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

Similar documents
Game playing. Outline

Game playing. Chapter 6. Chapter 6 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

CS 380: ARTIFICIAL INTELLIGENCE

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

CS 380: ARTIFICIAL INTELLIGENCE ADVERSARIAL SEARCH. Santiago Ontañón

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

Game Playing. Philipp Koehn. 29 September 2015

ADVERSARIAL SEARCH. Chapter 5

Game Playing: Adversarial Search. Chapter 5

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

Lecture 5: Game Playing (Adversarial Search)

Game playing. Chapter 5. Chapter 5 1

Today. Nondeterministic games: backgammon. Algorithm for nondeterministic games. Nondeterministic games in general. See Russell and Norvig, chapter 6

Artificial Intelligence. Topic 5. Game playing

Adversarial search (game playing)

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

Game playing. Chapter 5, Sections 1 6

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

CS 188: Artificial Intelligence Spring Game Playing in Practice

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

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

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

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

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

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

Adversarial Search. CMPSCI 383 September 29, 2011

CS 188: Artificial Intelligence

Programming Project 1: Pacman (Due )

COMP219: Artificial Intelligence. Lecture 13: Game Playing

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

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

Adversarial Search and Game Playing

Adversarial Search Lecture 7

CS 188: Artificial Intelligence Spring Announcements

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

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

CS 188: Artificial Intelligence Spring 2007

CS 331: Artificial Intelligence Adversarial Search II. Outline

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

Artificial Intelligence 1: game playing

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

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

Intuition Mini-Max 2

CS 188: Artificial Intelligence. Overview

CSE 573: Artificial Intelligence Autumn 2010

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

Game Playing State-of-the-Art

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

Games and Adversarial Search

Artificial Intelligence

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

CSE 473: Artificial Intelligence. Outline

Artificial Intelligence Adversarial Search

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

Adversarial Search and Game Playing. Russell and Norvig: Chapter 5

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

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

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

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

CS 5522: Artificial Intelligence II

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

Game-Playing & Adversarial Search

Game Playing State of the Art

Ar#ficial)Intelligence!!

Artificial Intelligence

Artificial Intelligence. Minimax and alpha-beta pruning

CS 188: Artificial Intelligence

Pengju

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

CS 771 Artificial Intelligence. Adversarial Search

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

Prepared by Vaishnavi Moorthy Asst Prof- Dept of Cse

Artificial Intelligence

CS 4700: Foundations of Artificial Intelligence

Adversarial Search Aka Games

CSE 573: Artificial Intelligence

Adversarial Search 1

Artificial Intelligence

CSE 473: Artificial Intelligence Autumn 2011

Game Playing AI Class 8 Ch , 5.4.1, 5.5

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

Foundations of Artificial Intelligence

Games (adversarial search problems)

Artificial Intelligence

Adversarial Search (Game Playing)

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

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

Foundations of Artificial Intelligence

School of EECS Washington State University. Artificial Intelligence

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

Path Planning as Search

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

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

Games and Adversarial Search II

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

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

Game-playing AIs: Games and Adversarial Search I AIMA

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

Transcription:

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

Objectives You should be able to provide a definition of a game. be able to evaluate, compare, and implement the minmax and alpha-beta algorithms, including for games of chance. be able to describe the current state-ofthe-art game playing programs. rev 1.1, 9/14/2003 Page 2

Games vs. search problems Unpredictable opponent => solution is a strategy specifying a move for every possible opponent reply Time limits => unlikely to find goal, must approximate Plan of attack: Computer considers possible lines of play (Babbage, 1846) Algorithm for perfect play (Zermelo, 1912; Von Neumann, 1944) Finite horizon, approximate evaluation (Zuse, 1945; Wiener, 1948; Shannon, 1950) First chess program (Turing, 1951) Machine learning to improve evaluation accuracy (Samuel, 1952-57) Pruning to allow deeper search (McCarthy, 1956) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 3

Types of games perfect information deterministic chess, checkers, go, othello chance backgammon, monopoly imperfect information bridge, poker, scrabble, nuclear war rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 4

Game tree (2-player, deterministic, turns) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 5

Minimax Perfect play for deterministic, perfect-information games Idea: choose move to position with highest minimax value = best achievable payoff against best play 2-ply game: rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 6

Minimax algorithm function Minimax-Decision(state, game) returns an action action, state the a, s in Successors(state) such that Minimax-Value(s, game) is maximized return action function Minimax-Value(state,game) returns a utility value if Terminal-Test (state) then return Utility(state) else if max is to move in state then return the highest Minimax-Value of Successors(state) else return the lowest Minimax-Value of Successors(state) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 7

Properties of minimax Complete?? Optimal?? Time complexity?? Space complexity?? rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 8

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 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 9

Resource limits Suppose we have 100 seconds, explore 10 4 nodes/second 10 6 nodes per move Standard approach: cutoff test e.g., depth limit (perhaps add quiescence search) evaluation function = estimated desirability of position rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 10

Evaluation functions For chess, typically linear weighted sum of features Eval(s) = w 1 1 f (s) + w 2 2 f (s) + + w n n f (s) e.g., w 1 = 9 with f 1 (s) = (number of white queens) - (number of black queens) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 11

Digression: Exact values don't matter Behavior is preserved under any monotonic transformation of Eval Only the order matters: payoff in deterministic games acts as an ordinal utility function rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 12

Cutting off search MinimaxCutoff is identical to MinimaxValue except 1. Terminal? is replaced by Cutoff? 2. Utility is replaced by Eval Does it work in practice? b m = 10 6 ; b = 35 => m = 4 4-ply lookahead is a hopeless chess player! 4-ply human novice 8-ply typical PC, human master 12-ply Deep Blue, Kasparov rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 13

The α-β algorithm Basically Minimax + keep track of α, β + prune α, the best score for max along the path to state β, the best score for min along the path to state function Alpha-Beta-Search(state, game) returns an action Max-Value(state,game, -, + ) return action associated with the max-value branch function Max-Value(state,game, α, β ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do α Max(α,Min-Value(s,game, α, β )) if α β then return β return α function Min-Value(state, game, α, β) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do β Min(β, Max-Value(s,game, α, β)) if β α then return α return β rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 14

Game playing examples Work through example on board First, with minimax, work with a partner for 5 minutes. Second, with α-β algorithm, we ll work through it as a class rev 1.1, 9/14/2003 Page 15

Minimax algorithm function Minimax-Decision(game) returns an operator for each op in Operators[game] do Value[op] Minimax-Value(Apply(op,game),game) end return the op with the highest Value[op] function Minimax-Value(state,game) returns a utility value if Terminal-Test [game](state) then return Utility[game](state) else if max is to move in state then return the highest Minimax-Value of Successors(state) else return the lowest Minimax-Value of Successors(state) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 16

The α-β algorithm function Alpha-Beta-Search(state, game) returns an action Max-Value(s, game, -, + ) return action associated with the max-value branch function Max-Value(state,game, α, β ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do α Max(α,Min-Value(s,game, α, β )) if α β then return β return α function Min-Value(state, game, α, β) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do β Min(β, Max-Value(s,game, α, β)) if β α then return α return β rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 17

Properties of α-β Pruning does not affect final result Good move ordering improves effectiveness of pruning With perfect ordering, time complexity = O(b m/2 ) => doubles depth of search => can easily reach depth 8 and play good chess A simple example of the value of reasoning about which computations are relevant (a form of metareasoning) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 18

Why is it called α-β? α is the best value (to max) found so far off the current path If V is worse than α, max will avoid it => prune that branch Define β similarly for min rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 19

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 six-game 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. rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 20

Nondeterministic games: backgammon rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 21

Nondeterministic games in general e.g, in backgammon, the dice rolls determine the legal moves Simplified example with coin-flipping instead of dice-rolling: rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 22

Algorithm for nondeterministic games Expectiminimax gives perfect play Just like Minimax, except we must also handle chance nodes: if state is a Max node then return the highest ExpectiMinimax-Value of Successors(state) if state is a Min node then return the lowest ExpectiMinimax-Value of Successors(state) if state is a chance node then return average of ExpectiMinimax-Value of Successors( state) rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 23

Pruning in nondeterministic game trees A version of α-β pruning is possible 2 2 2 2 2 2 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 24

Pruning in nondeterministic game trees A version of α-β pruning is possible [-, 2] 2 2 2 2 2 2 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 25

Pruning in nondeterministic game trees A version of α-β pruning is possible [2, 2] 2 2 2 2 2 2 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 26

Pruning in nondeterministic game trees A version of α-β pruning is possible [-, 2] [2, 2] [-, 2] 2 2 2 2 2 2 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 27

Pruning in nondeterministic game trees A version of α-β pruning is possible [1.5, 1.5] [2, 2] [1, 1] 2 2 2 1 0 2 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 28

Pruning in nondeterministic game trees A version of α-β pruning is possible [1.5, 1.5] [2, 2] [1, 1] [-, 0] 2 2 2 1 0 1 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 29

Pruning in nondeterministic game trees A version of α-β pruning is possible [1.5, 1.5] [2, 2] [1, 1] [0, 0] 2 2 2 1 0 1 2 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 30

Pruning in nondeterministic game trees A version of α-β pruning is possible [1.5, 1.5] [-, 0.5] [2, 2] [1, 1] [0, 0] [-, 1] 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 31

Pruning contd. More pruning occurs if we can bound the leaf values 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 32

Pruning contd. More pruning occurs if we can bound the leaf values 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 33

Pruning contd. More pruning occurs if we can bound the leaf values [0, 2] [2, 2] 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 34

Pruning contd. More pruning occurs if we can bound the leaf values [0, 2] [2, 2] 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 35

Pruning contd. More pruning occurs if we can bound the leaf values [1.5, 1.5] [2, 2] [1, 1] 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 36

Pruning contd. More pruning occurs if we can bound the leaf values [1.5, 1.5] [-2, 1] [2, 2] [1, 1] [-2, 0] 2 2 2 1 0 1 1 2 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 37

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 x (21 x 20) 3 1.2 x 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 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 38

Digression: Exact values DO matter Behaviour is preserved only by positive linear transformation of Eval Hence Eval should be proportional to the expected payoff rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 39

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 generating 100 deals consistent with bidding information picking the action that wins most tricks on average rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 40

Commonsense example Road A leads to a small heap of gold pieces Road B leads to a fork: take the left fork and you'll find a mound of jewels; take the right fork and you'll be run over by a bus. rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 41

Commonsense example Road A leads to a small heap of gold pieces Road B leads to a fork: take the left fork and you'll find a mound of jewels; take the right fork and you'll be run over by a bus. Road A leads to a small heap of gold pieces Road B leads to a fork: take the left fork and you'll be run over by a bus; take the right fork and you'll find a mound of jewels. rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 42

Commonsense example Road A leads to a small heap of gold pieces Road B leads to a fork: take the left fork and you'll find a mound of jewels; take the right fork and you'll be run over by a bus. Road A leads to a small heap of gold pieces Road B leads to a fork: take the left fork and you'll be run over by a bus; take the right fork and you'll find a mound of jewels. Road A leads to a small heap of gold pieces Road B leads to a fork: guess correctly and you'll find a mound of jewels; guess incorrectly and you'll be run over by a bus. rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 43

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 rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 44

Summary Games are fun to work on! (and dangerous) They illustrate several important points about AI perfection is unattainable => must approximate good idea to think about what to think about uncertainty constrains the assignment of values to states Games are to AI as grand prix racing is to automobile design rev 1.1, 9/14/2003 AIMA Slides Stuart Russell and Peter Norvig, 2003 Page 45