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Artificial Intelligence Adversarial Search Instructors: David Suter and Qince Li Course Delivered @ Harbin Institute of Technology [Many slides adapted from those created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. Some others from colleagues at Adelaide University.]

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. 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. Now solved with assistance of Deep Learning Pacman

Behavior from Computation [Demo: mystery pacman (L6D1)]

Adversarial Games

Types of Games Many different kinds 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

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

Adversarial Search

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 +4 +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 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, minvalue(successor)) return v def min-value(state): initialize v = + for each successor of state: v = min(v, maxvalue(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?

Minimax Properties max min 10 10 9 100 Optimal against a perfect player. Otherwise? [Demo: min vs exp (L6D2, L6D3)]

Video of Demo Min vs. Exp (Min)

Video of Demo Min vs. Exp (Exp)

Resource Limits

Resource Limits 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 a-b reaches about depth 8 decent chess program Guarantee of optimal play is gone More plies makes a BIG difference 4-2 4-1 -2 4 9???? max min

Depth Matters 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 (L6D4,

Video of Demo Limited Depth (2)

Video of Demo Limited Depth (10)

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 [Demo: thrashing d=2, thrashing d=2 (fixed evaluation function), smart ghosts

Video of Demo Thrashing (d=2)

Why Pacman Starves 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!

Video of Demo Thrashing -- Fixed (d=2)

Video of Demo Smart Ghosts (Coordination)

Video of Demo Smart Ghosts (Coordination) Zoomed In

Game Tree Pruning

Minimax Example 3 12 8 2 4 6 14 5 2

Minimax Pruning 3 12 8 2 14 5 2

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 MAX MIN a 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 n

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

40

Alpha-Beta Pruning Properties This pruning has no effect on minimax value computed for the root! Good child ordering improves effectiveness of pruning max 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) min