Programming Project 1: Pacman (Due )

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Programming Project 1: Pacman (Due 8.2.18)

Registration to the exams

521495A: Artificial Intelligence Adversarial Search (Min-Max) Lectured by Abdenour Hadid Adjunct Professor, CMVS, University of Oulu Slides adopted from http://ai.berkeley.edu

Recap: Uninformed and Informed Searches Informed Search Heuristics Greedy Search A* Search Uninformed Search Depth-First Search Breadth-First Search Uniform-Cost Search

Games vs. search problems The main difference between games and standard search problems is the Unpredictable opponent. The solution to game playing problems is a strategy specifying a move for every possible opponent reply. Time (resource) limits unlikely to find goal (optimal move for every reply) approximate!!

Games in AI Games are to AI as grand prix racing is to automobile design!!

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! Checkers: Man versus Machine?

Game Playing: State-of-the-Art 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. Chess: Man versus Machine?

Game Playing: State-of-the-Art Go: Human champions are now starting to be challenged by machines, though the best humans still beat the best machines. In go, b > 300! Classic programs use pattern knowledge bases, but big recent advances use Monte Carlo (randomized) expansion methods. Go: Man versus Machine?

Game Playing: State-of-the-Art Pacman: Your programming Projects!! PacMan: Man versus Machine?

Types of Games Many different kinds of games! Axes: Deterministic or stochastic (chance)? 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

Imperfect Perfect Types of Games Deterministic Chance Checkers Backgammon Battleships Poker

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 Games (Minimax) The basic algorithm for deterministic and perfect-information games is called minimax.

Adversarial Games (Minimax) Idea: choose move to position with highest minimax value A player chooses a move that maximizes so called minimax value under the assumption that the opponent makes perfect movements afterwards.

Adversarial Games (Minimax) The minimax value is defined for each node at each turn as: 1) if MAX turn, then the minimax value for each node is the highest possible utility value that could be achieved after the move if MIN plays a perfect game after this movement. 2) if MIN turn, then the minimax value for each node is the lowest possible utility value that could be achieved after the move if MAX plays a perfect game after this movement.

Minimax value?

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 Quiz 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?

Resource Limits

Resource Limits Problem: In realistic games, cannot search to leaves! We need to relax the problem. 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 - (an extension to minimax ) reaches about depth 8 decent chess program Pretty Good!! 4-2 4-1 -2 4 9 max min Guarantee of optimal play is gone????

Evaluation Functions

Evaluation Functions

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

Game Tree Pruning

Minimax Example 3 12 8 2 4 6 14 5 2

Minimax Pruning 3 12 8 2 14 5 2

- Pruning - pruning is an extension to minimax algorithm that improves the computational efficiency. It does not affect the solution, only improves the computation time!

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! It only improves the computational efficiency. 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 Good child ordering improves effectiveness of pruning max min With perfect ordering : Time complexity drops to O(b m/2 ) Doubles solvable depth! Full search of, e.g. chess (35 50 ), is still hopeless 10 11 0 This is a simple example of metareasoning (computing about what to compute)

Alpha-Beta Quiz

Alpha-Beta Quiz 2

Dice Nondeterministic games: backgammon

Programming Project 2: Pacman (Out 1.2.18)

Summary The basic algorithm for deterministic and perfect-information games is called minimax. - pruning is an extension to minimax algorithm that improves the computational efficiency.

If you were the Pacman, what would you do in this situation?