ARTIFICIAL INTELLIGENCE
Russell & Norvig Chapter 5: Adversarial Search
ARTIFICIAL INTELLIGENCE Russell & Norvig Chapter 5: - - PowerPoint PPT Presentation
ARTIFICIAL INTELLIGENCE Russell & Norvig Chapter 5: Adversarial Search Why study games? Games can be a good model of many competitive activities Games are a traditional hallmark of intelligence State of game is easy to represent
Russell & Norvig Chapter 5: Adversarial Search
Deterministic Stochastic Perfect information (fully observable) Chess, checkers, Connect 4 Backgammon, monopoly Imperfect information (partially observable) Battleship Scrabble, poker, bridge
false
the numeric value for a game that ends in a terminal state s for a player p
state to goal state, but a strategy or policy (a mapping from state to best move in that state)
configurations are huge
move
while minimizing your opponents position
a utility function (or payoff function)
Terminal utilities (for MAX)
Gives best achievable payoff if both players play perfectly
strategy is optimal against an optimal
sub-optimal, the utility can only be higher
may work better for a sub-optimal
necessarily be worse against an optimal
à exact solution completely infeasible
the MAX player found so far at any choice point above n
MIN-value at n
the MIN-value decreases
take this branch, so we can ignore n’s remaining children
lowest-utility choice found so far for the MIN player
MAX MIN MIN MAX
moves, then backward moves
branches of the tree
evaluation function for a state instead of its minimax value
from a given state or the expected value of that state
Eval(s) = w1 f1(s) + w2 f2(s) + … + wn fn(s)
knight = 3, rook = 5, queen = 9) and fk(s) may be the advantage in terms
by having the program play many games against itself
be delayed but not avoided
that are unstable – for example, are you about to lose an important piece?
when the normal depth limit is reached
(3 min), minimax with a decent evaluation function and quiescence search
extensions, evaluation function with 8000 features, large databases of opening and endgame moves
second, advanced pruning techniques
4,3,2 7,4,1 4,3,2 1,5,2 7,7,1 1,5,2 4,3,2
pruning algorithms more difficult
information gathering, etc.