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

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

COMP219: Artificial Intelligence. Lecture 13: Game Playing

Game playing. Chapter 5. Chapter 5 1

Game playing. Chapter 6. Chapter 6 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

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

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

Game Playing. Philipp Koehn. 29 September 2015

Game playing. Outline

CS 380: ARTIFICIAL INTELLIGENCE

Adversarial Search. CMPSCI 383 September 29, 2011

Programming Project 1: Pacman (Due )

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

Artificial Intelligence. Topic 5. Game playing

Adversarial search (game playing)

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

Lecture 5: Game Playing (Adversarial Search)

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

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

Game Playing: Adversarial Search. Chapter 5

CS 188: Artificial Intelligence Spring Game Playing in Practice

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

CS 188: Artificial Intelligence Spring Announcements

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

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

Artificial Intelligence Search III

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

Artificial Intelligence Adversarial Search

Game playing. Chapter 5, Sections 1 6

Adversarial Search Lecture 7

Artificial Intelligence

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

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

CS 188: Artificial Intelligence Spring 2007

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

ADVERSARIAL SEARCH. Chapter 5

Game Playing State-of-the-Art

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

CS 5522: Artificial Intelligence II

CS 188: Artificial Intelligence. Overview

CS 771 Artificial Intelligence. Adversarial Search

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

Intuition Mini-Max 2

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

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

Artificial Intelligence

Game Playing State of the Art

CSE 573: Artificial Intelligence Autumn 2010

Algorithms for Data Structures: Search for Games. Phillip Smith 27/11/13

CSE 473: Artificial Intelligence. Outline

Artificial Intelligence. Minimax and alpha-beta pruning

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

CS 188: Artificial Intelligence

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

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

CS 188: Artificial Intelligence

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

Game-Playing & Adversarial Search

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

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

CS 331: Artificial Intelligence Adversarial Search II. Outline

Lecture 14. Questions? Friday, February 10 CS 430 Artificial Intelligence - Lecture 14 1

Artificial Intelligence

CS 4700: Foundations of Artificial Intelligence

ARTIFICIAL INTELLIGENCE (CS 370D)

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

Adversarial Search and Game Playing

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

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

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

Adversarial Search (Game Playing)

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

Artificial Intelligence

Adversary Search. Ref: Chapter 5

CSE 573: Artificial Intelligence

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

Adversarial Search Aka Games

Games and Adversarial Search

Ar#ficial)Intelligence!!

Foundations of AI. 6. Adversarial Search. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard & Bernhard Nebel

Game Playing AI Class 8 Ch , 5.4.1, 5.5

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

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

2 person perfect information

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

Artificial Intelligence 1: game playing

Games (adversarial search problems)

Adversarial Search: Game Playing. Reading: Chapter

Game-playing AIs: Games and Adversarial Search I AIMA

Adversarial Search 1

Computer Science and Software Engineering University of Wisconsin - Platteville. 4. Game Play. CS 3030 Lecture Notes Yan Shi UW-Platteville

Foundations of Artificial Intelligence

Foundations of AI. 5. Board Games. Search Strategies for Games, Games with Chance, State of the Art. Wolfram Burgard and Luc De Raedt SA-1

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

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

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

Recherche Adversaire

CS 2710 Foundations of AI. Lecture 9. Adversarial search. CS 2710 Foundations of AI. Game search

Transcription:

COMP10: Artificial Intelligence Lecture 10. Game playing Trevor Bench-Capon Room 15, Ashton Building Today We will look at how search can be applied to playing games Types of Games Perfect play minimax decisions alpha beta pruning Playing with limited recourses http://www.csc.liv.ac.uk/~tbc/comp10 Games and Search In search we make all the moves. In games we play against an unpredictable opponent solution is a strategy specifying a move for every possible opponent reply Assume that the opponent is intelligent: always makes the best move Some method is needed for selecting good moves that stand a good chance of achieving a winning position, whatever the opponent does! There are time limits, so we areunlikely to find goal, and must approximate using heuristics Types of Game In some games we have perfect information the position is known completely In others we have imperfect information: e.g. We cannot see the opponents cards Some games are determininstic no random element Other have elements of chance (dice, cards) Types of Games We will consider: Games which are: Deterministic Two-player Zero-sum the utility values at the end are equal and opposite example: one wins () the other loses ( 1). Perfect information E.g Othello, Blitz Chess 1

Problem Formulation Noughts and Crosses Initial state Initial board position, player to move Successor function Returns list of (move, state) pairs, one per legal move Terminal test Determines when the game is over Utility function Numeric value for terminal states E.g. Chess, -1, 0 E.g. Backgammon 9 to -19 X X X X O X -1 X X Game Tree Each level labelled with player to move Each level represents a ply Half a turn Represents what happens with competing agents Introducing MIN and MAX MIN and MAX are two players: MAX wants to win (maximise utility) MIN wants MAX to lose (minimise utility for MAX) MIN is the Opponent Both players will play to the best of their ability MAX wants a strategy for maximising utility assuming MIN will do best to minimise MAX s utility Consider minimax value of each node: Example Game Tree Minimax Value Formally: Minimaxvalue of a node is the value of the best terminal node, assuming Best play by opponent

Minimax algorithm Calculate minimax value of each node recursively Depth-first exploration of tree Game tree as minimax tree Max Node: Minimax Tree Min takes the lowest value from its children Max takes the highest value from its children Min Node 1 8 4 6 14 5 Properties of minimax Complete, if tree is finite (chess has specific rules for this) Optimal, against an optimal opponent. Otherwise?? No. E.g. Expected utility against random player. Time complexity: O(b m ) Space complexity: O(bm) (depth-first exploration) For chess, b roughly 5, m roughly 100 for reasonable games 10 154 nodes to visit Infeasible so typically set a limit on look ahead. Can still use minimax, but the terminal node is deeper on every move, so there can be surprises. No longer optimal. But do we need to explore every path? Pruning Basic idea If you know half-way through a calculation that it will succeed or fail, then there is no point in doing the rest of it. For example, in Java it is clear that when evaluating statements like If ((A > 4) ( B < 0)) If A is 5 we do not have to check on B! Alpha beta pruning >= Why is it called alphabeta? <= <= <=5 <=14 1 8 14 5

Properties of alpha-beta Pruning does not affect final result Good move ordering improves effectiveness of pruning With perfect ordering, time complexity = O(b m/ ) ) and so doubles solvable depth A simple example of the value of reasoning about which computations are relevant (a form of metareasoning) Unfortunately (?), 5 50 is still impossible, so chess not completely soluble. The apha-beta algorithm -alpha is value of best (highest value) choice for MAX beta is value of best (lowest value) choice for MIN If at a MIN node and value <= alpha, stop looking, because MAX node will ignore this choice If at a MAX node and value >= beta, stop looking because MIN node will ignore Cutoffs and Heuristics Cutoff Value Cutoff search according to some cutoff test. Simplest is a depth limit Problem: payoffs are defined only at terminal states. Solution: Evaluate the pre-terminal leaf states using heuristic evaluation function rather than using the actual payoff function. Example: Chess (I) Assume MAX is white Assume each piece has the following material value: pawn = 1; knight = ; bishop = ; rook = 5; queen = 9; let w = sum of the value of white pieces let b = sum of the value of black pieces Example: Chess (II) The previous evaluation function naively gave the same weight to a piece regardless of its position on the board... Let Xi be the number of squares the i-th piece attacks Evaluation(n) = piece 1 value * X1 + piece value * X +... 4

Example: Chess (III) Heuristics based on database search: Statistics of wins in the position under consideration Database defining perfect play for all positions involving X or fewer pieces on the board (endgames) Openings are extensively analysed, so can play the first few moves from the book Deterministic games in practice Draughts: 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 44,748,401,47 positions. Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue searches 00 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply. Deterministic games in practice 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 > 00, so most programs use pattern knowledge bases to suggest plausible moves. Summary Games have been an AI topic since the beginning. They illustrate several important features of AI perfection is unattainable so must approximate good idea to think about what to think about uncertainty constrains the assignment of values to states optimal decisions depend on information state, not real state Games are to AI as grand prix racing is to automobile design Next Time We have now looked at all aspects of search Next time we will start to look at knowledge representation 5