Adversarial Search.pptVIP

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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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