CS 188: Artificial Intelligence Fall 2009 Lecture 6: Adversarial Search 9/15/2009 Dan Klein – UC...

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CS 188: Artificial IntelligenceFall 2009

Lecture 6: Adversarial Search

9/15/2009

Dan Klein – UC Berkeley

Many slides over the course adapted from either Stuart Russell or Andrew Moore

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Announcements

Written 1 has been up (Search and CSPs)

Project 2 will be up soon (Multi-Agent Pacman)

Other annoucements: None yet

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Today

Finish up Search and CSPs

Start on Adversarial Search

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Tree-Structured CSPs

Theorem: if the constraint graph has no loops, the CSP can be solved in O(n d2) time Compare to general CSPs, where worst-case time is O(dn)

This property also applies to probabilistic reasoning (later): an important example of the relation between syntactic restrictions and the complexity of reasoning.

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Tree-Structured CSPs

Choose a variable as root, ordervariables from root to leaves suchthat every node’s parent precedesit in the ordering

For i = n : 2, apply RemoveInconsistent(Parent(Xi),Xi) For i = 1 : n, assign Xi consistently with Parent(Xi)

Runtime: O(n d2) (why?)5

Tree-Structured CSPs

Why does this work? Claim: After each node is processed leftward, all nodes

to the right can be assigned in any way consistent with their parent.

Proof: Induction on position

Why doesn’t this algorithm work with loops?

Note: we’ll see this basic idea again with Bayes’ nets

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Nearly Tree-Structured CSPs

Conditioning: instantiate a variable, prune its neighbors' domains

Cutset conditioning: instantiate (in all ways) a set of variables such that the remaining constraint graph is a tree

Cutset size c gives runtime O( (dc) (n-c) d2 ), very fast for small c

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Tree Decompositions*

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Create a tree-structured graph of overlapping subproblems, each is a mega-variable

Solve each subproblem to enforce local constraints Solve the CSP over subproblem mega-variables

using our efficient tree-structured CSP algorithm

M1 M2 M3 M4

{(WA=r,SA=g,NT=b), (WA=b,SA=r,NT=g), …}

{(NT=r,SA=g,Q=b), (NT=b,SA=g,Q=r), …}

Agree: (M1,M2) {((WA=g,SA=g,NT=g), (NT=g,SA=g,Q=g)), …}

Ag

ree

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red

vars

NT

SA

WA

Q

SA

NT

A

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n sh

are

d va

rs

NSW

SA

Q

Ag

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vars

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NSW

Iterative Algorithms for CSPs

Local search methods: typically work with “complete” states, i.e., all variables assigned

To apply to CSPs: Start with some assignment with unsatisfied constraints Operators reassign variable values No fringe! Live on the edge.

Variable selection: randomly select any conflicted variable

Value selection by min-conflicts heuristic: Choose value that violates the fewest constraints I.e., hill climb with h(n) = total number of violated constraints

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Example: 4-Queens

States: 4 queens in 4 columns (44 = 256 states) Operators: move queen in column Goal test: no attacks Evaluation: c(n) = number of attacks

[DEMO]10

Performance of Min-Conflicts

Given random initial state, can solve n-queens in almost constant time for arbitrary n with high probability (e.g., n = 10,000,000)

The same appears to be true for any randomly-generated CSP except in a narrow range of the ratio

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Hill Climbing

Simple, general idea: Start wherever Always choose the best neighbor If no neighbors have better scores than

current, quit

Why can this be a terrible idea? Complete? Optimal?

What’s good about it?12

Hill Climbing Diagram

Random restarts? Random sideways steps?

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Simulated Annealing Idea: Escape local maxima by allowing downhill moves

But make them rarer as time goes on

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Summary

CSPs are a special kind of search problem: States defined by values of a fixed set of variables Goal test defined by constraints on variable values

Backtracking = depth-first search with incremental constraint checks

Ordering: variable and value choice heuristics help significantly

Filtering: forward checking, arc consistency prevent assignments that guarantee later failure

Structure: Disconnected and tree-structured CSPs are efficient

Iterative improvement: min-conflicts is usually effective in practice

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Game Playing State-of-the-Art Checkers: Chinook ended 40-year-reign of human world champion Marion

Tinsley in 1994. Used an endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 443,748,401,247 positions. Checkers is now solved!

Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997. Deep Blue examined 200 million 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.

Othello: Human champions refuse to compete against computers, which are too good.

Go: Human champions are beginning to be challenged by machines, though the best humans still beat the best machines. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves, along with aggressive pruning.

Pacman: unknown

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GamesCrafters

http://gamescrafters.berkeley.edu/17

Adversarial Search

[DEMO: mystery pacman]

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Game Playing

Many different kinds of games!

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

Want algorithms for calculating a strategy (policy) which recommends a move in each state

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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

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Deterministic Single-Player?

Deterministic, single player, perfect information: Know the rules Know what actions do Know when you win E.g. Freecell, 8-Puzzle, Rubik’s

cube … it’s just search! Slight reinterpretation:

Each node stores a value: the best outcome it can reach

This is the maximal outcome of its children (the max value)

Note that we don’t have path sums as before (utilities at end)

After search, can pick move that leads to best node win loselose

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Deterministic Two-Player

E.g. tic-tac-toe, chess, checkers Zero-sum games

One player maximizes result The other minimizes result

Minimax search A state-space search tree Players alternate Each layer, or ply, consists of a

round of moves* Choose move to position with

highest minimax value = best achievable utility against best play

8 2 5 6

max

min

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* Slightly different from the book definition

Tic-tac-toe Game Tree

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Minimax Example

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Minimax Search

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Minimax Properties

Optimal against a perfect player. Otherwise?

Time complexity? O(bm)

Space complexity? O(bm)

For chess, b 35, m 100 Exact solution is completely infeasible But, do we need to explore the whole tree?

10 10 9 100

max

min

[DEMO: minVsExp]

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Resource Limits Cannot search to leaves

Depth-limited search Instead, search a limited depth of tree Replace terminal utilities with an eval function

for non-terminal positions

Guarantee of optimal play is gone

More plies makes a BIG difference [DEMO: limitedDepth]

Example: Suppose we have 100 seconds, can explore

10K nodes / sec So can check 1M nodes per move - reaches about depth 8 – decent chess

program? ? ? ?

-1 -2 4 9

4

min min

max

-2 4

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Evaluation Functions Function which scores non-terminals

Ideal function: returns the utility of the position In practice: typically weighted linear sum of features:

e.g. f1(s) = (num white queens – num black queens), etc.28

Evaluation for Pacman

[DEMO: thrashing, smart ghosts]

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Why Pacman Starves

He knows his score will go up by eating the dot now

He knows his score will go up just as much by eating the dot later on

There are no point-scoring opportunities after eating the dot

Therefore, waiting seems just as good as eating

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Iterative DeepeningIterative deepening uses DFS as a subroutine:

1. Do a DFS which only searches for paths of length 1 or less. (DFS gives up on any path of length 2)

2. If “1” failed, do a DFS which only searches paths of length 2 or less.

3. If “2” failed, do a DFS which only searches paths of length 3 or less.

….and so on.

Why do we want to do this for multiplayer games?

…b

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- Pruning Example

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- Pruning

General configuration is the best value that

MAX can get at any choice point along the current path

If n becomes worse than , MAX will avoid it, so can stop considering n’s other children

Define similarly for MIN

Player

Opponent

Player

Opponent

n

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- Pruning Pseudocode

v36

- Pruning Properties

Pruning has no effect on final result

Good move ordering improves effectiveness of pruning

With “perfect ordering”: Time complexity drops to O(bm/2) Doubles solvable depth Full search of, e.g. chess, is still hopeless!

A simple example of metareasoning, here reasoning about which computations are relevant

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Non-Zero-Sum Games

Similar to minimax: Utilities are

now tuples Each player

maximizes their own entry at each node

Propagate (or back up) nodes from children

1,2,6 4,3,2 6,1,2 7,4,1 5,1,1 1,5,2 7,7,1 5,4,5

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Stochastic Single-Player What if we don’t know what the

result of an action will be? E.g., In solitaire, shuffle is unknown In minesweeper, mine locations In pacman, ghosts!

Can do expectimax search Chance nodes, like actions except

the environment controls the action chosen

Calculate utility for each node Max nodes as in search Chance nodes take average

(expectation) of value of children

Later, we’ll learn how to formalize this as a Markov Decision Process

10 4 5 7

max

average

[DEMO: minVsExp]

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Stochastic Two-Player

E.g. backgammon Expectiminimax (!)

Environment is an extra player that moves after each agent

Chance nodes take expectations, otherwise like minimax

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Stochastic Two-Player

Dice rolls increase b: 21 possible rolls with 2 dice Backgammon 20 legal moves Depth 4 = 20 x (21 x 20)3 1.2 x 109

As depth increases, probability of reaching a given node shrinks So value of lookahead is diminished So limiting depth is less damaging But pruning is less possible…

TDGammon uses depth-2 search + very good eval function + reinforcement learning: world-champion level play

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What’s Next?

Make sure you know what: Probabilities are Expectations are

Next topics: Dealing with uncertainty How to learn evaluation functions Markov Decision Processes

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