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Adversarial Search
Adversarial Search 對抗搜尋 Outline Optimal decisions α-β pruning Imperfect, real-time decisions Games vs. search problems Unpredictable opponent ? specifying a move for every possible opponent reply
Time limits ? unlikely to find goal, must approximate
Game tree 2-player, deterministic, turns Minimax Perfect play for deterministic games
Idea: choose move to position with highest minimax value best achievable payoff against best play
E.g., 2-ply game:
Minimax algorithm Properties of minimax Complete? Yes if tree is finite
Optimal? Yes against an optimal opponent
Time complexity? O bm
Space complexity? O bm depth-first exploration
For chess, b ≈ 35, m ≈100 for reasonable games? exact solution completely infeasible
Optimal decisions in multiplayer games α-β pruning example α-β pruning example α-β pruning example α-β pruning example α-β pruning example Properties of α-β 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 Why is it called α-β? α is the value of the best i.e., highest-value choice found so far at any choice point along the path for max
If v is worse than α, max will avoid it
? prune that branch
Define β similarly for min
The α-β algorithm The α-β algorithm Resource limits Suppose we have 100 secs, explore 104 nodes/sec? 106 nodes per move
Standard approach:
cutoff test: e.g., depth limit
evaluation function estimated desirability of position
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 chessman – number of black chessman , etc.
Cutting off search MinimaxCutoff is identical to MinimaxValue except Terminal? is replaced by Cutoff? Utility is replaced by Eval
Does it work in practice?
bm 106, b 35 ? m 4
4-ply lookahead is a hopeless chess player!
4-ply ≈ human novice 8-ply ≈ typic
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