1 분 소요

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Adversarial Search


Games vs. search problems

  • “Unpredictable” opponent  specifying a move for every possible opponent reply
  • Time limits  unlikely to find goal, must approximate


Optimal decisions


Game Tree

  • 2-player, deterministic, turns

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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:

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α-β pruning


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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

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Imperfect, real-time decisions


Evaluation Function

  • For chess, typically linear weighted sum of features

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  • e.g., w1 = 9 with f1 (s) = (number of white queens) – (number of black queens), etc.
  • 4-ply lookahead is a hopeless chess player! – 4-ply ≈ human novice – 8-ply ≈ typical PC, human master – 12-ply ≈ Deep Blue, Kasparov


Deterministic games in practice

  • Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used a precomputed endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 444 billion positions.

  • Chess: Deep Blue defeated human world champion Garry Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply.

  • Othello: human champions refuse to compete against computers, who are too good.

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