Threat Analysis to Reduce the Effects of the Horizon Problem in Shogi Reijer Grimbergen Department of Information Science Saga University PYIWIT'02 1 Presentation Outline Game programming Time limits and the horizon effect Pruning and extension techniques Threat analysis in two-player games Application to shogi Implementation issues Preliminary results Conclusions and future work PYIWIT'02 2 Game Programming Definitions Two-player perfect information games Only two players involved Game state is fully accessible to both players Goal: win the game against all the possible replies of the opponent PYIWIT'02 3 Game Programming Search vs. knowledge Two basic approaches for game programming Search Knowledge Problem of search: impossible to search to the end of the game Search space of chess is 3580 10123 Problem of knowledge: expert knowledge is hard to capture PYIWIT'02 4 Time Limits and the Horizon Effect Search in games Search in games: Most successful method Decisions have to be made under strict time constraints Basic search method is iterative deepening Search with increasing nominal search depth Use an evaluation function to estimate the probability of winning Horizon effect: no way of knowing what will happen beyond the nominal search depth PYIWIT'02 5 Pruning and Extension Techniques Example Starting position Pruning Nominal search depth Extensions PYIWIT'02 6 Pruning and Extension Techniques Research objective Merits of pruning and extensions Pruning saves time Extensions improve reliability Risks of pruning and extensions Important moves are discarded Meaningless extensions can be costly For each game, careful tuning is vital PYIWIT'02 7 Pruning and Extension Techniques Practical use Pruning and extensions in chess Futility pruning: search is terminated when it is unlikely to recover from a material loss Quiescence search: play out captures beyond the nominal search depth Doesn’t carry over to other games Research Objective Construct a general framework for pruning and extension decisions PYIWIT'02 8 Threat Analysis General idea Idea Pruning and extension decisions should be based on threats The problems that the search is facing PYIWIT'02 9 Threat Analysis Definitions Assume two players B and W (B to move first) A set of threats T1 , T2 ,, Tn A partial order on the set of threats If (Ti) > (Tj) then Ti has a higher priority than Tj Two sets of unresolved threats B , W where δ , δ ,, δ ,, δ , δ ,, δ and μ , μ ,, μ ,, μ , μ ,, μ B W 11 11 12 12 1q1 x1 1r1 PYIWIT'02 y1 x2 y2 xq v yrw 10 Threat Analysis Definitions Bi : the set of threats against B at search depth i W : the set of threats against W at search depth i Maximum operator Γ U B Bi U i i 1B and 1W : initial threat sets against B and W PYIWIT'02 11 Threat Analysis General goals Safety B 0 All threats against player B are resolved Control T W U B T U There is a stronger threat against W than any of the threats against B Problem: how to judge that a threat is resolved? Search is still needed to resolve threats PYIWIT'02 12 Threat Analysis Pruning rules Pruning rule 1 BN 1 BN T B U B T U N 1 N Prune all moves at search depth N-1 (N is the nominal search depth) that do not resolve any threats Pruning rule 2 TW T Bi i Prune all moves at depth i that introduce threats against W with a lower priority than the highest priority threat against B PYIWIT'02 13 Threat Analysis Extension rules Extension rule 1 BN 1 B Extend the search if the highest priority threat of the initial set is still unresolved Extension rule 2 BN β Extend the search if the highest priority threat extends a certain threshold PYIWIT'02 14 Threat Analysis Extensions Empty the threat stack BN WN IF THEN execute BN ELSE defend against WN PYIWIT'02 15 Threat Analysis in Shogi Features of shogi Pieces captured from the opponent can be re-used Evaluation is a combination of material, attack and defense The assumptions behind futility pruning and quiescence search do not apply in shogi PYIWIT'02 16 Threat Analysis in Shogi Threat set Tmin , M1 ,, M 7 , K1 ,, K 4 , Tmax Tmin : no threat M1,…M7: material threats Capture of a pawn, lance, knight, silver, gold, bishop or rook K1,…,K4: threats against the king. Based on the attack and defense of the eight squares around the king Tmax: maximum threat, i.e. threat to capture the king PYIWIT'02 17 Threat Analysis in Shogi Partial order of threats Tmax M6 M7 K4 M4 M5 K3 M2 M3 K2 M1 K1 Tmin PYIWIT'02 18 Threat Analysis in Shogi Implementation issues Partial implementation in the shogi program SPEAR Both of the pruning rules Neither of the extension rules A static search extension to empty B and W N N PYIWIT'02 19 Results Tactical problem test 300 tactical problems from Shukan Shogi Compare the performance of a program without threat analysis (NTA) to a program with threat analysis (TA) 60 seconds per problem on an Athlon 1.2GHz standard PC Version Solved % Total Time NTA 100 34% 2:52:00 TA 107 36% 2:54:16 PYIWIT'02 20 Conclusions and Future Work Preliminary results indicate that threat analysis might improve the tactical ability of a shogi program A full implementation of the method is needed to further investigate the merits of the method Self-play experiments are needed to establish whether the improved tactical ability is actually leading to an improvement in playing strength PYIWIT'02 21
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