Professional Documents
Culture Documents
(Games)
Reading: Chapter 5
In which we examine the problems that arise when we try to plan
ahead in a world where other agents are planning against us.
Outline
• Minimax Algorithm
• α-β pruning
• Approximate, real-time decisions
• Expectimax
Minimax Algorithm
Games vs. search problems
• Environment characteristics
– Fully observable (Partially observable)
– Discrete
– Deterministic (Stochastic)
– Benign Adversarial
• "Unpredictable" opponent specifying a
move for every possible opponent reply
• Time limits unlikely to find goal, must
approximate
•
Game tree (2-player,
deterministic, turns)
Example: Trivial Game
• Lets consider a trivial game that ends after one move
each by MAX and MIN
• Tree is one move deep (2 ply game)
• Utilities in the terminal state (range from 2 to 14)
Minimax Algorithm
• Idea: choose the move to maximize/minimize minimax
value = best achievable payoff against best play
Example
Example continued
1. Which direction will the Max player
choose to go at node A?
2. What is the minimax value of node A?
3. In which order you visited the nodes to
compute the minimax value? (write the
nodes in that order)
Example Continued
1. node D.
1. node A will be 6.
1. Sequence :
K,S,T,L,E,M,F,B,U,V,N,O,G,W,X,P,Q,H,C,I,Y,Z,R,J,D,A.
Properties of minimax Algorithm
Minimax algorithm performs a complete depth-first
exploration of the game tree
Solution:
-Replace utility function by heuristic/Evaluation function
-Replace terminal test by cut off test
Evaluation functions
Cutting off search
MinimaxCutoff is identical to MinimaxValue except
1. Terminal? is replaced by Cutoff?
2. Utility is replaced by Eval