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Game Playing Mini-Max search Alpha-Beta pruning General concerns on games Why study board games ? One of the oldest subfields of AI (Shannon and Turing, 1950) Abstract and pure form of competition that seems to require intelligence Easy to represent the states and actions Very little world knowledge required ! Game playing is a special case of a search problem, with some new requirements. Types of games Bridge, poker, scrabble, nuclear war Backgammon, monopoly Chess, checkers, go, othello Chance Deterministic Imperfect information Perfect information Sea battle Why new techniques for games? “Contingency” problem: We don’t know the opponents move ! The size of the search space: Chess : ~15 moves possible per state, 80 ply 1580 nodes in tree Go : ~200 moves per state, 300 ply 200300 nodes in tree Game playing algorithms: Search tree only up to some depth bound Use an evaluation function at the depth bound Propagate the evaluation upwards in the tree MINI MAX Restrictions: 2 players: MAX (computer) and MIN (opponent) deterministic, perfect information Select a depth-bound (say: 2) and evaluation function MAX MIN MAX - Construct the tree up till the depth-bound - Compute the evaluation function for the leaves 2 5 3 1 4 4 3 - Propagate the evaluation function upwards: - taking minima in MIN 2 1 3 - taking maxima in MAX 3 Select this move The MINI-MAX algorithm: Initialise depthbound; Minimax (board, depth) = IF depth = depthbound THEN return static_evaluation(board); ELSE IF maximizing_level(depth) THEN FOR EACH child child of board compute Minimax(child, depth+1); return maximum over all children; ELSE IF minimizing_level(depth) THEN FOR EACH child child of board compute Minimax(child, depth+1); return minimum over all children; Call: Minimax(current_board, 0) Alpha-Beta Cut-off Generally applied optimization on Mini-max. Instead of: first creating the entire tree (up to de
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