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Page 1 rev 1.1, 9/14/2003 Game Playing Dr. Richard J. Povinelli

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Page 1: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

Page 1rev 1.1, 9/14/2003

Game Playing

Dr. Richard J. Povinelli

Page 2: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 2

ObjectivesYou should

be able to provide a definition of a game. be able to evaluate, compare, and implement the minmax and alpha-beta algorithms, including for games of chance. be able to describe the current state-of-the-art game playing programs.

Page 3: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 3

Games vs. search problems “Unpredictable” opponent => solution is a strategy specifying a move for every possible opponent replyTime 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)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 4: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 4

Types of games

bridge, poker, scrabble, nuclear war

imperfect information

backgammon,monopoly

chess, checkers, go, othello

perfect information

chancedeterministic

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 5: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 5

Game tree (2-player, deterministic, turns)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 6: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 6

Minimax Perfect play for deterministic, perfect-information games Idea: choose move to position with highest minimaxvalue

= best achievable payoff against best play 2-ply game:

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 7: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 7

Minimax algorithm function Minimax-Decision(state, game) returns an action

action, state ← the a, s in Successors(state)such that Minimax-Value(s, game) is maximized

return action

function Minimax-Value(state,game) returns a utility valueif Terminal-Test (state) then

return Utility(state) else if max is to move in state then

return the highest Minimax-Value of Successors(state) else

return the lowest Minimax-Value of Successors(state)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 8: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 8

Properties of minimax Complete?? Optimal?? Time complexity?? Space complexity??

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 9: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 9

Properties of minimax Complete?? Yes, if tree is finite (chess has specific rules for this) 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 AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 10: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

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Resource limits Suppose we have 100 seconds, explore 104 nodes/second

106 nodes per move

Standard approach:cutoff test

e.g., depth limit (perhaps add quiescence search)

evaluation function = estimated desirability of position

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 11: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 11

Evaluation functions

For chess, typically linear weighted sum of featuresEval(s) = w1f1 (s) + w2f2 (s) + … + wnfn (s) e.g., w1= 9

with f1 (s) = (number of white queens) - (number of black queens)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 12: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 12

Digression: Exact values don't matter

Behavior is preserved under any monotonictransformation of EvalOnly the order matters:

payoff in deterministic games acts as an ordinal utility function

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 13: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 13

Cutting off searchMinimaxCutoff is identical to MinimaxValueexcept

1. Terminal? is replaced by Cutoff? 2. Utility is replaced by Eval

Does it work in practice? bm = 106 ; b = 35 => m = 4 4-ply lookahead is a hopeless chess player! 4-ply ≈ human novice 8-ply ≈ typical PC, human master 12-ply ≈ Deep Blue, Kasparov

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 14: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 14

The α-β algorithm Basically Minimax + keep track of α, β + prune α, the best score for max along the path to stateβ, the best score for min along the path to state

function Max-Value(state,game, α, β ) returns the minimax value of stateif Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do

α ← Max(α,Min-Value(s,game, α, β )) if α ≥ β then return β

return α

function Min-Value(state, game, α, β) returns the minimax value of stateif Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do

β ← Min(β, Max-Value(s,game, α, β)) if β ≤ α then return α

return β

function Alpha-Beta-Search(state, game) returns an actionMax-Value(state,game, -∞, +∞ )

return action associated with the max-value branch

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 15: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

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Game playing examples

Work through example on board

First, with minimax, work with a partner for 5 minutes.Second, with α-β algorithm, we’ll work through it as a class

Page 16: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

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Minimax algorithmfunction Minimax-Decision(game) returns an operator

for each op in Operators[game] doValue[op] ← Minimax-Value(Apply(op,game),game)

endreturn the op with the highest Value[op]

function Minimax-Value(state,game) returns a utility valueif Terminal-Test [game](state) then

return Utility[game](state) else if max is to move in state then

return the highest Minimax-Value of Successors(state) else

return the lowest Minimax-Value of Successors(state)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 17: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 17

The α-β algorithm

function Max-Value(state,game, α, β ) returns the minimax value of stateif Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do

α ← Max(α,Min-Value(s,game, α, β )) if α ≥ β then return β

return α

function Min-Value(state, game, α, β) returns the minimax value of stateif Cutoff-Test(state) then return Eval(state) for each s in Successors(state) do

β ← Min(β, Max-Value(s,game, α, β)) if β ≤ α then return α

return β

function Alpha-Beta-Search(state, game) returns an actionMax-Value(s, game, -∞, +∞)

return action associated with the max-value branch

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 18: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 18

Properties of α-βPruning does not affect final result Good move ordering improves effectiveness of pruning With “perfect ordering,” time complexity = O(bm/2 )

=> doubles depth of search => can easily reach depth 8 and play good chess

A simple example of the value of reasoning about which computations are relevant (a form of metareasoning)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 19: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 19

Why 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

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 20: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 20

Deterministic games in practice 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. Chess: Deep Blue defeated human world champion Gary 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. Go: human champions refuse to compete against computers, who are too bad. In go, b ≈ 300, so most programs use pattern knowledge bases to suggest plausible moves.

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 21: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 21

Nondeterministic games: backgammon

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 22: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 22

Nondeterministic games in general e.g, in backgammon, the dice rolls determine the legal moves Simplified example with coin-flipping instead of dice-rolling:

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 23: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

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Algorithm for nondeterministic gamesExpectiminimax gives perfect play Just like Minimax, except we must also handle chance nodes:

if state is a Max node thenreturn the highest ExpectiMinimax-Value of Successors(state)

if state is a Min node thenreturn the lowest ExpectiMinimax-Value of Successors(state)

if state is a chance node thenreturn average of ExpectiMinimax-Value of Successors( state)

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 24: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 24

Pruning in nondeterministic game trees

A version of α-β pruning is possible

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 25: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 25

Pruning in nondeterministic game trees

A version of α-β pruning is possible

[-∞, 2]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 26: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 26

Pruning in nondeterministic game trees

A version of α-β pruning is possible

[2, 2]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 27: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 27

Pruning in nondeterministic game trees

A version of α-β pruning is possible

[2, 2]

[-∞, 2]

[-∞, 2]

0.5 0.5

2 2 2 2

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

2 2 2 2

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 28: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 28

Pruning in nondeterministic game trees

A version of α-β pruning is possible

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[-∞, +∞]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

0 2 2 2

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 29: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 29

Pruning in nondeterministic game trees

A version of α-β pruning is possible

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[-∞, 0]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

0 1 2 2

Page 30: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 30

Pruning in nondeterministic game trees

A version of α-β pruning is possible

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[0, 0]

[-∞, +∞]

[-∞, +∞]

0.5 0.5

0 1 2 2

Page 31: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 31

Pruning in nondeterministic game trees

A version of α-β pruning is possible

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[0, 0]

[-∞, 0.5]

[-∞, 1]

0.5 0.5

0 1 1 2

Page 32: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 32

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

2 2 2 1

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

0 1 1 2

Page 33: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 33

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

2 2 2 1

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

0 1 1 2

Page 34: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 34

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[0, 2]

[-2, 2]

0.5 0.5

2 2 2 1

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

0 1 1 2

Page 35: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 35

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[0, 2]

[-2, 2]

0.5 0.5

2 2 2 1

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

0 1 1 2

Page 36: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 36

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[-2, 2]

[-2, 2]

[-2, 2]

0.5 0.5

0 1 1 2

Page 37: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 37

Pruning contd.More pruning occurs if we can bound the leaf values

AIMA Slides © Stuart Russell and Peter Norvig, 2003

[2, 2]

[1.5, 1.5]

[1, 1]

0.5 0.5

2 2 2 1

[-2, 0]

[-2, 1]

[-2, 2]

0.5 0.5

0 1 1 2

Page 38: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 38

Nondeterministic 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 x (21 x 20) 3 ≈ 1.2 x 109

As depth increases, probability of reaching a given node shrinks

value of lookahead is diminished

α-β pruning is much less effectiveTDGammon uses depth-2 search + very good eval

≈ world-champion level

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 39: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 39

Digression: Exact values DO matter

Behaviour is preserved only by positive linear transformation ofEval Hence Eval should be proportional to the expected payoff

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 40: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 40

Games of imperfect informatione.g., card games, where opponent's initial cards are unknownTypically we can calculate a probability for each possible dealSeems just like having one big dice roll at the beginning of thegame*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.*GIB, current best bridge program, approximates this idea by

generating 100 deals consistent with bidding informationpicking the action that wins most tricks on average

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 41: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 41

Commonsense exampleRoad 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.

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 42: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 42

Commonsense exampleRoad 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.

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 43: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 43

Commonsense exampleRoad 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.

AIMA Slides © Stuart Russell and Peter Norvig, 2003

Page 44: 06 - Game Playingpovinelli.eece.mu.edu/teaching/eece6820/slides/06 - Game Playing.pdf · Chess: Deep Blue defeated human world champion Gary Kasparov in a six-game match in 1997

rev 1.1, 9/14/2003 Page 44

Proper analysisIntuition that the value of an action is the average of its values in all actual states is WRONGWith partial observability, value of an action depends on the information state or belief state the agent is inCan generate and search a tree of information statesLeads to rational behaviors such as

Acting to obtain informationSignalling to one's partnerActing randomly to minimize information disclosure

AIMA Slides © Stuart Russell and Peter Norvig, 2003

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rev 1.1, 9/14/2003 Page 45

Summary Games are fun to work on! (and dangerous) 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

Games are to AI as grand prix racing is to automobile design

AIMA Slides © Stuart Russell and Peter Norvig, 2003