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§4 Game Trees §4 Game Trees
- perfect information games
perfect information games
- no hidden information
no hidden information
- two
two-
- player, perfect information games
player, perfect information games
- Noughts and Crosses
Noughts and Crosses
- Chess
Chess
- Go
Go
- imperfect information games
imperfect information games
- Poker
Poker
- Backgammon
Backgammon
- Monopoly
Monopoly
- zero
zero-
- sum property
sum property
- ne player’s gain equals another player’s loss
- ne player’s gain equals another player’s loss
Game tree Game tree
- all possible plays of two
all possible plays of two-
- player, perfect
player, perfect information games can be represented with a information games can be represented with a game tree game tree
- nodes: positions (or states)
nodes: positions (or states)
- edges: moves
edges: moves
- players:
players: MAX
MAX (has the first move) and
(has the first move) and MIN
MIN
- ply = the length of the path between two nodes
ply = the length of the path between two nodes
- MAX
MAX has even plies counting from the root node
has even plies counting from the root node
- MIN
MIN has odd plies counting from the root node
has odd plies counting from the root node
Division Nim with seven matches Division Nim with seven matches Problem statement Problem statement
Given a node Given a node v v in a game tree in a game tree find a winning strategy for find a winning strategy for MAX
MAX (or
(or MIN
MIN) from
) from v v
- r (equivalently)
- r (equivalently)
show that show that MAX
MAX (or
(or MIN
MIN) can force a win from
) can force a win from v v
Minimax Minimax
- assumption: players are rational and try to win
assumption: players are rational and try to win
- given a game tree, we know the outcome in the leaves
given a game tree, we know the outcome in the leaves
- assign the leaves to win, draw, or loss (or a numeric value like
assign the leaves to win, draw, or loss (or a numeric value like +1, 0, +1, 0, – –1) according to 1) according to MAX
MAX’s point of view
’s point of view
- at nodes one ply above the leaves, we choose the best
at nodes one ply above the leaves, we choose the best
- utcome among the children (which are leaves)
- utcome among the children (which are leaves)
- MAX
MAX: win if possible; otherwise, draw if possible; else loss
: win if possible; otherwise, draw if possible; else loss
- MIN
MIN: loss if possible; otherwise, draw if possible; else win
: loss if possible; otherwise, draw if possible; else win
- recurse through the nodes until in the root