game playing - department of computer sciencephi/ai/slides-2015/lecture-game-playing.pdfif vis worse...
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Game Playing
Philipp Koehn
29 September 2015
Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015
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1Outline
● Games
● Perfect play
– minimax decisions– α–β pruning
● Resource limits and approximate evaluation
● Games of chance
● Games of imperfect information
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2
games
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3Games vs. Search Problems
● “Unpredictable” opponent⇒ solution is a strategyspecifying a move for every possible opponent reply
● Time limits⇒ unlikely to find goal, must approximate
● Plan of attack:
– computer considers possible lines of play (Babbage, 1846)– algorithm for perfect play (Zermelo, 1912; Von Neumann, 1944)– finite horizon, approximate evaluation (Zuse, 1945; Wiener, 1948;
Shannon, 1950)– first Chess program (Turing, 1951)– machine learning to improve evaluation accuracy (Samuel, 1952–57)– pruning to allow deeper search (McCarthy, 1956)
Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015
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4Types of Games
deterministic chance
perfectinformation
ChessCheckers
GoOthello
BackgammonMonopoly
imperfectinformation
battleshipsBlind Tic Tac Toe
BridgePoker
Scrabble
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5Game Tree (2-player, Deterministic, Turns)
Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015
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6Simple Game Tree
● 2 player game
● Each player has one move
● You move first
● Goal: optimize your payoff (utility)
Your moveStart
Opponent move
Your payoff
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7
minimax
Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015
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8Minimax
● Perfect play for deterministic, perfect-information games
● Idea: choose move to position with highest minimax value= best achievable payoff against best play
● E.g., 2-player game, one move each:
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9Minimax Algorithm
function MINIMAX-DECISION(state) returns an actioninputs: state, current state in game
return the a in ACTIONS(state) maximizing MIN-VALUE(RESULT(a, state))
function MAX-VALUE(state) returns a utility valueif TERMINAL-TEST(state) then return UTILITY(state)v←−∞for a, s in SUCCESSORS(state) do v←MAX(v, MIN-VALUE(s))return v
function MIN-VALUE(state) returns a utility valueif TERMINAL-TEST(state) then return UTILITY(state)v←∞for a, s in SUCCESSORS(state) do v←MIN(v, MAX-VALUE(s))return v
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10Properties of Minimax
● Complete? Yes, if tree is finite
● Optimal? Yes, against an optimal opponent. Otherwise??
● Time complexity? O(bm)
● Space complexity? O(bm) (depth-first exploration)
● For Chess, b ≈ 35, m ≈ 100 for “reasonable” games⇒ exact solution completely infeasible
● But do we need to explore every path?
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11α–β Pruning Example
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12α–β Pruning Example
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13α–β Pruning Example
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14α–β Pruning Example
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15α–β Pruning Example
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16α–β Pruning Example
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17α–β Pruning Example
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18Why is it Called α–β?
● α is the best value (to MAX) found so far off the current path
● If V is worse than α, MAX will avoid it⇒ prune that branch
● Define β similarly for MIN
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19The α–β Algorithm
function ALPHA-BETA-DECISION(state) returns an actionreturn the a in ACTIONS(state) maximizing MIN-VALUE(RESULT(a, state))
function MAX-VALUE(state,α,β) returns a utility valueinputs: state, current state in game
α, the value of the best alternative for MAX along the path to stateβ, the value of the best alternative for MIN along the path to state
if TERMINAL-TEST(state) then return UTILITY(state)v←−∞for a, s in SUCCESSORS(state) do
v←MAX(v, MIN-VALUE(s,α,β))if v ≥ β then return vα←MAX(α, v)
return v
function MIN-VALUE(state,α,β) returns a utility valuesame as MAX-VALUE but with roles of α,β reversed
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20Properties of α–β
● Safe: Pruning does not affect final result
● Good move ordering improves effectiveness of pruning
● With “perfect ordering,” time complexity = O(bm/2)⇒ doubles solvable depth
● A simple example of the value of reasoning about which computations arerelevant (a form of metareasoning)
● Unfortunately, 3550 is still impossible!
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21Solved Games
● A game is solved if optimal strategy can be computed
● Tic Tac Toe can be trivially solved
● Biggest solved game: Checkers
– proof by Schaeffer in 2007– both players can force at least a draw
● Most games (Chess, Go, etc.) too complex to be solved
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22
resource limits
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23Resource Limits
● Standard approach:
– Use CUTOFF-TEST instead of TERMINAL-TEST
e.g., depth limit (perhaps add quiescence search)
– Use EVAL instead of UTILITY
i.e., evaluation function that estimates desirability of position
● Suppose we have 100 seconds, explore 104 nodes/second⇒ 106 nodes per move ≈ 358/2
⇒ α–β reaches depth 8⇒ pretty good Chess program
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24Evaluation Functions
● For Chess, typically linear weighted sum of features
Eval(s) = w1f1(s) +w2f2(s) + . . . +wnfn(s)
e.g., f1(s) = (number of white queens) – (number of black queens)
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25Evaluation Function for Chess
● Long experience of playing Chess
⇒ Evaluation of positions included in Chess strategy books
– bishop is worth 3 pawns– knight is worth 3 pawns– rook is worth 5 pawns– good pawn position is worth 0.5 pawns– king safety is worth 0.5 pawns– etc.
● Pawn count →weight for features
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26Learning Evaluation Functions
● Designing good evaluation functions requires a lot of expertise
● Machine learning approach
– collect a large database of games play– note for each game who won– try to predict game outcome from features of position⇒ learned weights
● May also learn evaluation functions from self-play
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27Some Concerns
● Quiescence
– position evaluation not reliable if board is unstable– e.g., Chess: queen will be lost in next move→ deeper search of game-changing moves required
● Horizon Effect
– adverse move can be delayed, but not avoided– search may prefer to delay, even if costly
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28Forward Pruning
● Idea: avoid computation on clearly bad moves
● Cut off searches with bad positions before they reach max-depth
● Risky: initially inferior positions may lead to better positions
● Beam search: explore fixed number of promising moves deeper
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29Lookup instead of Search
● Library of opening moves
– even expert Chess players use standard opening moves– these can be memorized and followed until divergence
● End game
– if only few pieces left, optimal final moves may be computed– Chess end game with 6 pieces left solved in 2006– can be used instead of evaluation function
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30Digression: Exact Values do not Matter
● Behaviour is preserved under any monotonic transformation of EVAL
● Only the order matters:payoff in deterministic games acts as an ordinal utility function
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31Deterministic Games in Practice
● Checkers: Chinook ended 40-year-reign of human world champion MarionTinsley in 1994. Used an endgame database defining perfect play for all positionsinvolving 8 or fewer pieces on the board, a total of 443,748,401,247 positions.Weakly solved in 2007 by Schaeffer (guaranteed draw).
● Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, usesvery sophisticated evaluation, and undisclosed methods for extending somelines of search up to 40 ply.
● Othello: human champions refuse to compete against computers, who are toogood.
● Go: human champions refuse to compete against computers, who are too bad. Ingo, b > 300, so most programs use pattern knowledge bases to suggest plausiblemoves.
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32
games of chance
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33Nondeterministic Games: Backgammon
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34Nondeterministic Games in General
● In nondeterministic games, chance introduced by dice, card-shuffling
● Simplified example with coin-flipping:
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35Algorithm for Nondeterministic Games
● EXPECTIMINIMAX gives perfect play
● Just like MINIMAX, except we must also handle chance nodes:
. . .if state is a MAX node then
return the highest EXPECTIMINIMAX-VALUE of SUCCESSORS(state)if state is a MIN node then
return the lowest EXPECTIMINIMAX-VALUE of SUCCESSORS(state)if state is a chance node then
return average of EXPECTIMINIMAX-VALUE of SUCCESSORS(state). . .
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36Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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37Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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38Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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39Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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40Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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41Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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42Pruning in Nondeterministic Game Trees
A version of α-β pruning is possible:
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43Pruning in Nondeterministic Game Trees
Terminate, since right path will be worth on average.
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44Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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45Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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46Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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47Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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48Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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49Pruning with Bounds
More pruning occurs if we can bound the leaf values (0,1,2)
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50Nondeterministic Games in Practice
● Dice rolls increase b: 21 possible rolls with 2 dice
● Backgammon ≈ 20 legal moves (can be 6,000 with 1-1 roll)
depth 4 = 20 × (21 × 20)3 ≈ 1.2 × 109
● As depth increases, probability of reaching a given node shrinks⇒ value of lookahead is diminished
● α–β pruning is much less effective
● TDGAMMON uses depth-2 search + very good EVAL
≈ world-champion level
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51Digression: Exact Values Do Matter
● Behaviour is preserved only by positive linear transformation of EVAL
● Hence EVAL should be proportional to the expected payoff
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52
imperfect information
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53Games of Imperfect Information
● E.g., card games, where opponent’s initial cards are unknown
● Typically we can calculate a probability for each possible deal
● Seems just like having one big dice roll at the beginning of the game
● Idea: compute the minimax value of each action in each deal,then choose the action with highest expected value over all deals
● Special case: if an action is optimal for all deals, it’s optimal.
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54Commonsense Counter-Example
● Road A leads to a small heap of gold piecesRoad B leads to a fork:
take the left fork and you’ll find a mound of jewels;take the right fork and you’ll be run over by a bus.
● Road A leads to a small heap of gold piecesRoad B leads to a fork:
take the left fork and you’ll be run over by a bus;take the right fork and you’ll find a mound of jewels.
● Road A leads to a small heap of gold piecesRoad B leads to a fork:
guess correctly and you’ll find a mound of jewels;guess incorrectly and you’ll be run over by a bus.
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55Proper Analysis
● Intuition that the value of an action is the average of its valuesin all actual states is WRONG
● With partial observability, value of an action depends on theinformation state or belief state the agent is in
● Can generate and search a tree of information states
● Leads to rational behaviors such as
– acting to obtain information– signalling to one’s partner– acting randomly to minimize information disclosure
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56Computer Poker
● Hard game
– imperfect information — including bluffing and trapping– stochastic outcomes — cards drawn at random– partially observable — may never see other players hand when they fold– non-cooperative multi-player — possibility for coalitions
● Few moves (fold, call, raise), but large number of stochastic states
● Relative balance of deception plays very importantalso: when to bluff
⇒ There is no single best move
● Need to model other players (style, collusion, patterns)
● Hard to evaluate (not just win/loss, different types of opponents)
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57Summary
● Games are fun to work on
● They illustrate several important points about AI
– perfection is unattainable⇒must approximate– good idea to think about what to think about– uncertainty constrains the assignment of values to states– optimal decisions depend on information state, not real state
● Games are to AI as grand prix racing is to automobile design
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