS 4700: Foundations of Artificial Intelligence

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

CS 380: ARTIFICIAL INTELLIGENCE ADVERSARIAL SEARCH. Santiago Ontañón

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

V. Adamchik Data Structures. Game Trees. Lecture 1. Apr. 05, Plan: 1. Introduction. 2. Game of NIM. 3. Minimax

Playing Othello Using Monte Carlo

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

Adversarial Search. CMPSCI 383 September 29, 2011

46.1 Introduction. Foundations of Artificial Intelligence Introduction MCTS in AlphaGo Neural Networks. 46.

CS885 Reinforcement Learning Lecture 13c: June 13, Adversarial Search [RusNor] Sec

Artificial Intelligence Search III

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

Game Playing AI Class 8 Ch , 5.4.1, 5.5

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

CS 5522: Artificial Intelligence II

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

Game playing. Chapter 6. Chapter 6 1

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

Using Neural Network and Monte-Carlo Tree Search to Play the Game TEN

Foundations of Artificial Intelligence

COMP219: Artificial Intelligence. Lecture 13: Game Playing

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

Contents. Foundations of Artificial Intelligence. Problems. Why Board Games?

CS 380: ARTIFICIAL INTELLIGENCE

Game playing. Outline

Game playing. Chapter 5, Sections 1 6

Artificial Intelligence

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

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

CS 2710 Foundations of AI. Lecture 9. Adversarial search. CS 2710 Foundations of AI. Game search

CS 380: ARTIFICIAL INTELLIGENCE MONTE CARLO SEARCH. Santiago Ontañón

Adversarial Search Aka Games

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

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

SDS PODCAST EPISODE 110 ALPHAGO ZERO

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

Google DeepMind s AlphaGo vs. world Go champion Lee Sedol

UNIT 13A AI: Games & Search Strategies

Lecture 5: Game Playing (Adversarial Search)

Adversarial search (game playing)

Artificial Intelligence. Topic 5. Game playing

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

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

CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions

CS 771 Artificial Intelligence. Adversarial Search

Adversary Search. Ref: Chapter 5

Game-playing AIs: Games and Adversarial Search FINAL SET (w/ pruning study examples) AIMA

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask

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

Quick work: Memory allocation

Introduction to AI Techniques

Game Playing State-of-the-Art

Computer Go: from the Beginnings to AlphaGo. Martin Müller, University of Alberta

Intuition Mini-Max 2

Game playing. Chapter 5. Chapter 5 1

CS 1571 Introduction to AI Lecture 12. Adversarial search. CS 1571 Intro to AI. Announcements

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

Adversarial Search and Game Playing

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

game tree complete all possible moves

ARTIFICIAL INTELLIGENCE (CS 370D)

CS 4700: Foundations of Artificial Intelligence

Search Depth. 8. Search Depth. Investing. Investing in Search. Jonathan Schaeffer

Game Playing. Philipp Koehn. 29 September 2015

CS 188: Artificial Intelligence Spring Game Playing in Practice

CSE 573: Artificial Intelligence

Game-Playing & Adversarial Search

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

Transcription:

AI in Tabletop Games Team 13 Josh Charnetsky Zachary Koch CSE 352 - Professor Anita Wasilewska

Works Cited Kurenkov, Andrey. a-brief-history-of-game-ai.png. 18 Apr. 2016, www.andreykurenkov.com/writing/a-brief-history-of-game-ai/ A 'Brief' History of Game AI Up To AlphaGo, Part 1. Andrey Kurenkov's Web World, Apr. 2016, www.andreykurenkov.com/writing/a-brief-history-of-game-ai/. Cho, Hwan-gue. "Human Vs. Machine in the Game of Go." Koreana, vol. 30, no. 2, Summer2016, p. 36. EBSCOhost, proxy.library.stonybrook.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=edo&an=117366011&site=e ds-live&scope=site. Lien, Tracey. Artificial Intelligence Has Mastered Board Games; What's the next Test? The Seattle Times, The Seattle Times Company, 21 Mar. 2016, www.seattletimes.com/business/technology/artificial-intelligence-has-mastered-board-games-whats-the-next-test/. Greenemeier, Larry. 20 Years after Deep Blue: How AI Has Advanced Since Conquering Chess. Scientific American, www.scientificamerican.com/article/20-years-after-deep-blue-how-ai-has-advanced-since-conquering-chess/. Wikipedia. Monte Carlo Tree Search. Wikipedia, Wikimedia Foundation, 14 Oct. 2017, en.wikipedia.org/wiki/monte_carlo_tree_search.

Overview 1. History of AI in Tabletop Games 2. AI in Chess 3. AI in Go 4. Future of AI in tabletop games

Timeline Image source: www.andreykurenkov.com/writing/a-brief-history-of-game-ai/

History 1951 - First chess playing program developed by Alex Turing, before the term AI was used 1956 - Arthur Samuel makes first checkers AI. 1957 - Alex Bernstein makes first chess AI. 1960 - Chess program developed that beats ranked plays in tournament. Go program is able to beat novice players

History 1970 s through 1980 s - The programs improve but the top players still win 1994 - Chinook becomes world champion in checkers 1997 - Deep Blue beats world champion in chess 2006 - Go programs can beat fairly high rated players 2016 - AlphaGo beats world champion Lee Sedol in Go

Minimax Developed in 1949 by Claude Shannon Works under assumption that opponent plays optimally Creates a tree of states then picks a path that leads to the optimal outcome Impossible to represent all states to the end of the game Not good at punishing mistakes by opponent

Games Checkers Chess Go 8x8 board 8x8 board 19x19 board 10 20 possible board positions 10 44 possible board positions 10 170 possible board positions 40 moves average 60 moves average 200 moves average

Why these games? Well defined rules Concise goal Requires thinking/predicting Easy to recreate on a computer All information is present to both players

Chess One of the first major goals of AI was to make a program that can win in chess Hard to measure AI against human intelligence, so complicated strategy games are one way to compare Took around 50 years to get from a program that can beat somebody to a program that can beat everybody

Deep Thought Developed in 1989 by a team lead by Feng-hsuing Hsu First chess AI with the ability to challenge grandmaster level players Used a variety of techniques to calculate moves More comparisons per second than any other program

How it considers moves 1. Using a database of opening moves 2. Using alpha-beta tree search with evaluation function based on a combination of many handcrafted features 3. Using an endgame database that includes all positions with less than 8 pieces

Evaluation Function Function that determines what move to make given board position. Able to search deeper than other chess AI s. Uses a combination of brute force and selective extension. Calibrated using a database of games between masters level players. Still incorporates some encoded knowledge about chess.

Deep Blue Deep Thought was able to beat some high level players but the very best. Deep Thought 2 began development, later called Deep Blue. The same ideas as Deep Thought but much more computational power. Uses a custom built supercomputer with 30 processors working with 480 single chip chess search engines allowing 126,000,000 position comparisons per second

Garry Kasparov Grandmaster level player considered one of the best chess players of all time. The ultimate test for Deep Blue. Beat Deep Blue in 1996, but later lost in 1997.

Why Deep Blue was able to win 1. A single chip search engine 2. A massively parallel system with multiple levels of parallelism 3. A strong emphasis on search extensions 4. A complex evaluation function 5. Effective use of a grandmaster game database

Go In comparison to chess, Go allows for an incredibly large number of possible moves Historically, computer Go players were bad against skilled human players AlphaGo, created by a British AI company, beat the Go Champion 4-1 Moves were wildly different than human strategies Humans calculate Go moves at 30/hour while AlphaGo calculates at 1,000,000/hour Successful strategies analyzed and added to AlphaGo database

Monte Carlo Tree Search Heuristic search algorithm Notable implementations: Total War: Rome II, Go, Poker Analyzes most promising moves Image source: https://en.wikipedia.org/wiki/file:mcts_(english).svg

Other Considerations Decisions made from past games as well as simulated games against itself Set to resign if loss is probable Humans typically try to maximize territorial gain while AlphaGo tries to maximize marginal wins

The Future Board games provide an environment with clear rules and expected results Other games do not provide the player with all the needed information Most game-playing AI s specialize in one game Make AI s that apply knowledge to variety of situations