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

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Transcription:

Artificial Intelligence, CS, Nanjing University Spring, 2018, Yang Yu Lecture 4: Search 3 http://cs.nju.edu.cn/yuy/course_ai18.ashx

Previously... Path-based search Uninformed search Depth-first, breadth first, uniform-cost search Informed search Best-first, A* search

Adversarial search Competitive environments: Game the agents goals are in conflict We consider: * two players * zero-sum games Type of games: * deterministic v.s. chance * perfect v.s. partially observable information

Example 两 轮流在 有九格 盘上划加字或圆圈, 谁先把 三个同 记号排成横线 直线 斜线, 即是胜者

Definition of a game S 0 :Theinitial state, whichspecifieshowthegameissetupatthestart. PLAYER(s): Defineswhichplayerhasthemoveinastate. ACTIONS(s): Returnsthesetoflegalmovesinastate. RESULT(s, a): The transition model, which defines the result of a move. TERMINAL-TEST(s): Aterminal test, whichistruewhenthegameisoverandfalse otherwise. States where the game has ended are called terminal states. UTILITY(s, p): A utility function (also called an objective function or payoff function), defines the final numeric value for a game that ends in terminal state for a player.in two players: MA and MIN

Tic-tac-toe search tree MA () MIN (O) MA () O O O... MIN (O) O O O............... TERMINAL Utility O O O O O O O O O O 1 0 +1...

Optimal decision in games Perfect play for deterministic, perfect-information games Idea: choose move to position with highest minimax value = best achievable payoff against best play E.g., 2-ply game: MA 3 A 1 A 2 A 3 MIN 3 2 2 A 11 A 13 A 21 A 22 A 23 A 32 A 33 A 12 A 31 3 12 8 2 4 6 14 5 2 MINIMA(s) = UTILITY(s) max a Actions(s) MINIMA(RESULT(s, a)) min a Actions(s) MINIMA(RESULT(s, a)) if TERMINAL-TEST(s) if PLAYER(s) =MA if PLAYER(s) =MIN

Minimax algorithm function Minimax-Decision(state) returns an action inputs: state, current state in game return the a in Actions(state) maximizing Min-Value(Result(a, state)) function Max-Value(state) returns a utility value if Terminal-Test(state) then return Utility(state) v for a, s in Successors(state) do v Max(v, Min-Value(s)) return v function Min-Value(state) returns a utility value if Terminal-Test(state) then return Utility(state) v for a, s in Successors(state) do v Min(v, Max-Value(s)) return v

Properties of Minimax Complete?? Yes, if tree is finite (chess has specific rules for this) Optimal?? Yes, against an optimal opponent. Otherwise?? Time complexity?? O(b m ) Space complexity?? O(bm) (depth-first exploration) For chess, b 35, m 100 for reasonable games exact solution completely infeasible

Multiple players a vector v A,v B,v C is used for 3 players he state from e to move A (1, 2, 6) B (1, 2, 6) (1, 5, 2) C (1, 2, 6) (6, 1, 2) (1, 5, 2) (5, 4, 5) A (1, 2, 6) (4, 2, 3) (6, 1, 2) (7, 4,1) (5,1,1) (1, 5, 2) (7, 7,1) (5, 4, 5) MA 3 A a 1 a 2 a 3 MIN 3 B 2 C 2 D b 1 b 2 b 3 c 1 c 2 c 3 d 1 d 2 d 3 3 12 8 2 4 6 14 5 2

Alpha-Beta pruning not all branches are needed (a) [, + ] A (b) [, + ] A [, 3] B [, 3] B 3 3 12 (c) [3, + ] A (d) [3, + ] A [3, 3] B [3, 3] B [, 2] C 3 12 8 3 12 8 2 (e) [3, 14] A (f) [3, 3] A [3, 3] [, 2] [, 14] B C D [3, 3] [, 2] [2, 2] B C D 3 12 8 2 14 3 12 8 2 14 5 2

Alpha-Beta pruning α = the value of the best (i.e., highest-value) choice we have found so far at any choice point along the path for MA. β = the value of the best (i.e., lowest-value) choice we have found so far at any choice point along the path for MIN. Player Opponent m Player Opponent n

Alpha-Beta pruning function ALPHA-BETA-SEARCH(state) returns an action v MA-VALUE(state,, + ) return the action in ACTIONS(state) withvaluev function MA-VALUE(state, α, β) returns autilityvalue if TERMINAL-TEST(state) then return UTILITY(state) v for each a in ACTIONS(state) do v MA(v, MIN-VALUE(RESULT(s,a), α, β)) if v β then return v α MA(α, v) return v function MIN-VALUE(state, α, β) returns autilityvalue if TERMINAL-TEST(state) then return UTILITY(state) v + for each a in ACTIONS(state) do v MIN(v, MA-VALUE(RESULT(s,a),α, β)) if v α then return v β MIN(β, v) return v

Properties of alpha-beta Pruning does not affect final result Good move ordering improves effectiveness of pruning With perfect ordering, time complexity = O(b m/2 ) doubles solvable depth A simple example of the value of reasoning about which computations are relevant (a form of metareasoning) Unfortunately, 35 50 is still impossible!

The search order is important it might be worthwhile to try to examine first the successors that are likely to be best (e) [3, 14] A (f) [3, 3] A [3, 3] [, 2] [, 14] B C D [3, 3] [, 2] [2, 2] B C D 3 12 8 2 14 3 12 8 2 14 5 2

Resource limits Standard approach: Use Cutoff-Test instead of Terminal-Test e.g., depth limit (perhaps add quiescence search) Use Eval instead of Utility i.e., evaluation function that estimates desirability of position Suppose we have 100 seconds, explore 10 4 nodes/second 10 6 nodes per move 35 8/2 α β reaches depth 8 pretty good chess program

Evaluation functions Black to move White slightly better White to move Black winning For chess, typically linear weighted sum of features Eval(s) = w 1 f 1 (s) + w 2 f 2 (s) +... + w n f n (s) e.g., w 1 = 9 with f 1 (s) = (number of white queens) (number of black queens), etc.

H-Minimax H-MINIMA(s, d) = EVAL(s) if CUTOFF-TEST(s, d) max a Actions(s) H-MINIMA(RESULT(s, a),d+1) if PLAYER(s) =MA min a Actions(s) H-MINIMA(RESULT(s, a),d+1) if PLAYER(s) =MIN. MA MIN 1 2 1 20 1 2 2 4 1 20 20 400 Behaviour is preserved under any monotonic transformation of Eval Only the order matters: payoff in deterministic games acts as an ordinal utility function

Deterministic games in practice Checkers: 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 443,748,401,247 positions. Chess: Deep Blue defeated human world champion Gary Kasparov in a sixgame match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply. 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 > 300, so most programs use pattern knowledge bases to suggest plausible moves.

Stochastic games backgammon: 0 1 2 3 4 5 6 7 8 9 10 11 12 25 24 23 22 21 20 19 18 17 16 15 14 13

Expect-minimax In nondeterministic games, chance introduced by dice, card-shuffling Simplified example with coin-flipping: MA CHANCE 3 1 0.5 0.5 0.5 0.5 MIN 2 4 0 2 2 4 7 4 6 0 5 2 EPECTIMINIMA(s) = UTILITY(s) if TERMINAL-TEST(s) if PLAYER(s)= MA if PLAYER(s)= MIN max a EPECTIMINIMA(RESULT(s, a)) min a EPECTIMINIMA(RESULT(s, a)) P (r)epectiminima(result(s, r)) if PLAYER(s)= CHANCE r

Nondeterministic games in practice Dice rolls increase b: 21 possible rolls with 2 dice Backgammon 20 legal moves (can be 6,000 with 1-1 roll) depth 4 = 20 (21 20) 3 1.2 10 9 As depth increases, probability of reaching a given node shrinks value of lookahead is diminished α β pruning is much less effective TDGammon uses depth-2 search + very good Eval world-champion level

Games of imperfect information E.g., card games, where opponent s initial cards are unknown Typically we can calculate a probability for each possible deal Seems just like having one big dice roll at the beginning of the game Idea: compute the minimax value of each action in each deal, then choose the action with highest expected value over all deals Special case: if an action is optimal for all deals, it s optimal. GIB, current best bridge program, approximates this idea by 1) generating 100 deals consistent with bidding information 2) picking the action that wins most tricks on average

Proper analysis * Intuition that the value of an action is the average of its values in all actual states is WRONG With partial observability, value of an action depends on the information state or belief state the agent is in Can generate and search a tree of information states Leads to rational behaviors such as Acting to obtain information Signalling to one s partner Acting randomly to minimize information disclosure