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

Similar documents
Game Playing State-of-the-Art

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

CS 5522: Artificial Intelligence II

Artificial Intelligence

CS 188: Artificial Intelligence

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

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

CSE 473: Ar+ficial Intelligence

Game Playing State of the Art

Programming Project 1: Pacman (Due )

CSE 473: Artificial Intelligence Fall Outline. Types of Games. Deterministic Games. Previously: Single-Agent Trees. Previously: Value of a State

CS 188: Artificial Intelligence Spring Announcements

Adversarial Search Lecture 7

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

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

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

CSE 573: Artificial Intelligence

CS 188: Artificial Intelligence

Adversarial Search 1

CS 188: Artificial Intelligence. Overview

CSE 473: Artificial Intelligence. Outline

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

CSE 40171: Artificial Intelligence. Adversarial Search: Game Trees, Alpha-Beta Pruning; Imperfect Decisions

Adversarial Search. Robert Platt Northeastern University. Some images and slides are used from: 1. CS188 UC Berkeley 2. RN, AIMA

Adversarial Search. Rob Platt Northeastern University. Some images and slides are used from: AIMA CS188 UC Berkeley

CS 188: Artificial Intelligence

Game Playing State-of-the-Art. CS 188: Artificial Intelligence. Behavior from Computation. Adversarial Games. Deterministic Games.

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

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

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

Artificial Intelligence

CSE 573: Artificial Intelligence Autumn 2010

CS 188: Artificial Intelligence Spring 2007

Project 1. Out of 20 points. Only 30% of final grade 5-6 projects in total. Extra day: 10%

Lecture 5: Game Playing (Adversarial Search)

Artificial Intelligence

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

Game Playing: Adversarial Search. Chapter 5

CS 380: ARTIFICIAL INTELLIGENCE ADVERSARIAL SEARCH. Santiago Ontañón

Game playing. Chapter 6. Chapter 6 1

Game Playing. Philipp Koehn. 29 September 2015

Game playing. Chapter 5. Chapter 5 1

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

CSE 473: Artificial Intelligence Autumn 2011

CS 380: ARTIFICIAL INTELLIGENCE

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

Game-Playing & Adversarial Search

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

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

CS 188: Artificial Intelligence Spring Game Playing in Practice

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

CS 771 Artificial Intelligence. Adversarial Search

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

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

Game playing. Outline

COMP219: Artificial Intelligence. Lecture 13: Game Playing

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

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

Adversarial Search. CMPSCI 383 September 29, 2011

Games and Adversarial Search

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

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

Adversarial search (game playing)

Adversarial Search and Game Playing

Artificial Intelligence Adversarial Search

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

Game playing. Chapter 5, Sections 1 6

Artificial Intelligence. Topic 5. Game playing

CS 331: Artificial Intelligence Adversarial Search II. Outline

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

Ar#ficial)Intelligence!!

ARTIFICIAL INTELLIGENCE (CS 370D)

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

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

Adversarial Search: Game Playing. Reading: Chapter

CS 4700: Foundations of Artificial Intelligence

Artificial Intelligence. Minimax and alpha-beta pruning

Game-playing AIs: Games and Adversarial Search I AIMA

ADVERSARIAL SEARCH. Chapter 5

School of EECS Washington State University. Artificial Intelligence

Game-playing: DeepBlue and AlphaGo

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

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

Adversary Search. Ref: Chapter 5

Games and Adversarial Search II

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

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

Artificial Intelligence 1: game playing

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

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

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

Foundations of Artificial Intelligence

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

Module 3. Problem Solving using Search- (Two agent) Version 2 CSE IIT, Kharagpur

Adversarial Search (Game Playing)

Artificial Intelligence

Games (adversarial search problems)

mywbut.com Two agent games : alpha beta pruning

Transcription:

Adversarial Search Read AIMA Chapter 5.2-5.5 CIS 421/521 - Intro to AI 1

Adversarial Search Instructors: Dan Klein and Pieter Abbeel University of California, Berkeley [These slides were created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. All CS188 materials are available at http://ai.berkeley.edu.]

Game Playing State-of-the-Art Checkers: 1950: First computer player. 1994: First computer champion: Chinook ended 40-year-reign of human champion Marion Tinsley using complete 8-piece endgame. 2007: Checkers solved! Chess: 1997: Deep Blue defeats human champion Gary Kasparov in a six-game match. Deep Blue examined 200M positions per second, used very sophisticated evaluation and undisclosed methods for extending some lines of search up to 40 ply. Current programs are even better, if less historic. Go: 2017: AlphaGo beat Ke Jie the number 1 ranked playerin the world. In go, b > 300! Classic programs use pattern knowledge bases, but big recent advances use Monte Carlo (randomized) expansion methods. Pacman

Behavior from Computation

Adversarial Games

Types of Games Many different kinds of games! Axes: Deterministic or stochastic? One, two, or more players? Zero sum? Perfect information (can you see the state)? Want algorithms for calculating a strategy (policy) which recommends a move from each state

Deterministic Games Many possible formalizations, one is: States: S (start at s 0 ) Players: P={1...N} (usually take turns) Actions: A (may depend on player / state) Transition Function: SxA S Terminal Test: S {t,f} Terminal Utilities: SxP R Solution for a player is a policy: S A

Zero-Sum Games Zero-Sum Games Agents have opposite utilities (values on outcomes) Lets us think of a single value that one maximizes and the other minimizes Adversarial, pure competition General Games Agents have independent utilities (values on outcomes) Cooperation, indifference, competition, and more are all possible More later on non-zero-sum games

Adversarial Search

Battle of Wits https://www.youtube.com/watch?v=rmz7jbrbmno

Single-Agent Trees 8 2 0 2 6 4 6

Value of a State Value of a state: The best achievable outcome (utility) from that state Non-Terminal States: 8 2 0 2 6 4 6 Terminal States:

Adversarial Game Trees -20-8 -18-5 -10 +4-20 +8

Minimax Values States Under Agent s Control: States Under Opponent s Control: -8-5 -10 +8 Terminal States:

Tic-Tac-Toe Game Tree

Adversarial Search (Minimax) Deterministic, zero-sum games: Tic-tac-toe, chess, checkers One player maximizes result The other minimizes result Minimax search: A state-space search tree Players alternate turns Compute each node s minimax value: the best achievable utility against a rational (optimal) adversary Minimax values: computed recursively 5 max 2 5 8 2 5 6 Terminal values: part of the game min

Minimax Implementation def max-value(state): initialize v = - for each successor of state: v = max(v, min-value(successor)) return v def min-value(state): initialize v = + for each successor of state: v = min(v, max-value(successor)) return v

Minimax Implementation (Dispatch) def value(state): if the state is a terminal state: return the state s utility if the next agent is MAX: return max-value(state) if the next agent is MIN: return min-value(state) def max-value(state): initialize v = - for each successor of state: v = max(v, value(successor)) return v def min-value(state): initialize v = + for each successor of state: v = min(v, value(successor)) return v

Minimax Example 3 12 8 2 4 6 14 5 2

Minimax Efficiency How efficient is minimax? Just like (exhaustive) DFS Time: O(b m ) Space: O(bm) Example: For chess, b» 35, m» 100 Exact solution is completely infeasible But, do we need to explore the whole tree?

Minimax Properties max min 10 10 9 100 Optimal against a perfect player. Otherwise?

What should PacMan do?

What should PacMan do?

What should PacMan do?

What should PacMan do?

What should PacMan do?

What should PacMan do?

What should PacMan do?

What should PacMan do?

Video of Demo Min vs. Exp (Min)

Video of Demo Min vs. Exp (Exp)

Resource Limits

Resource Limits Problem: In realistic games, cannot search to leaves! Solution: Depth-limited search Instead, search only to a limited depth in the tree Replace terminal utilities with an evaluation function for non-terminal positions Example: Suppose we have 100 seconds, can explore 10K nodes / sec So can check 1M nodes per move a-b reaches about depth 8 decent chess program Guarantee of optimal play is gone More plies makes a BIG difference Use iterative deepening for an anytime algorithm 4-2 4-1 -2 4 9???? max min

Depth Matters Evaluation functions are always imperfect The deeper in the tree the evaluation function is buried, the less the quality of the evaluation function matters An important example of the tradeoff between complexity of features and complexity of computation [Demo: depth limited (L6D4, L6D5)]

Video of Demo Limited Depth (2)

Video of Demo Limited Depth (10)

Evaluation Functions

Evaluation Functions Evaluation functions score non-terminals in depth-limited search Ideal function: returns the actual minimax value of the position In practice: typically weighted linear sum of features: e.g. f 1 (s) = (num white queens num black queens), etc.

Evaluation for Pacman

Video of Demo Thrashing (d=2)

Why Pacman Starves A danger of replanning agents! He knows his score will go up by eating the dot now (west, east) He knows his score will go up just as much by eating the dot later (east, west) There are no point-scoring opportunities after eating the dot (within the horizon, two here) Therefore, waiting seems just as good as eating: he may go east, then back west in the next round of replanning!

Video of Demo Thrashing -- Fixed (d=2)

Video of Demo Smart Ghosts (Coordination)

Video of Demo Smart Ghosts (Coordination) Zoomed In

Game Tree Pruning

Minimax Example 3 12 8 2 4 6 14 5 2

Minimax Pruning 3 12 8 2 14 5 2

Alpha-Beta Pruning General configuration (MIN version) We re computing the MIN-VALUE at some node n We re looping over n s children n s estimate of the childrens min is dropping Who cares about n s value? MAX Let a be the best value that MAX can get at any choice point along the current path from the root If n becomes worse than a, MAX will avoid it, so we can stop considering n s other children (it s already bad enough that it won t be played) MAX MIN MAX MIN a n MAX version is symmetric

Alpha-Beta Implementation α: MAX s best option on path to root β: MIN s best option on path to root def max-value(state, α, β): initialize v = - for each successor of state: v = max(v, value(successor, α, β)) if v β return v α = max(α, v) return v def min-value(state, α, β): initialize v = + for each successor of state: v = min(v, value(successor, α, β)) if v α return v β = min(β, v) return v

Alpha-Beta Pruning Properties This pruning has no effect on minimax value computed for the root! Values of intermediate nodes might be wrong Important: children of the root may have the wrong value So the most naïve version won t let you do action selection max Good child ordering improves effectiveness of pruning With perfect ordering : Time complexity drops to O(b m/2 ) Doubles solvable depth! Full search of, e.g. chess, is still hopeless 10 10 0 min This is a simple example of metareasoning (computing about what to compute)

Alpha-Beta Quiz

Alpha-Beta Quiz 2

Next Time: Uncertainty!

Iterative Deepening Iterative deepening uses DFS as a subroutine: 1. Do a DFS which only searches for paths of length 1 or less. (DFS gives up on any path of length 2) 2. If 1 failed, do a DFS which only searches paths of length 2 or less. 3. If 2 failed, do a DFS which only searches paths of length 3 or less..and so on. b Why do we want to do this for multiplayer games? Note: wrongness of eval functions matters less and less the deeper the search goes!