for tuesday
play

For Tuesday Read chapter 7 Homework: Chapter 4, exercise 1 - PowerPoint PPT Presentation

For Tuesday Read chapter 7 Homework: Chapter 4, exercise 1 Chapter 5, exercise 9 Program 1 Any questions? Discussion Assignment Local Beam Search Variant of hill-climbing where multiple states and successors are


  1. For Tuesday • Read chapter 7 • Homework: – Chapter 4, exercise 1 – Chapter 5, exercise 9

  2. Program 1 • Any questions?

  3. Discussion Assignment

  4. Local Beam Search • Variant of hill-climbing where multiple states and successors are maintained

  5. Genetic Algorithms • Have a population of k states (or individuals ) • Have a fitness function that evaluates the states • Create new individuals by randomly selecting pairs and mating them using a randomly selected crossover point . • More fit individuals are selected with higher probability. • Apply random mutation . • Keep top k individuals for next generation.

  6. Game Playing in AI • Long history • Games are well-defined problems usually considered to require intelligence to play well • Introduces uncertainty (can’t know opponent’s moves in advance)

  7. Games and Search • Search spaces can be very large: • Chess – Branching factor: 35 – Depth: 50 moves per player – Search tree: 35 100 nodes (~10 40 legal positions) • Humans don’t seem to do much explicit search • Good test domain for search methods and pruning methods

  8. Game Playing Problem • Instance of general search problem • States where game has ended are terminal states • A utility function (or payoff function) determines the value of the terminal states • In 2 player games, MAX tries to maximize the payoff and MIN is tries to minimize the payoff • In the search tree, the first layer is a move by MAX and the next a move by MIN, etc. • Each layer is called a ply

  9. Minimax Algorithm • Method for determining the optimal move • Generate the entire search tree • Compute the utility of each node moving upward in the tree as follows: – At each MAX node, pick the move with maximum utility – At each MIN node, pick the move with minimum utility (assume opponent plays optimally) – At the root, the optimal move is determined

  10. Recursive Minimax Algorithm function Minimax-Decision( game ) returns an operator for each op in Operators[ game ] do Value[ op ] <- Mimimax-Value(Apply( op , game ), game ) end return the op with the highest Value[ op ] function Minimax-Value( state , game ) returns a utility value if Terminal-Test[ game ]( state ) then return Utility[ game ]( state ) else if MAX is to move in state then return highest Minimax-Value of Successors( state ) else return lowest Minimax-Value of Successors( state )

  11. Making Imperfect Decisions • Generating the complete game tree is intractable for most games • Alternative: – Cut off search – Apply some heuristic evaluation function to determine the quality of the nodes at the cutoff

  12. Evaluation Functions • Evaluation function needs to – Agree with the utility function on terminal states – Be quick to evaluate – Accurately reflect chances of winning • Example: material value of chess pieces • Evaluation functions are usually weighted linear functions

  13. Cutting Off Search • Search to uniform depth • Use iterative deepening to search as deep as time allows (anytime algorithm) • Issues – quiescence needed – horizon problem

  14. Alpha-Beta Pruning • Concept: Avoid looking at subtrees that won’t affect the outcome • Once a subtree is known to be worse than the current best option, don’t consider it further

  15. General Principle • If a node has value n, but the player considering moving to that node has a better choice either at the node’s parent or at some higher node in the tree, that node will never be chosen. • Keep track of MAX’s best choice (  ) and MIN’s best choice (  ) and prune any subtree as soon as it is known to be worse than the current  or  value

  16. function Max-Value (state, game,  ,  ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do  <- Max(  , Min-Value(s , game,  ,  )) if  >=  then return  end return  function Min-Value(state, game,  ,  ) returns the minimax value of state if Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do  <- Min(  ,Max-Value(s , game,  ,  )) if  <=  then return  end return 

  17. Effectiveness • Depends on the order in which siblings are considered • Optimal ordering would reduce nodes considered from O(b d ) to O(b d/2 )--but that requires perfect knowledge • Simple ordering heuristics can help quite a bit

  18. Chance • What if we don’t know what the options are? • Expectiminimax uses the expected value for any node where chance is involved. • Pruning with chance is more difficult. Why?

  19. Imperfect Knowledge • What issues arise when we don’t know everything (as in standard card games)?

  20. State of the Art • Chess – Deep Blue, Hydra, Rybka • Checkers – Chinook (alpha-beta search) • Othello – Logistello • Backgammon – TD-Gammon (learning) • Go • Bridge • Scrabble

  21. Games/Mainstream AI

  22. What about the games we play?

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend