Game Playing: Adversarial
Search
Outline
Game Playing: Adversarial Search
- Minimax Algorithm
- α-β Pruning Algorithm
Game Playing: Adversarial Search
Introduction
So far, in problem solving, single agent search
The machine is “exploring” the search space by itself.
No opponents or collaborators.
Games require generally multiagent (MA) environments:
Any given agent need to consider the actions of the other agent
and to know how do they affect its success?
Distinction should be made between cooperative and
competitive MA environments.
Competitive environments: give rise to adversarial search:
playing a game with an opponent.
Game Playing: Adversarial Search
Introduction
Why study games?
Game playing is fun and is also an interesting meeting point for human
and computational intelligence.
They are hard.
Easy to represent.
Agents are restricted to small number of actions.
Interesting question:
Does winning a game absolutely require human
intelligence?
Game Playing: Adversarial Search
Introduction
Different kinds of games:
Deterministic Chance
Perfect Chess, Checkers Backgammon,
Information Go, Othello Monopoly
Imperfect
Battleship Bridge, Poker, Scrabble,
Information
Games with perfect information. No
randomness is involved.
Games with imperfect information. Random
factors are part of the game.
Searching in a two player game
Traditional (single agent) search methods only consider how
close the agent is to the goal state (e.g. best first search).
In two player games, decisions of both agents have to be taken
into account: a decision made by one agent will affect the
resulting search space that the other agent would need to explore.
Question: Do we have randomness here since the decision made
by the opponent is NOT known in advance?
No. Not if all the moves or choices that the
opponent can make are finite and can be known in
advance.
Searching in a two player game
To formalize a two player game as a search problem an agent can
be called MAX and the opponent can be called MIN.
Problem Formulation:
Initial state: board configurations and the player to move.
Successor function: list of pairs (move, state) specifying legal
moves and their resulting states. (moves + initial state = game
tree)
A terminal test: decide if the game has finished.
A utility function: produces a numerical value for (only) the
terminal states. Example: In chess, outcome = win/loss/draw,
with values +1, -1, 0 respectively.
Players need search tree to determine next move.
Searching in a two player game
The search space in game playing is potentially very huge: Need for optimal
strategies.
The goal is to find the sequence of moves that will lead to the winning for MAX.
How to find the best trategy for MAX assuming that MIN is an infaillible opponent.
Given a game tree, the optimal strategy can be determined by the MINIMAX-
VALUE for each node. It returns:
1. Utility value of n if n is the terminal state.
2. Maximum of the utility values of all the successor nodes s of n : n is a
MAX’s current node.
3. Minimum of the utility values of the successor node s of n : n is a MIN’s
current node.
Minimax Algorithm
Minimax algorithm
Perfect for deterministic, 2-player game
One opponent tries to maximize score (Max)
One opponent tries to minimize score (Min)
Goal: move to position of highest minimax
value
Identify best achievable payoff against best
play
Minimax Algorithm (cont’d)
Minimax Algorithm (cont’d)
Max node Min node
MAX node
MIN node
value computed
Utility value
by minimax
Minimax Algorithm (cont’d)
Minimax Algorithm (cont’d)
3 9 0 7 2 6
Minimax Algorithm (cont’d)
3 0 2
3 9 0 7 2 6
Minimax Algorithm (cont’d)
3 0 2
3 9 0 7 2 6
Minimax Algorithm (cont’d)
Properties of minimax algorithm:
Complete? Yes (if tree is finite)
Optimal? Yes (against an optimal opponent)
Time complexity? O(bm)
Space complexity? O(bm) (depth-first
exploration)
Note: For chess, b = 35, m = 100 for a “reasonable game.”
Solution is completely infeasible
Actually only 1040 board positions, not 35100
Minimax Algorithm (cont’d)
Limitations
Not always feasible to traverse entire tree
Time limitations
Improvements
Depth-first search improves speed
Use evaluation function instead of utility
Evaluation function provides estimate of utility at
given position
Problem of Minimax search
Number of games states is exponential to the
number of moves.
Solution: Do not examine every node
==> Alpha-beta pruning
Alpha = value of best choice found so far at any
choice point along the MAX path.
Beta = value of best choice found so far at any
choice point along the MIN path.
Alpha-beta Game Playing
Basic idea:
If you have an idea that is surely bad, don't take the
time to see how truly awful it is.” -- Pat Winston
Some branches will never be played by rational players since
they include sub-optimal decisions (for either player).
>=2
• We don’t need to compute
=2 <=1 the value at this node.
• No matter what it is, it can’t
effect the value of the root
node.
2 7 1 ?
α-β Pruning Algorithm
Principle
If a move is determined worse than another
move already examined, then further
examination deemed pointless
Alpha-Beta Pruning (αβ prune)
Rules of Thumb
α is the highest max found so far
β is the lowest min value found so far
If Min is on top Alpha prune
If Max is on top Beta prune
You will only have alpha prune’s at Min level
You will only have beta prunes at Max level
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Properties of α-β Prune
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
General description of α-β pruning algorithm
Traverse the search tree in depth-first order
At each Max node n, alpha(n) = maximum value found so far
Start with - infinity and only increase.
Increases if a child of n returns a value greater than the current
alpha.
Serve as a tentative lower bound of the final pay-off.
At each Min node n, beta(n) = minimum value found so far
Start with infinity and only decrease.
Decreases if a child of n returns a value less than the current
beta.
Serve as a tentative upper bound of the final pay-off.
beta(n) for MAX node n: smallest beta value of its MIN
ancestors.
alpha(n) for MIN node n: greatest alpha value of its MAX
ancestors
General description of α-β pruning algorithm
Carry alpha and beta values down during search
alpha can be changed only at MAX nodes
beta can be changed only at MIN nodes
Pruning occurs whenever alpha >= beta
alpha cutoff:
Given a Max node n, cutoff the search below n (i.e., don't
generate any more of n's children) if alpha(n) >= beta(n)
(alpha increases and passes beta from below)
beta cutoff:
Given a Min node n, cutoff the search below n (i.e., don't
generate any more of n's children) if beta(n) <= alpha(n)
(beta decreases and passes alpha from above)
α-β Pruning Algorithm
function ALPHA-BETA-SEARCH(state) returns an action
inputs: state, current state in game
v← MAX-VALUE(state, - ∞ , +∞)
return the action in SUCCESSORS(state) with value v
function MAX-value (n, alpha, beta) return utility value
if n is a leaf node then return f(n);
for each child n’ of n do
alpha :=max{alpha, MIN-value(n’, alpha, beta)};
if alpha >= beta then return beta /* pruning */
end{do}
return alpha
function MIN-value (n, alpha, beta) return utility value
if n is a leaf node then return f(n);
for each child n’ of n do
beta :=min{beta, MAX-value(n’, alpha, beta)};
if beta <= alpha then return alpha /* pruning */
end{do}
return beta
Game Playing: Adversarial Search
In another way
Evaluating Alpha-Beta algorithm
Alpha-Beta is guaranteed to compute the same value for the root node as
computed by Minimax.
Worst case: NO pruning, examining O(bd) leaf nodes, where each node
has b children and a d-ply search is performed
Best case: examine only O(bd/2) leaf nodes. You can search twice as deep
as Minimax! Or the branch factor is b1/2 rather than b.
Best case is when each player's best move is the leftmost alternative, i.e. at
MAX nodes the child with the largest value generated first, and at MIN
nodes the child with the smallest value generated first.
In Deep Blue, they found empirically that Alpha-Beta pruning meant that
the average branching factor at each node was about 6 instead of about 35-
40
Evaluation Function
Evaluation function
Performed at search cutoff point
Must have same terminal/goal states as utility
function
Tradeoff between accuracy and time →
reasonable complexity
Accurate
Performance of game-playing system dependent
on accuracy/goodness of evaluation
Evaluation of nonterminal states strongly
correlated with actual chances of winning
Evaluation functions
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), etc.
Key challenge – find a good evaluation function:
Isolated pawns are bad.
How well protected is your king?
How much maneuverability to you have?
Do you control the center of the board?
Strategies change as the game proceeds
State-of-the-Art
Checkers: Tinsley vs. Chinook
Marion TinsleyName:
Teach mathematicsProfession:
CheckersHobby:
Over 42 years Record:
of loses only 3 games
checkers
World champion for over 40
years
Mr. Tinsley suffered his 4th and 5th losses against Chinook
Chinook
First computer to become official world champion of Checkers!
Chess: Kasparov vs. Deep Blue
Kasparov Deep Blue
5’10” Height 6’ 5”
176 lbs Weight 2,400 lbs
34 years Age 4 years
50 billion neurons Computers 32 RISC processors
+ 256 VLSI chess engines
2 pos/sec Speed 200,000,000 pos/sec
Extensive Knowledge Primitive
Electrical/chemical Power Source Electrical
Enormous Ego None
1997: Deep Blue wins by 3 wins, 1 loss, and 2 draws
Chess: Kasparov vs. Deep Junior
Deep Junior
8 CPU, 8 GB RAM, Win
2000
2,000,000 pos/sec
Available at $100
August 2, 2003: Match ends in a 3/3 tie!
Secrets
Many game programs are based on alpha-beta +
iterative deepening + extended/singular search +
transposition tables + huge databases + ...
For instance, Chinook searched all checkers
configurations with 8 pieces or less and created an
endgame database of 444 billion board
configurations
The methods are general, but their implementation
is dramatically improved by many specifically
tuned-up enhancements (e.g., the evaluation
functions) like an F1 racing car
Summary
A game can be defined by the initial state, the operators
(legal moves), a terminal test and a utility function (outcome
of the game).
In two player game, the minimax algorithm can determine
the best move by enumerating the entire game tree.
The alpha-beta pruning algorithm produces the same
result but is more efficient because it prunes away irrelevant
branches.
Usually, it is not feasible to construct the complete game
tree, so the utility value of some states must be determined
by an evaluation function.
Game Playing: Alpha-beta pruning example
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search
Game Playing: Adversarial Search