Game Playing Introduction to Artificial Intelligence CSE 150 Lecture on Chapter 5 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman CSP Summary • CSPs are a special kind of search problem: States defined by values of a fixed set of variables Goal test defined by constraints on variable values • Backtracking = depth-first search with 1) fixed variable order 2) only legal successors 3) Stop search path when constraints are violated. • Forward checking prevents assignments that guarantee a later failure • Heuristics: – Variable selection: most constrained variable – Value selection: least constraining value • Iterative min-conflicts is usually effective in practice CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman READING • Read Chapter 6! (Next stop, Chapter 13!). CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz What type of adversarial search is best for chess? A) Minimax B) Expectimax C) Expectiminimax CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz What type of adversarial search is best for chess? A) Minimax B) Expectimax C) Expectiminimax CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz What type of adversarial search is best for backgammon? A) Minimax B) Expectimax C) Expectiminimax CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz What type of adversarial search is best for backgammon? A) Minimax B) Expectimax C) Expectiminimax CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz An evaluation function gives an estimate of the expected utility of the game for a given, non-terminal game position. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Clicker Quiz An evaluation function gives an estimate of the expected utility of the game for a given, non-terminal game position. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman This lecture • Introduction to Games • Perfect play (Min-Max) – Tic-Tac-Toe – Checkers – Chess – Go • Resource limits • - pruning • Games with chance – Backgammon CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Types of Games Deterministic Perfect Information Imperfect Information CSE 150, Fall 2012 Chance Chess, Checkers Go, Othello Backgammon, Monopoly Battleship Bridge, Poker, Scrabble, Nuclear war Adapted from slides adapted from slides of Russell’s by Kriegman Games vs. search problems Similar to state-space search but: 1. There’s an Opponent whose moves must be considered 2. Because of the combinatorial explosion, we can’t search the entire tree: Have to commit to a move based on an estimate of its goodness. Heuristic mechanisms we used to decide which node to open next will be used to decide which MOVE to make next CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Games vs. search problems We will follow some of the history: – algorithm for perfect play [Von Neumann, 1944] – finite horizon, approximate evaluation [Zuse, 1945; Shannon, 1950; Samuel, 1952-57] – pruning to reduce costs [McCarthy, 1956] CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deterministic Two-person Games • Two players move in turn • Each Player knows what the other has done and can do • Either one of the players wins (and the other loses) or there is a draw. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Games as Search: Grundy’s Game [Nilsson, Chapter 3] • Initially a stack of pennies stands between two players • Each player divides one of the current stacks into two unequal stacks. • The game ends when every stack contains one or two pennies • The first player who cannot play loses MAX CSE 150, Fall 2012 MINNIE Adapted from slides adapted from slides of Russell’s by Kriegman Grundy’s Game: States Can Minnie formulate a strategy to always win? 6, 1 5, 1, 1 3, 1, 1, 1, 1 Max’s turn 5, 2 4, 2, 1 4, 1, 1, 1 4, 3 3, 2, 2 3, 2, 1, 1 MINNIE Loses Minnie’s turn Max’s turn 3, 3, 1 2, 2, 2, 1 Minnie’s turn 2, 2, 1, 1, 1 MAX Loses 2, 1, 1, 1, 1, 1 CSE 150, Fall 2012 7 MINNIE Loses Max’s turn Minnie’s turn Adapted from slides adapted from slides of Russell’s by Kriegman When is there a winning strategy for Max? • When it is MIN’s turn to play, a win must be obtainable for MAX from all the results of the move (sometimes called an AND node) • When it is MAX’s turn, a win must be obtainable from at least one of the results of the move (sometimes called an OR node). CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Minimax • Initial state: Board position and whose turn it is. • Operators: Legal moves that the player can make • Terminal test: A test of the state to determine if game is over; set of states satisfying terminal test are terminal states. • Utility function: numeric value for outcome of game (leaf nodes). – E.g. +1 win, -1 loss, 0 draw. – E.g. # of points scored if tallying points as in backgammon. • Assumption: Opponent will always chose operator (move) maximize own utility. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Minimax • Initial state: Board position and whose turn it is. • Operators: Legal moves that the player can make • Terminal test: A test of the state to determine if game is over; set of states satisfying terminal test are terminal states. • Utility function: numeric value for outcome of game (leaf nodes). – E.g. +1 win, -1 loss, 0 draw. – E.g. # of points scored if tallying points as in backgammon. • Assumption: Opponent will always chose operator (move) maximize own utility. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Minimax Perfect play for deterministic, perfect-information games Max’s strategy: choose action with highest minimax value best achievable payoff against best play by min. Consider a 2-ply (two step) game: Max wants largest outcome --- Minnie wants smallest CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Minimax Example Game tree for a fictitious 2-ply game MAX 3 = max(3,2,2) A1 A3 A2 3= MIN min(3,12,8) A1,2 3 CSE 150, Fall 2012 2 2 A1.3 12 8 2 4 6 14 Leaf nodes: value of utility function 5 2 Adapted from slides adapted from slides of Russell’s by Kriegman Minimax Algorithm Function MINIMAX-DECISION (game) returns an operator For each op in OPERATORS[game] do Value[op] MINIMAX-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 the highest MINIMAX-VALUE of Successors[state] else return the lowest MINIMAX-VALUE of Successors[state] CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Properties of Minimax • Complete: • Optimal: Yes, if tree is finite Yes, against an optimal opponent. Otherwise?? • Time complexity: O(bm) • Space complexity: O(bm) Note: For chess, b 35, m 100 for a “reasonable game.” Solution is completely infeasible Actually only see roughly 1040 board positions, not 35100: Checking for previously visited states becomes important! (“transposition table”) CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Clicker Question A minimax search tree is shown to the left. What value should we give to the root node? A) 8 B) 10 C) 9 D) 100 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Clicker Question A minimax search tree is shown to the left. What value should we give to the root node? A) 8 B) 10 C) 9 D) 100 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Clicker Question A minimax search tree is shown to the left. What value should we give to the root node? A) 8 B) 10 C) 9 D) 100 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Resource limits Suppose we have 100 seconds, explore 104 nodes/second 106 nodes per move Standard approach: • cutoff test e.g., depth limit • evaluation function = estimated desirability of position (an approximation to the utility used in minimax). This is similar to the heuristic evaluation function - but its units are arbitrary - it is not the distance to a goal CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Evaluation Function For chess, typically linear weighted sum of features Eval(s) = w1 f1(s) + w2 f2(s) + ... + wn fn(s) e.g., w1 = 9 with f1(s) = (number of white queens) - (number of black queens) w2 = 5 with f2(s) = (number of white rooks) - (number of black rooks) CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Clicker Question Assume we have an evaluation function f1 which returns a value between 0 and 100. Now assume we define another evaluation function f2, which is defined as follows: f2(s) = f1(s)2, for all states s. Which of the following is/are true? A) Minimax search using f2 is guaranteed to return the same action as minimax using f1 B) Expectimax search using f2 is guaranteed to return the same action as expectimax using f1 C) A and B D) Neither A nor B CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Digression: Exact Values Don't Matter MAX MIN • Behavior is preserved under any monotonic transformation of Eval • Only the order matters: payoff in deterministic games acts as an ordinal utility function CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Cutting off search • Replace MinimaxValue with MinimaxCutoff . • MinimaxCutoff is identical to MinimaxValue except 1. Terminal? is replaced by Cutoff? 2. Utility is replaced by Eval Does it work in practice? bm= 106, b=35 m=4 No: 4-ply lookahead is a hopeless chess player! 4-ply human novice 8-ply typical PC, human master 12-ply Deep Blue, Kasparov CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz A variable in a CSP is arc-consistent if every value in its domain satisfies the variable’s binary constraints. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz A variable in a CSP is arc-consistent if every value in its domain satisfies the variable’s binary constraints. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz If a CSP problem is arc consistent then it is also path consistent. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz If a CSP problem is arc consistent then it is also path consistent. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz A sudoku puzzle is an example of a constraint satisfaction problem. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz A sudoku puzzle is an example of a constraint satisfaction problem. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz Local search can be applied to CSPs. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz Local search can be applied to CSPs. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz The AC3 algorithm (for arc-consistency) is an example of backtracking search. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Reading Quiz The AC3 algorithm (for arc-consistency) is an example of backtracking search. A) True B) False CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Another idea • α-β Pruning • Essential idea is to stop searching down a branch of tree when you can determine that it’s a dead end. • Guaranteed to give the same answer as minimax! CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman α-β Pruning Example ≥ 3 =3 MAX =2 ≤2 =3 MIN X X 3 CSE 150, Fall 2012 12 8 2 ≤ 14 ≤5 14 5 2 Adapted from slides adapted from slides of Russell’s by Kriegman The α-β Algorithm Basically MINIMAX and keep track of α, β and prune Initialize v for search under this node If there is a better value for MIN, then PRUNE Otherwise, alpha This returnsupdate the best value for min CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman How is the search tree pruned? • α is the best value (to MAX) found so far. • If V ≤ α, then the subtree containing V will have utility no greater than V Prune that branch • β can be defined similarly from MIN’s perspective CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman α-β Pruning • For the entire search tree, keep parameter α: – A LOWER BOUND on MAX’s backed-up value from MINIMAX search – I.E., if we did a complete MINIMAX search, MAX’s final backed-up value would be no lower than α. • Why a LOWER BOUND? – It is based on what MINNIE can hold him to on some line of play. – MAX will always be able to CHOOSE that line of play -- MAX will choose a BETTER line of play if he can. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman α-β Pruning • For each MIN node, keep a parameter β: – An UPPER BOUND on how well MINNIE can do I.e., if we did a complete MINIMAX search, MINNIE’s value will be no higher than β • Why? – MINNIE is looking for LOW values of the static evaluation function. – This is based on what MAX can hold her to. She will choose a BETTER line of play (LOWER VALUE) if she can. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman α-β Pruning • While searching the tree: – The α value of the tree is set to the HIGHEST backed-up value found so far – The β value of the tree is set to the LOWEST backed-up value found so far • STOP SEARCHING WHEN: – The value of a MIN node is less than the α value found so far – The value of a MAX node is greater than the β value found so far CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Properties of α-β pruning Pruning does not affect final result. Good move ordering improves effectiveness of pruning. With “perfect ordering,” time complexity = O(bm/2) – doubles depth of search – can easily reach depth 8 and play good chess A simple example of the value of reasoning about which computations are relevant (a form of metareasoning). CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman A reminder • “Standard” Minimax and alpha-beta assume play to the end of the game - which is often not possible! • Instead, we use a cut-off test instead of a terminal test • Use a heuristic evaluation function instead of actual value. • The results of cutting of search using alpha-beta are going to depend on the quality of your evaluation function. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deeper searches Problem with depth-limited cut-off of search: if the value of a position can change radically in the next move or two. One fix is quiesence search: If a piece is about to be taken, the board is not “quiet” - keep searching beyond that point. Deep Blue used this. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deeper searches The horizon problem: Sometimes disaster (or Shangri-la) is just beyond the depth bound: In the example at the right, in three moves (6 ply), white can capture the bishop at a7 But black can stall this by moving its pawns aggressively against the white king. If this pushes the taking of the bishop over the horizon, black will “think” it has saved the day, when all it has done is wasted its pawns. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deeper searches One way to mitigate the horizon problem (there is no “cure”): The singular extension heuristic: if one move from this position is clearly better than the others, and is stored in memory, extend the search using that move. requires that this situation has been encountered in the search before. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deeper searches Another useful heuristic: the null move heuristic: Let the opponent take two moves and then search under the node. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Stored knowledge • The transposition table: Store results of searches, using a hash table - if you come to a node again, you don’t need to search under it! • There is a big fan-out at the beginning of the game: – Deep Blue stored thousands of opening moves • And thousands of solved end games (all games with five pieces or less) • And 700,000 grandmaster games • Nowadays, a PC with good heuristics is as good as the best player. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Deterministic games in practice Checkers: In 1994 Chinook ended 40-year-reign of human world champion Marion Tinsley. Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 443,748,401,247 positions. Checkers is now solved. The answer is boring: the game can always be played to a draw. Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply. Othello: Human champions refuse to compete against computers, who are too good. Go: The program Zen played against Takemiya Masaki (ranked at 9p - high professional) on March 17, 2012. Zen beat Takemiya with a 5 stone handicap by eleven points followed by a stunning twenty point win at a 4 stone handicap. Takemiya remarked "I had no idea that computer go had come this far.” CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Nondeterministic games • E.g., in backgammon, the dice rolls determine the legal moves • Consider simpler example with coin-flipping instead of dice-rolling: CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Nondeterministic games 1. For min node, compute min of children CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Nondeterministic games 1. For mind node, compute min of children 2. For chance node, compute weighted average of children CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Nondeterministic games 1. For min node, compute min of children 2. For chance node, compute weighted average of children 3. For max node, compute max of children 3 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Algorithm for Nondeterministic Games Expectiminimax maximize expected value (average) of utility against a perfect opponent. Pseudocode is just like Minimax, except we must also handle chance nodes: ... if state is a chance node then return average of ExpectiMinimax-Value of Successors(state) ... A version of pruning is possible but only if the leaf values are bounded. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman 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 the highest MINIMAX-VALUE of Successors[state] else return the lowest MINIMAX-VALUE of Successors[state] Function EXPECTIMINIMAX-VALUE (state, game) returns a utility value If TERMINAL-TEST[game](state) then return UTILITY[game](state) else if state is a chance node then return average of EXPECTIMINMAX-VALUE of Successors(state) else if MAX is to move in state then return the highest EXPECTIMINIMAX-VALUE of Successors[state] else return the lowest EXPECTIMINIMAX-VALUE of Successors[state] CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Nondeterministic Games in Practice • Dice rolls increase branching factor b: – 21 possible rolls with 2 dice – Backgammon 20 legal moves • depth 4 20 * (21 * 20)3 1.2 X 109 • As depth increases, probability of reaching a given node shrinks value of look ahead is diminished • pruning is much less effective • TDGammon uses depth-2 search + very good Eval Plays at world-champion level CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Clicker Questions An expectiminimax search tree is shown to the left. Edge weights represent probability. What value should we give to the root node? A) -1 B) 1 C) 3 D) 4 E) 5.5 CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Digression: Exact Values DO Matter • Behavior is preserved only by positive linear transformation of Eval. • Hence Eval should be proportional to the expected payoff. CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman Games Summary • Games are fun to work on! • They illustrate several important points about AI – perfection is unattainable must approximate – good idea to think about what to think about – uncertainty constrains the assignment of values to states • “Games are to AI as grand prix racing is to automobile design” CSE 150, Fall 2012 Adapted from slides adapted from slides of Russell’s by Kriegman
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