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An Update on Game Tree Research Akihiro Kishimoto and Martin Mueller Tutorial 2: Solving and Playing Games Presenter: Akihiro Kishimoto, IBM Research - Ireland Outline of this Talk Defines several notions required to understand detailed


  1. An Update on Game Tree Research Akihiro Kishimoto and Martin Mueller Tutorial 2: Solving and Playing Games Presenter: Akihiro Kishimoto, IBM Research - Ireland

  2. Outline of this Talk ● Defines several notions required to understand detailed game research technologies ● Minimax search (binary case) ● AND/OR tree search ● Minimax/Negamax search (general case) ● Game-playing in practice

  3. Game Tree Representation (1 / 2) X O X Current state O X to play X O X X O X X O X X O X X O X O to play O O O O O X X X X X X O X X O X X O X X O X O O O O O O X to play O O X X X X

  4. Game Tree Representation (2 / 2) Perform look-ahead search by building game tree Root node Player's moves Interior node Opponent's moves Player's state Player's move LOSS Opponent's Leaf node Terminal node state WIN

  5. Simplest Case of Minimax Search Binary Evaluation (1 / 3) Win Loss Win Win Loss Win Win Win Loss Loss Win Loss Win Player Opponent

  6. Simplest Case of Minimax Search Binary Evaluation (2 / 3) ● Each player tries to win. Zero-sum – opponent's win is my loss ● OR node (aka MAX node): If I have at least one winning move, I can win (by playing that move) ● If all my moves are losses, I lose. //Basic minimax with Boolean outcome bool MinimaxBooleanOR(GameState state) { if (state.IsTerminal()) return state.StaticallyEvaluate(); foreach legal move m of state state.Execute(m) bool isWin = MinimaxBooleanAND(state); state.Undo(); if (isWin) return true; return false; }

  7. Simplest Case of Minimax Search Binary Evaluation (3 / 3) ● Each player tries to win. Zero-sum – opponent's win is my loss ● AND node (aka MIN node): All moves need to be winning ● If any of my moves are losses, I lose. //Basic minimax with Boolean outcome bool MinimaxBooleanAND(GameState state) { if (state.IsTerminal()) return state.StaticallyEvaluate(); foreach legal move m of state state.Execute(m) bool isWin = MinimaxBooleanOR(state); state.Undo(); if (not isWin) return false; return true; }

  8. Example Best and Worst Cases Worst case Best case W W A L W W B C B C W W W L W W F E D E F G G D K J I J K M L H H L M I W L W L W L L W L W L W OR node AND node (MAX node) (MIN node)

  9. Boolean Minimax - Efficiency ● Time complexity (number of leaf nodes evaluated) ● Best case: about b d /2 , first move causes cutoff ● Worst case: about b d , no move causes cutoff ● Space complexity O( bd ) – depth-first exploration b : number of available moves (branching factor) d : search depth

  10. AND/OR Tree ● Formalizes concept of game tree with alternating players ● OR node: player's turn – can win if move 1 OR move 2 OR … wins ● AND node: opponent's turn – player wins only if opponent's move 1 AND move 2 AND … all win (for player) ● Many applications when goal can be expressed recursively as conjunction/disjunction of subgoals ● Normal form: alternating layers of AND, OR nodes ● Generalization AND/OR DAG or DCG ● Introduce three values, win, loss, and unknown in this lecture

  11. Example of AND/OR Tree Win Loss Win Unknown Loss Win Win Unknown Loss Loss Win Loss Win OR node AND node

  12. Proof Tree ● A winning strategy for player ● Dual concept: disproof tree – proves we cannot win ● Subset of game tree, covers, all possible opponent replies ● Subtree P of game tree G is proof tree iff: ● P contains root of G ● All terminal nodes of P are wins ● If interior AND node is in P , all its children are in P ● If interior OR node is in P , at least one child is in P

  13. Example of Proof Tree Win Proof tree Loss Win Unknown Loss Win Win Unknown Loss Loss Win Loss Win OR node AND node

  14. Comments on Proof Tree ● Some definition work on DAG, even arbitrary graph ● There may be more than one proof tree ● Efficiency: want to find minimal or at least small proof tree ● In uniform ( b , d ) tree, with OR node at root, number of leaf nodes in best case is 1, 1, b , b , b 2 , b 2 ,... b : branching factor, d : depth ● Search is most efficient if it examines only at the proof tree ● In practice, that's impossible. But good move ordering is crucial

  15. Minimax Search ● General case – score of position can be any finite number ● Frequent special case: small set of values, e.g., win- draw-loss ● We try to maximize the score, opponent tries to minimize it ● Zero-sum: each extra point we win, the opponent loses

  16. Full Search versus Heuristic Search ● Code so far searches until the end of game ● For heuristic play, stop search earlier (e.g., after N moves) ● Depth-limited search can be good for move ordering – iterative deepening idea (next lecture) ● Minimax search code with depth-limit ● Can exactly solve positions (when search finds proof tree) ● Evaluate positions at leaf nodes by calling evaluation function that approximates a chance of winning ● Scores are assumed to be integer in this lecture ● Principal variation – best-scoring path for both players

  17. Example of Minimax Search 30 30 25 45 25 30 60 45 20 25 20 15 30 35 60 Principal Variation MAX node MIN node

  18. Minimax Search – OR Node (MAX Node) int MinimaxOR(GameState state, int depth) { // Evaluate from root player's view if (state.IsTerminal() or depth=0) return state.StaticallyEvaluate() int best = -INF foreach legal move m from state state.Execute(m) int score = MinimaxAND(state, depth-1) best = max(best, score) state.Undo() return best }

  19. Minimax Search – AND Node (MIN Node) int MinimaxAND(GameState state, int depth) { // Evaluate from root player's view if (state.IsTerminal() or depth=0) return state.StaticallyEvaluate() int best = INF foreach legal move m from state state.Execute(m) int score = MinmaxOR(state, depth-1) best = min(best, score) state.undo() return best }

  20. Negamax Search ● Minimax search uses max and min procedures ● Negamax always maximizes the score by negating returned scores from children ● Evaluate states at leaf nodes from current player's viewpoint

  21. Example of Negamax Search 30 -30 -25 45 25 30 60 -20 -25 -45 -20 -15 -30 -35 -60 Principal Variation MAX node MIN node

  22. Negamax Search – Pseudo Code int Negamax(GameState state, int depth) { // Evaluate from current player's view if (state.IsTerminal() or depth=0) return state.StaticallyEvaluate() int best = -INF foreach legal move m from state state.Execute(m) int score = - Negamax(state,depth-1) best = max(best, score) state.Undo() return best }

  23. Comments on Plain Minimax/Negamax ● Inefficient. No pruning as opposed to Boolean case above. In (b,d) tree, searches all b d paths ● How can we add pruning? (next lecture) ● How to set a proper depth to search (next lecture) ● Simple idea: prune if max. value reached (usually does not help much)

  24. Game-Playing Program in Practice ● Incorporates several approaches such as ● Opening book ● Search engine, e.g., alpha-beta (next lecture) and MCTS (afternoon) ● Endgame database ● Specialized search

  25. Opening Book ● Databases that collect positions and moves particularly in the beginning of games ● Collected from human experts' game records if available e.g. chess, checkers, shogi, Go ● If position to query is stored in opening book, play stored move immediately at that position ● If more than one move is available, select one randomly ● Can provide a high-quality move and non-deterministic behavior of game-playing program, and save time ● Blunder moves must be filtered out when book is constructed

  26. Endgame Database ● In some games, all positions in endgame can be enumerated by single/parallel computing resources ● e.g., positions with <= 6 pieces in chess and with <= 10 pieces in checkers ● Precompute win-draw-loss values of these positions and save them in database ● Perform retrograde analysis that backs up scores from terminal positions to build database ● Perfect evaluation can be achieved by fast database lookup ● Paging-based approach is used if database does not fit into memory

  27. Specialized Search ● In some game-playing systems, specialized search is incorporated to efficiently check if sub-goal can be achieved ● E.g., tactical search in Go and check-mate (tsume-shogi) search in shogi ● Main search invokes such specialized search by limited time/node expansions ● Specialized search has much higher overhead than endgame database lookups ● When specialized search is invoked must be carefully considered (see next lecture in case of shogi)

  28. Summary ● Explained basic notions required to understand remaining material ● AND/OR tree search and proof tree ● Minimax/Negamax search ● Game-playing program in practice e.g. opening book, endgame database, specialized search

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