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Tr tu nhn to (Articial Intelligence)$

Cc chin lc tm kim c i th

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Gii thiu$
Nghin cu my tnh chi c xut hin t rt sm) Khng lu sau khi my tnh lp trnh ra i, nm 1950, Claude Shannon vit chng trnh chi c u tin) Vic my tnh chi c l mt bng chng v kh nng my tnh c th lm nhng cng vic i hi tr thng minh ca con ngi)
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Types of Games$
Discrete Games)
Fully observable, deterministic (check, checkers, go, othello)) Fully observable, stochastic (backgammon, monopoly)) Partially observable (bridge, poker, scrabble))

Continuous, embodied games:)


Robocup soccer, pool (snooker))
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Go $

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Checkers$

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Robocup Soccer $

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Deep Green chi bi-a

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Why Games?$
Unpredictable opponent: solution is a strategy:)
Must respond to every possible opponent reply)

Time limits: must rely on approximation)


Tradeoff between speed and accuracy)

Games have been a key driver of new techniques in CS and AI.)


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Tm kim c i th$
S nghin cu cc tr chi c 2 ngi tham gia) Xem xt cc vn :)
Chi c c th xem nh vn tm kim trong khng gian trng thi) Chin lc tm kim nc i Minimax) Phng php ct ct -: - pruning )
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Bi ton$
Gi s mt ngi chi cm qun Trng, mt ngi chi cm qun en nghin cu my tnh cm qun Trng) Nghin cu cc tr chi: )
Hai ngi thay phin nhau a ra cc nc i tun theo lut i no . ) Cc lut ny l nh nhau cho c hai ngi) Bit c thng tin y v cc tnh th trong tr chi (khng ging nh chi bi)) V d: C vua, c tng)

Bi ton: Tm kim nc i trong cc nc i c th thng)


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Khng gian trng thi cho tr chi ()$


Vn tm kim khi c i th s phc tp hn v ngi chi khng bit c i th ca mnh s i nc no trong tng lai) Vn chi c c th xem nh vn tm kim trong khng gian trng thi:)
Mi trng thi l mt tnh th) Trng thi ban u l tnh th lc bt u cuc chi) Cc ton t l cc nc i hp l) Cc trng thi kt thc l cc tnh th m cuc chi dng) Mt hm kt cuc ng vi mi trng thi kt thc vi mt gi tr no , v d thng l 1, thua l -1, ha l 0)
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Khng gian trng thi cho tr chi ()$


Vn ca Trng l tm mt dy nc i sao cho xen k vi cc nc i ca en to thnh mt ng i t trng thi ban u ti gi tr kt cuc l cao nht) Khng bit trc nc i ca i th: nghim l 1 chin thut chi.)
lit k ht cc nc i ca i th.)

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Cy tr chi$
thun li, ta biu din khng gian trng thi di dng cy tr chi) Cy tr chi c xy dng nh sau:)
Gc ca cy ng vi trng thi ban u) Gi nh ng vi trng thi m Trng (en) s a ra nc i l nh Trng (en))

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Game Tree 2-player, deterministic$

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Chin lc Minimax ()$


Perfect Play for deterministic, perfect-information games.) Idea: choose move to position with highest minimax value = best achievable payoff against best play)

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Chn nc i vi gi tr minimax ln nht:) Trng = Max, en = Min.) i ngc t cc trng thi kt thc) Gn gi tr cho cc trng thi kt thc l gi tr ca hm kt cuc) i ngc t di ln: ) nu l nh trng th gn gi tr l max ca gi tr nhng nt con ca n; ) nu l nh en th gn gi tr l min ca gi tr nhng nt con ca n) Trng: chn nc i l nt con c gi tr ln nht)
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Chin lc Minimax$

Chin lc Minimax ()$

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Chin lc Minimax ()$


L thut ton tm kim theo su) Cho php ta chn c nc i ti u) Tuy nhin phc tp qu ln) C th hn ch su ca cy tr chi v s dng hm nh gi gim bt cy tm kim)
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Chin lc Minimax ()$

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nh gi Minimax$
Complete?) Optimal? ) Time complexity? ) Space complexity? )

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nh gi Minimax$
Complete? Yes (if tree is nite)) Optimal? Yes (against an optimal opponent)) Time complexity? O(bm)) Space complexity? O(bm) (depth-rst exploration))

Chi c vua: b ~ 35, m ~100: tm nghim ti u l khng kh thi. )


bm = 106 b= 35 -> m = 4) 4-ply = ngi mi chi) 8-ply = my tnh thng thng, ngi chi gii) 12-ply= Deep Blue, Kasparov )

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Hm nh gi$
Thng l gi tr nh gi li th ca trng thi u eval(u)) Trng thi u cng thun li cho Trng th eval(u) l s dng cng ln: MAX ) Trng thi u cng thun li cho en th eval(u) l s m cng nh: MIN) eval(u) 0 i vi trng thi u khng li th cho ai c) eval(u) = rt ln Trng thng) eval(u) = rt nh - en thng)

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Hm nh gi ()$
Cht lng ca chng trnh chi c rt ph thuc vo hm nh gi) Tuy nhin tt ca mt hm nh gi thng mu thun vi thi gian tnh n)

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Hm nh gi ()$
V d: C vua, c tng) Mi loi qun gn cho mt gi tr ph hp vi sc mnh, v d Tt (1), M (5) ri ly tng) C th xt n mi tng quan v tr gia cc qun c)

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Pruning - Motivation$

Q1. Why would Queen to G5 be a bad move for Black?) Q2. How many White replies did you need to consider in answering?) Once we have seen one reply scary enough to convince us the move is really bad, we can abandon this move and continue searching elsewhere. )
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Phng php ct ct alphabeta$


Cho php ct b cc nhnh khng cn thit cho s nh gi nh u)
Nu a l nh trng, nu u, v c gn v gi tr ca u > gi tr ca v th khng cn gn gi tr ca a na Nu a l nh en, nu u, v c gn v gi tr ca u < gi tr ca v th khng cn gn gi tr ca a na
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Phng php ct ct alphabeta$

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Phng php ct ct alphabeta$

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Phng php ct ct alphabeta$

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Phng php ct ct alphabeta$

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Phng php ct ct alphabeta$

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Phng php ct ct alphabeta$


Phng php ct ct alpha-beta khng nh hng n kt qa cui cng, ch nh hng n thi gian tm kim.) Th t sp xp cc bc i trong cy tm kim nh c nh hng ln n cht lng ca phng php ct ct alpha-beta.) Vi mt sp xp hon ho, time complexity = ) ) O(bm/2). )

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Ti sao li gi l -?$
l gi tr tt nht (i.e., gi tr cao nht) tnh n thi im hin ti cho max) Nu v km hn , max s loi b v)
ct nhnh)

nh ngha tng t cho min)

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Phng php ct ct alphabeta$

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Deterministic games in practice$


Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used a pre-computed endgame database dening perfect play for all positions involving 8 or fewer pieces on the board, a total of 444 billion positions.) Chess: Deep Blue defeated human world champion Garry 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.)

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Tm tt$
Cc bi ton tr chi c i th rt th v. ) Chi c c th xem nh vn tm kim trong khng gian trng thi) Chin lc tm kim nc i Minimax) Phng php ct ct -)
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References$
Articial Intelligence: A modern approach. Chapter 6.) Articial Intelligence Illuminated. Chapter 6.)

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