Soleymani
Adversarial Search
CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2017
“Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5
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Adversarial Search CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2017 Soleymani Artificial Intelligence: A Modern Approach , 3 rd Edition, Chapter 5 Outline Game as a search problem
CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2017
“Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5
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Competitive multi-agent environments
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agents act alternately
agents’ goals are in conflict: sum of utility values at the end of the
fully observable
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Zero-sum (constant-sum) game: the total payoff to all players is zero (or
We have utilities at end of game instead of sum of action costs
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Zero-sum games: 𝑄
1 gets 𝑉(𝑢), 𝑄2 gets 𝐷 − 𝑉(𝑢) for terminal node 𝑢
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1
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1: 𝑌
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Zero-sum games: 𝑄
1 gets 𝑉(𝑢), 𝑄2 gets 𝐷 − 𝑉(𝑢) for terminal node 𝑢
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Best achievable payoff against best play
Maximizes the worst-case outcome for MAX
It works for zero-sum games
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𝑏∈𝐵𝐷𝑈𝐽𝑃𝑂𝑇(𝑡𝑢𝑏𝑢𝑓) 𝑁𝐽𝑂_𝑊𝐵𝑀𝑉𝐹(𝑆𝐹𝑇𝑉𝑀𝑈(𝑡𝑢𝑏𝑢𝑓, 𝑏))
Finding exact solution is completely infeasible
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Branch & bound algorithm Prunes away branches that cannot influence the final decision
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𝑛 2)
3𝑛 4)
α-β pruning just improves the search time only partly
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?
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Cut off test instead of terminal test (e.g., depth limit)
Heuristic function evaluation instead of utility function
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Assumption: contribution of each feature is independent of the value
Example: Chess
Features: number of white pawns (𝑔 1), number of white bishops (𝑔 2), number
3), number of black pawns (𝑔 4), … Weights: 𝑥1 = 1, 𝑥2 = 3, 𝑥3 = 5, 𝑥4 = −1, …
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Once reaching the depth limit, check to see if the singular extension is
It makes the tree deeper but it does not add many nodes to the tree
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E.g.,for the opening and ending of games (where there are few
For each opening, the best advice of human experts (from books
For endgame, computer analysis is usually used (solving endgames by
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It is consistent with the definition of rational agents trying to
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𝑠
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Backgammon: 𝑐 ≈ 20 (can be up to 4000 for double dice rolls), 𝑜 = 21
3-plies is manageable (≈ 108 nodes)
Forming detailed plans of actions may be pointless
Limiting depth is not such damaging particularly when the probability values (for
But pruning is not straightforward.
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Win
In 1997, Deep Blue defeated Kasparov.
ran on a parallel computer doing alpha-beta search. reaches depth 14 plies routinely.
techniques to extend the effective search depth
Hydra: Reaches depth 18 plies using more heuristics.
Chinook (ran on a regular PC and uses alpha-beta search) ended 40-
Since 2007, Chinook has been able to play perfectly by using alpha-beta
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Logistello defeated the human world champion by
Human champions are no match for computers at
Human
MOGO avoided alpha-beta search and used Monte
AlphaGo (2016) has beaten professionals without
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TD-Gammon (1992) was competitive with top
Depth 2 or 3 search along with a good evaluation
In 1998, GIB was 12th in a filed of 35 in the par
In 2005, Jack defeated three out of seven top
In 2006, Quackle defeated the former world