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CE 451: Applied Artificial Intelligence

Lecture 10 – Adversarial search strategies

Instructor: Dr. Hashim Ali


Ghulam Ishaq Khan Institute of Engineering Sciences and Technology, Topi
[Spring 2019]
CE451 Applied Artificial Intelligence

Game Playing State-of-the-Art


 Checkers: 1950: First computer player. 1994: First
computer champion: Chinook ended 40-year-reign
of human champion Marion Tinsley using complete
8-piece endgame. 2007: Checkers solved!

 Chess: 1997: Deep Blue defeats human champion


Gary Kasparov in a six-game match. Deep Blue
examined 200M positions per second, used very
sophisticated evaluation and undisclosed methods
for extending some lines of search up to 40 ply.
Current programs are even better, if less historic.

 Go: Human champions are now starting to be


challenged by machines, though the best humans
still beat the best machines. In go, b > 300! Classic
programs use pattern knowledge bases, but big
recent advances use Monte Carlo (randomized)
expansion methods.

 Pacman

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Behavior from Computation

Lecture 10 – State space search strategies


[Demo: mystery pacman
CE451 Applied Artificial Intelligence

Video of Demo Mystery Pacman

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Adversarial Games

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Types of Games
 Many different kinds of games!

 Axes:
 Deterministic or stochastic?
 One, two, or more players?
 Zero sum?
 Perfect information (can you see the state)?

 Want algorithms for calculating a strategy (policy) which recommends a


move from each state

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Deterministic Games
 Many possible formalizations, one is:
 States: S (start at s0)
 Players: P={1...N} (usually take turns)
 Actions: A (may depend on player / state)
 Transition Function: SxA  S
 Terminal Test: S  {t,f}
 Terminal Utilities: SxP  R

 Solution for a player is a policy: S  A

Lecture 10 – State space search strategies


Applied Artificial Intelligence

Zero-Sum Games

 Zero-Sum Games  General Games


 Agents have opposite utilities (values on  Agents have independent utilities (values on
outcomes) outcomes)
 Lets us think of a single value that one  Cooperation, indifference, competition, and
maximizes and the other minimizes more are all possible
 Adversarial, pure competition  More later on non-zero-sum games

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Adversarial Search

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Single-Agent Trees

2 0 … 2 6 … 4 6

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Value of a State
Value of a state: Non-Terminal
The best States:
achievable
outcome (utility)
from that state

2 0 … 2 6 … 4 6 Terminal States:

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

Adversarial Game Trees

-20 -8 … -18 -5 … -10 +4 -20 +8

Lecture 10 – State space search strategies


CE451 Applied Artificial Intelligence

References & Acknowledgements

 Partially adapted from lecture slides from Stanford University, UCIrvine, and UC
Berkeley.
 Some videos taken from UC Berkeley website.
 Contents from George F. Luger, AI: Structures and strategies for complex problem
solving, 6th Ed.

Lecture 10 – State space search strategies

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