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

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CS 188: Artificial Intelligence Adversarial Search 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. Dan Klein, Pieter Abbeel University of California, Berkeley 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. Pacman Behavior from Computation Adversarial Games [demo: mystery pacman] Many different kinds of games! Types 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 1

Zero-Sum Games Adversarial Search 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 Single-Agent Trees Value of a State Value of a state: The best achievable outcome (utility) from that state Non-Terminal States: 8 8 2 0 2 6 4 6 2 0 2 6 4 6 Terminal States: Adversarial Game Trees Minimax Values States Under Agent s Control: States Under Opponent s Control: -8-5 -10 +8-20 -8-18 -5-10 +4-20 +8 Terminal States: 2

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 Minimaxsearch: A state-space search tree Players alternate turns Compute each node s minimaxvalue: the best achievable utility against a rational (optimal) adversary Minimaxvalues: computed recursively 5 max 2 5 8 2 5 6 Terminal values: part of the game min Tic-Tac-Toe Tree: Stuart Russell Minimax Implementation Minimax Implementation (Dispatch) def max-value(state): initialize v = - v = max(v, min-value(successor)) def min-value(state): initialize v = + v = min(v, max-value(successor)) 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 = - v = max(v, value(successor)) def min-value(state): initialize v = + v = min(v, value(successor)) Minimax Example Minimax Efficiency How efficient is minimax? Just like (exhaustive) DFS Time: O(b m ) Space: O(bm) 3 12 8 2 4 6 14 5 2 Example: For chess, b 35, m 100 Exact solution is completely infeasible But, do we need to explore the whole tree? 3

Minimax Properties Resource Limits max min 10 10 9 100 Optimal against a perfect player. Otherwise? [demo: min vsexp] Resource Limits Depth Matters 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 α-βreaches 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 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] 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. Examples: Stuart Russell 4

Evaluation for Pacman Why Pacman Starves [DEMO: thrashing, smart ghosts] 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! Game Tree Pruning Minimax Example 3 12 8 2 4 6 14 5 2 Minimax Pruning Alpha-Beta Pruning General configuration (MIN version) 3 12 8 2 14 5 2 We re computing the MIN-VALUE at some node n We re looping over n schildren n sestimate of the childrens min is dropping Who cares about n s value? MAX Let abe the best value that MAX can get at any choice point along the current path from the root If nbecomes worse than a, MAX will avoid it, so we can stop considering n sother children (it s already bad enough that it won t be played) MAX MIN MAX MIN a n MAX version is symmetric 5

Alpha-Beta Implementation def max-value(state, α, β): initialize v = - v = max(v, value(successor, α, β)) ifv β α= max(α, v) α: MAX s best option on path to root β:min s best option on path to root def min-value(state, α, β): initialize v = + v = min(v, value(successor, α, β)) if v α β = min(β, v) Alpha-Beta Pruning Properties This pruning has no effecton minimaxvalue 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 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 This is a simple example of metareasoning(computing about what to compute) max min CS 188: Artificial Intelligence Uncertainty and Utilities Uncertain Outcomes Dan Klein, Pieter Abbeel University of California, Berkeley Worst-Case vs. Average Case Expectimax Search max Why wouldn t we know what the result of an action will be? Explicit randomness: rolling dice Unpredictable opponents: the ghosts respond randomly Actions can fail: when moving a robot, wheels might slip max 10 10 9 100 Idea: Uncertain outcomes controlled by chance, not an adversary! min Values should now reflect average-case (expectimax) outcomes, not worst-case (minimax) outcomes Expectimaxsearch:compute the average score under optimal play Max nodes as in minimax search Chance nodes are like min nodes but the outcome is uncertain Calculate their expected utilities I.e. take weighted average (expectation) of children Later, we ll learn how to formalize the underlying uncertainresult problems as Markov Decision Processes 10 10 4 59 100 7 chance [demo: min vsexp] 6

Expectimax Pseudocode Expectimax Pseudocode 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 EXP: return exp-value(state) def max-value(state): initialize v = - v = max(v, value(successor)) def exp-value(state): initialize v = 0 p = probability(successor) v += p * value(successor) def exp-value(state): initialize v = 0 1/2 p = probability(successor) 1/3 1/6 v += p * value(successor) 58 24 7-12 v = (1/2) (8) + (1/3) (24) + (1/6) (-12) = 10 Expectimax Example Expectimax Pruning? 3 12 9 2 4 6 15 6 0 3 12 9 2 Depth-Limited Expectimax Probabilities 400 300 Estimate of true expectimaxvalue (which would require a lot of work to compute) 492 362 7

Reminder: Probabilities Reminder: Expectations A random variable represents an event whose outcome is unknown A probability distribution is an assignment of weights to outcomes Example: Traffic on freeway Random variable: T = whether there s traffic Outcomes: T in {none, light, heavy} Distribution: P(T=none) = 0.25, P(T=light) = 0.50, P(T=heavy) = 0.25 0.25 The expected value of a function of a random variable is the average, weighted by the probability distribution over outcomes Example: How long to get to the airport? Some laws of probability (more later): Probabilities are always non-negative Probabilities over all possible outcomes sum to one 0.50 Time: Probability: 20 min 30 min 60 min x + x + x 0.25 0.50 0.25 35 min As we get more evidence, probabilities may change: P(T=heavy) = 0.25, P(T=heavy Hour=8am) = 0.60 We ll talk about methods for reasoning and updating probabilities later 0.25 What Probabilities to Use? Quiz: Informed Probabilities In expectimaxsearch, we have a probabilistic model of how the opponent (or environment) will behave in any state Model could be a simple uniform distribution (roll a die) Model could be sophisticated and require a great deal of computation We have a chance node for any outcome out of our control: opponent or environment The model might say that adversarial actions are likely! For now, assume each chance node magically comes along with probabilities that specify the distribution over its outcomes Having a probabilistic belief about another agent s action does not mean that the agent is flipping any coins! Let s say you know that your opponent is actually running a depth 2 minimax, using the result 80% of the time, and moving randomly otherwise Question: What tree search should you use? 0.1 0.9 Answer: Expectimax! To figure out EACH chance node s probabilities, you have to run a simulation of your opponent Thiskind of thing gets very slow very quickly Even worse if you have to simulate your opponent simulating you except for minimax, whichhas the nice property that it all collapses into one game tree Modeling Assumptions The Dangers of Optimism and Pessimism Dangerous Optimism Assuming chance when the world is adversarial Dangerous Pessimism Assuming the worst case when it s not likely 8

Assumptions vs. Reality Other Game Types Adversarial Ghost Random Ghost Minimax Pacman Expectimax Pacman Won 5/5 Avg. Score: 483 Won 1/5 Avg. Score: -303 Won 5/5 Avg. Score: 493 Won 5/5 Avg. Score: 503 Results from playing 5 games Pacmanused depth 4 search with an eval function that avoids trouble Ghost used depth 2 search with an eval function that seeks Pacman [demo: world assumptions] Mixed Layer Types Example: Backgammon E.g. Backgammon Expectiminimax Environment is an extra random agent player that moves after each min/max agent Each node computes the appropriate combination of its children Dice rolls increase b: 21 possible rolls with 2 dice Backgammon 20 legal moves Depth 2 = 20 x (21 x 20) 3 = 1.2 x 10 9 As depth increases, probability of reaching a given search node shrinks So usefulness of search is diminished So limiting depth is less damaging But pruning is trickier Historic AI: TDGammonuses depth-2 search + very good evaluation function + reinforcement learning: world-champion level play 1 st AI world champion in any game! Image: Wikipedia Multi-Agent Utilities Utilities What if the game is not zero-sum, or has multiple players? Generalization of minimax: Terminals have utility tuples Node values are also utility tuples Each player maximizes its own component Can give rise to cooperation and competition dynamically 1,6,6 7,1,2 6,1,2 7,2,1 5,1,7 1,5,2 7,7,1 5,2,5 9

Maximum Expected Utility What Utilities to Use? Why should we average utilities? Why not minimax? Principle of maximum expected utility: A rational agent should chose the action that maximizes its expected utility, given its knowledge Questions: Where do utilities come from? How do we know such utilities even exist? How do we know that averaging even makes sense? What if our behavior (preferences) can t be described by utilities? 0 40 20 30 x 2 0 1600 400 900 For worst-case minimax reasoning, terminal function scale doesn t matter We just want better states to have higher evaluations (get the ordering right) We call this insensitivity to monotonic transformations For average-case expectimax reasoning, we need magnitudes to be meaningful Utilities Utilities: Uncertain Outcomes Utilities are functions from outcomes (states of the world) to real numbers that describe an agent s preferences Get Single Getting ice cream Get Double Where do utilities come from? In a game, may be simple (+1/-1) Utilities summarize the agent s goals Theorem: any rational preferences can be summarized as a utility function We hard-wire utilities and let behaviors emerge Why don t we let agents pick utilities? Why don t we prescribe behaviors? Oops Whew! Preferences Rationality An agent must have preferences among: Prizes: A, B, etc. Lotteries: situations with uncertain prizes A Prize A A Lottery p 1-p Notation: Preference: Indifference: A B 10

Rational Preferences We want some constraints on preferences before we call them rational, such as: Rational Preferences The Axioms of Rationality Axiom of Transitivity: ( Af B) ( Bf C) ( Af C) For example: an agent with intransitive preferences can be induced to give away all of its money If B > C, then an agent with C would pay (say) 1 cent to get B If A > B, then an agent with B would pay (say) 1 cent to get A If C > A, then an agent with A would pay (say) 1 cent to get C Theorem: Rational preferences imply behavior describable as maximization of expected utility MEU Principle Human Utilities Theorem [Ramsey, 1931; von Neumann & Morgenstern, 1944] Given any preferences satisfying these constraints, there exists a real-valued function U such that: I.e. values assigned by U preserve preferences of both prizes and lotteries! Maximum expected utility (MEU) principle: Choose the action that maximizes expected utility Note: an agent can be entirely rational (consistent with MEU) without ever representing or manipulating utilities and probabilities E.g., a lookup table for perfect tic-tac-toe, a reflex vacuum cleaner Normalized utilities: u + = 1.0, u - = 0.0 Utility Scales Micromorts: one-millionth chance of death, useful for paying to reduce product risks, etc. QALYs: quality-adjusted life years, useful for medical decisions involving substantial risk Note: behavior is invariant under positive linear transformation Human Utilities Utilities map states to real numbers. Which numbers? Standard approach to assessment (elicitation) of human utilities: Compare a prize A to a standard lotteryl p between best possible prize u + with probability p worst possible catastrophe u - with probability 1-p Adjust lottery probability p until indifference: A ~ L p Resulting p is a utility in [0,1] With deterministic prizes only (no lottery choices), only ordinal utility can be determined, i.e., total order on prizes Pay $30 0.999999 0.000001 No change Instant death 11

Money Money does notbehave as a utility function, but we can talk about the utility of having money (or being in debt) Given a lottery L = [p, $X; (1-p), $Y] The expected monetary value EMV(L) is p*x + (1-p)*Y U(L) = p*u($x) + (1-p)*U($Y) Typically, U(L) < U( EMV(L) ) In this sense, people are risk-averse When deep in debt, people are risk-prone Example: Insurance Consider the lottery [0.5, $1000; 0.5, $0] What is its expected monetary value? ($500) What is its certainty equivalent? Monetary value acceptable in lieu of lottery $400 for most people Difference of $100 is the insurance premium There s an insurance industry because people will pay to reduce their risk If everyone were risk-neutral, no insurance needed! It s win-win: you d rather have the $400 and the insurance company would rather have the lottery (their utility curve is flat and they have many lotteries) Graph: Stuart Russell Example: Human Rationality? Famous example of Allais (1953) A: [0.8, $4k; 0.2, $0] B: [1.0, $3k; 0.0, $0] C: [0.2, $4k; 0.8, $0] D: [0.25, $3k; 0.75, $0] Most people prefer B > A, C > D But if U($0) = 0, then B > A U($3k) > 0.8 U($4k) C > D 0.8 U($4k) > U($3k) 12