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

Similar documents
Game Playing State of the Art

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

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

CS 188: Artificial Intelligence Spring 2007

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

CS 188: Artificial Intelligence Spring Announcements

Game Playing State-of-the-Art

Artificial Intelligence

CS 5522: Artificial Intelligence II

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

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

CSE 573: Artificial Intelligence Autumn 2010

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

CS 188: Artificial Intelligence

CS 188: Artificial Intelligence. Overview

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

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

CSE 473: Artificial Intelligence. Outline

CSE 573: Artificial Intelligence

Artificial Intelligence

Adversarial Search 1

CS 188: Artificial Intelligence Spring Game Playing in Practice

CSE 473: Ar+ficial Intelligence

Programming Project 1: Pacman (Due )

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

Adversarial Search Lecture 7

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

CS 188: Artificial Intelligence

Artificial Intelligence

CS 188: Artificial Intelligence

CSE 473: Artificial Intelligence Autumn 2011

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

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

Artificial Intelligence. Topic 5. Game playing

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

CS 380: ARTIFICIAL INTELLIGENCE ADVERSARIAL SEARCH. Santiago Ontañón

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

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

Adversarial Search. CMPSCI 383 September 29, 2011

Game-Playing & Adversarial Search

CS 771 Artificial Intelligence. Adversarial Search

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

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

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

CS 380: ARTIFICIAL INTELLIGENCE

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

Artificial Intelligence Adversarial Search

Games and Adversarial Search II

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

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

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

Adversarial search (game playing)

Lecture 5: Game Playing (Adversarial Search)

Game playing. Chapter 6. Chapter 6 1

Game playing. Chapter 5. Chapter 5 1

Games vs. search problems. Game playing Chapter 6. Outline. Game tree (2-player, deterministic, turns) Types of games. Minimax

Intuition Mini-Max 2

Game playing. Outline

CS 331: Artificial Intelligence Adversarial Search II. Outline

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

Game Playing. Philipp Koehn. 29 September 2015

COMP219: Artificial Intelligence. Lecture 13: Game Playing

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

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

Game playing. Chapter 6. Chapter 6 1

Game Playing: Adversarial Search. Chapter 5

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

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

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

Adversarial Search and Game Playing

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

CPS331 Lecture: Search in Games last revised 2/16/10

Game playing. Chapter 5, Sections 1 6

Adversarial Search (Game Playing)

Artificial Intelligence. Minimax and alpha-beta pruning

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

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

Games (adversarial search problems)

ARTIFICIAL INTELLIGENCE (CS 370D)

Game Playing AI Class 8 Ch , 5.4.1, 5.5

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

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

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

Artificial Intelligence Search III

Game-playing AIs: Games and Adversarial Search I AIMA

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

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

Adversarial Search Aka Games

Adversary Search. Ref: Chapter 5

Adversarial Search: Game Playing. Reading: Chapter

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

Game-playing: DeepBlue and AlphaGo

10/5/2015. Constraint Satisfaction Problems. Example: Cryptarithmetic. Example: Map-coloring. Example: Map-coloring. Constraint Satisfaction Problems

Heuristics & Pattern Databases for Search Dan Weld

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

CS885 Reinforcement Learning Lecture 13c: June 13, Adversarial Search [RusNor] Sec

ADVERSARIAL SEARCH. Chapter 5

Artificial Intelligence 1: game playing

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

Transcription:

CS 188: Artificial Intelligence Fall 2010 Lecture 6: Adversarial Search 9/1/2010 Announcements Project 1: Due date pushed to 9/15 because of newsgroup / server outages Written 1: up soon, delayed a bit (Search and CSPs) Project 2: also up soon (Multi-Agent Pacman) Dan Klein UC Berkeley Many slides over the course adapted from either Stuart Russell or Andrew Moore 1 2 Today Tree-Structured CSPs Finish up Search and CSPs Start on Adversarial Search Theorem: if the constraint graph has no loops, the CSP can be solved in O(n d 2 ) time Compare to general CSPs, where worst-case time is O(d n ) This property also applies to probabilistic reasoning (later): an important example of the relation between syntactic restrictions and the complexity of reasoning. 3 Nearly Tree-Structured CSPs Tree Decompositions* Create a tree-structured graph of overlapping subproblems, each is a mega-variable Solve each subproblem to enforce local constraints Solve the CSP over subproblem mega-variables using our efficient tree-structured CSP algorithm M1 M2 M3 M Conditioning: instantiate a variable, prune its neighbors' domains Cutset conditioning: instantiate (in all ways) a set of variables such that the remaining constraint graph is a tree Cutset size c gives runtime O( (d c ) (n-c) d 2 ), very fast for small c WA NT {(WA=r,=g,NT=b), (WA=b,=r,NT=g), } NT {(NT=r,=g,=b), (NT=b,=g,=r), } NSW NSW Agree: (M1,M2) {((WA=g,=g,NT=g), (NT=g,=g,=g)), } 7 8 1

Iterative Algorithms for CSPs Example: -ueens Local search methods: typically work with complete states, i.e., all variables assigned To apply to CSPs: Start with some assignment with unsatisfied constraints Operators reassign variable values No fringe! Live on the edge. Variable selection: randomly select any conflicted variable Value selection by -conflicts heuristic: Choose value that violates the fewest constraints I.e., hill climb with h(n) = total number of violated constraints 9 States: queens in columns ( = 256 states) Operators: move queen in column Goal test: no attacks Evaluation: c(n) = number of attacks [DEMO] 10 Performance of Min-Conflicts Given random initial state, can solve n-queens in almost constant time for arbitrary n with high probability (e.g., n = 10,000,000) The same appears to be true for any randomly-generated CSP except in a narrow range of the ratio 11 Hill Climbing Simple, general idea: Start wherever Always choose the best neighbor If no neighbors have better scores than current, quit Why can this be a terrible idea? Complete? Optimal? What s good about it? 12 Hill Climbing Diagram Simulated Annealing Idea: Escape local ima by allowing downhill moves But make them rarer as time goes on Random restarts? Random sideways steps? 13 1 2

Summary CSPs are a special kind of search problem: States defined by values of a fixed set of variables Goal test defined by constraints on variable values Backtracking = depth-first search with incremental constraint checks Ordering: variable and value choice heuristics help significantly Filtering: forward checking, arc consistency prevent assignments that guarantee later failure Structure: Disconnected and tree-structured CSPs are efficient Iterative improvement: -conflicts is usually effective in practice Game Playing State-of-the-Art Checkers: Chinook ended 0-year-reign of human world champion Marion Tinsley in 199. Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 3,78,01,27 positions. Checkers is now solved! Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue exaed 200 million positions per second, used very sophisticated evaluation and undisclosed methods for extending some lines of search up to 0 ply. Current programs are even better, if less historic. Othello: Human champions refuse to compete against computers, which are too good. Go: Human champions are just beginning to be challenged by machines, though the best humans still beat the best machines. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves, along with aggressive pruning. Pacman: unknown 15 16 GamesCrafters Adversarial Search http://gamescrafters.berkeley.edu/ [DEMO: mystery pacman] 17 18 Game Playing Many different kinds of games! Axes: Deteristic or stochastic? One, two, or more players? Perfect information (can you see the state)? Want algorithms for calculating a strategy (policy) which recommends a move in each state Deteristic 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 Teral Test: S {t,f} Teral Utilities: SxP R Solution for a player is a policy: S A 19 20 3

Deteristic Single-Player? Adversarial Games Deteristic, single player, perfect information: Know the rules Know what actions do Know when you win E.g. Freecell, 8-Puzzle, Rubik s cube it s just search! Slight reinterpretation: Each node stores a value: the best outcome it can reach This is the imal outcome of its children (the value) Note that we don t have path sums as before (utilities at end) After search, can pick move that leads to best node lose win lose Deteristic, zero-sum games: Tic-tac-toe, chess, checkers One player imizes result The other imizes result Mini search: A state-space search tree Players alternate turns Each node has a i value: best achievable utility against a rational adversary Mini values: computed recursively 5 2 5 8 2 5 6 Teral values: part of the game 21 22 Computing Mini Values Mini Example Two recursive functions: -value es the values of successors -value s the values of successors def value(state): If the state is a teral state: return the state s utility If the next agent is MAX: return -value(state) If the next agent is MIN: return -value(state) def -value(state): Initialize = - For each successor of state: Compute value(successor) Update accordingly Return 3 12 8 2 6 1 5 2 2 Tic-tac-toe Game Tree Recap: Resource Limits Cannot search to leaves Depth-limited search Instead, search a limited depth of tree Replace teral utilities with an eval function for nonteral positions -2-1 -2 9 Guarantee of optimal play is gone Replanning agents: Search to choose next action Replan each new turn in response to new state???? 25 26

Mini Properties Optimal against a perfect player. Otherwise? Time complexity? O(b m ) Space complexity? O(bm) For chess, b 35, m 100 Exact solution is completely infeasible But, do we need to explore the whole tree? 10 10 9 100 [DEMO: VsExp n] 27 Cannot search to leaves Resource Limits Depth-limited search Instead, search a limited depth of tree Replace teral utilities with an eval function for non-teral positions Guarantee of optimal play is gone More plies makes a BIG difference [DEMO: limiteddepth] -2-1 -2 9 Example: Suppose we have 100 seconds, can explore 10K nodes / sec So can check 1M nodes per move α-β reaches about depth 8 decent chess program???? 28 Evaluation Functions Evaluation for Pacman Function which scores non-terals Ideal function: returns the utility of the position In practice: typically weighted linear sum of features: [DEMO: thrashing, smart ghosts] e.g. f 1 (s) = (num white queens num black queens), etc. 29 30 Why Pacman Starves 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! 5