04. minimax
DESCRIPTION
Algoritma MinimaxTRANSCRIPT
Two people games• Solved games
– Tic-tac-toe– Four In A Line– Checkers
• Impressive games played by robots– Othello bot is much stronger than any human player– Computer chess beat the human world champions– TD-Gammon ranked among top 3 players in the backgammon
world • Future bot challenges to humans
– Poker bots play respectfully at world-class level– Computer bridge programs play competitively at national level– Go bots are getting more serious in the amateur ranking
Complete game tree for Nim-7• 7 coins are placed on a
table between the two opponents
• A move consists of dividing a pile of coins into two nonempty piles of different sizes
• For example, 6 coins can be divided into piles of 5 and 1 or 4 and 2, but not 3 and 3
• The first player who can no longer make a move loses the game
P1 starts
P2 replies
P1
P2
P1
P2 loses
P1 loses
P2 loses
Node score = 0 means MIN wins.
1 means MAX wins.
Bold edges indicate forced win for MAX, Player2.
moves first to minimize
to maximize
MAX wins
MIN wins
MIN vs. MAX in a Nim game
MIN wins
The best that MIN (Player1) can do is to lose unless Player2 makes a mistake.
Minimax to fixed ply depth• Instead of Nim-7, image the chess game tree.• Chess game tree is too deep.
– cannot expand the current node to terminating (leaf) nodes for checkmate.
• Use fixed ply depth look-ahead.– Search from current position to all possible positions that
are, e.g., 3-plies ahead.• Use heuristic to evaluate all these future positions.
– P=1, N=B=3, R=5, Q=9 – Assign certain weight to certain features of the position
(dominance of the center, mobility of the queen, etc.)– summarize these factors into a single number.
• Then propagating the scores back to the current node.
Minimax
• Create a utility function– Evaluation of board/game state to determine how
strong the position of player 1 is.– Player 1 wants to maximize the utility function– Player 2 wants to minimize the utility function
• Minimax tree– Generate a new level for each move– Levels alternate between “max” (player 1 moves)
and “min” (player 2 moves)
Minimax Tree Evaluation
• Assign utility values to leaves– Sometimes called “board evaluation function”– If leaf is a “final” state, assign the maximum or
minimum possible utility value (depending on who would win)
– If leaf is not a “final” state, must use some other heuristic, specific to the game, to evaluate how good/bad the state is at that point
Minimax Tree Evaluation
• At each min node, assign the minimum of all utility values at children– Player 2 chooses the best available move
• At each max node, assign the maximum of all utility values at children– Player 1 chooses best available move
• Push values from leaves to top of tree
Minimax treeMax
Min
Max
Min
100
-24-8-14-73-100-5-70-12-470412-3212823
21 -3 12 70 -4 -73 -14 -8
-3 -4 -73
Minimax treeMax
Min
Max
Min
100
-24-8-14-73-100-5-70-12-470412-3212823
21 -3 12 70 -4 -73 -14 -8
-3 -4 -73
-3
Minimax Evaluation
• Given average branching factor b, and depth m:– A complete evaluation takes time bm
– A complete evaluation takes space bm• Usually, we cannot evaluate the complete
state, since it’s too big• Instead, we limit the depth based on various
factors, including time available.
Pruning the Minimax Tree
• Since we have limited time available, we want to avoid unnecessary computation in the minimax tree.
• Pruning: ways of determining that certain branches will not be useful
a Cuts
• If the current max value is greater than the successor’s min value, don’t explore that min subtree any more
a Cut example
• 21 is minimum so far (second level)• Can’t evaluate yet at top level
10021 -3 12 -70 -4 -73 -14
Max
Max
Min 21
a Cut example
• -3 is minimum so far (second level)• -3 is maximum so far (top level)
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
a Cut example
• 12 is minimum so far (second level)• -3 is still maximum (can’t use second node yet)
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
12
a Cut example
• -70 is now minimum so far (second level)• -3 is still maximum (can’t use second node yet)
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
-70
a Cut example
• Since second level node will never be > -70, it will never be chosen by the previous level
• We can stop exploring that node
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
-70
a Cut example
• Evaluation at second level is -73
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
-70 -73
a Cut example
• Again, can apply a cut since the second level node will never be > -73, and thus will never be chosen by the previous level
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
-70 -73
a Cut example
• As a result, we evaluated the Max node without evaluating several of the possible paths
10021 -3 12 -70 -4 -73 -14
Max
Max
Min -3
-3
-70 -73
b cuts
• Similar idea to a cuts, but the other way around
• If the current minimum is less than the successor’s max value, don’t look down that max tree any more
b Cut example
• Some subtrees at second level already have values > min from previous, so we can stop evaluating them.
10021 -3 12 70 -4 73 -14
Min
Min
Max 21
21
70 73