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mgame培训讲义
Adversarial Search Chapter 6 Section 1 – 4 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
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 A simple example of the value of reasoning about which computations are relevant (a form of metareasoning)
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 (perhaps add quiescence search)
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 queens) – (number of black queens), etc.
Cutting off search MinimaxCutoff is identical to MinimaxValue except Terminal? is replaced by Cutoff? Utility is replaced by Eval
Does i
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