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Tri Tue Nhan Tao Nguyen Hai Minh 08 Adversarial Search (Cuuduongthancong - Com)
Tri Tue Nhan Tao Nguyen Hai Minh 08 Adversarial Search (Cuuduongthancong - Com)
Artificial Intelligence
Chapter 2: Solving Problems
by Searching (6)
Adversarial Search
Nguyễn Hải Minh, Ph.D
nhminh@fit.hcmus.edu.vn
CuuDuongThanCong.com https://fb.com/tailieudientucntt
Outline
1. Games
2. Optimal Decisions in Games
3. α-β Pruning
4. Imperfect, Real-time Decisions
For MAX
❑Bounded lookahead
o Limit depth for each search
o This is what chess players do: look ahead for a few
moves and see what looks best
Prune these
nodes! WHY?
06/05/2018 Nguyễn Hải Minh @ FIT 28
CuuDuongThanCong.com https://fb.com/tailieudientucntt
Properties of α-β pruning
❑Pruning does not affect final result
o Best case: Pruning can reduce tree size
o Worst case: as good as Minimax algorithm
❑Good move ordering improves effectiveness of
pruning
❑With "perfect ordering," time complexity =
O(bm/2)
→ doubles depth of search
❑In chess, Deep Blue achieved reduced the depth
from 38 to 6
06/05/2018 Nguyễn Hải Minh @ FIT 29
CuuDuongThanCong.com https://fb.com/tailieudientucntt
Why is it called α-β?
❑α is the value of the best
(i.e., highest-value) choice
found so far at any choice
point along the path for max
❑If v is worse than α, max will
avoid it
→ prune that branch
❑Define β similarly for min
❑Lecture:
o Constraint Satisfaction Problems