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Game Playing syllabus ; erie MiniMac, Alpha-Beta Cut-off Refinements, erative deepening. Contents a otis Game ?~The Adverseral Search... Summer-2, 14, 15,18 Winter-12, 15, 17 42. Applications of Game Theory 3. Definition of Game a4 Game Theory 45. Relevance of Game Theory and Game Playing 6 Game Playing 47 Types of Games 8 Formal Representation of a Game as a Problem 9 Game Strategy 9.40 Min-Max Algorithm Winter-12,15,18,19, Summer-14, 18,19,20 - Summer-12,18, Winter-97,18,19* +220 0000* Marks 7 4.12 Refinements and Heuristic for Cutting Off Search 413 Games with Chance 4.14 University Questions with Answers 911 Alpha-Beta Pruning (a-1) Im adv, ‘Wversarial search problem environment is multiagent, competitive yy, My eBeml's goals are in coflic, Adversarial search problems are cop.n® ly ‘own a games. Mathematical game theory a branch of economics views any muy Environment as a game, provided that, impact of each agent on the ot Significant” regardless of whether the agent are cooperative oF competitive, as players) participate. Game theory denotes games of strategy: = John Von Neumann is acknowledged as father of game theory. Ne defined game theory in 1928 and established the mathermatical framework for gy subsequent theoretical developments. = Game theory allows decision-makers (players) to cope with other decision-mate, (players) who have different purposes in mind. In other words, players determing their own strategies in terms of the strategies and goal of their opponent, = Games are integral attribute of human beings. Games engage the intellectual faculties of humans. = If computers are to mimic people they should be able to play games. Game playing has close relation to intelligence and it has well-defined states and rules. . EZ Applications of Game Theory ‘+ Applications of game theory are wide-ranging, Von Neunmann and Morgenstem indicated the utility of game theory by linking with ecomomic behavior. 41. Economie models For markets of various commodities with differing numbers of buyers and sellers, fluctuating values of supply and demand, seasonal and cyclical variations, analysis, of conflicts of interest in maximizing profits and promoting the widest distribution of goods and services. 2, Social sciences ‘© The m-person game theory has interesting uses in studying the distribution of power in legislative procedures, problems of majority rule, individual and gr0uP decision making, "i The term game means a sort of conflict in which m individuals F grOUPS feng, pce on noe Game Paying pit ge of 2m HTS Wh pect Hi Mii ing 8 Vane OF BT median, strategists yme theorey to stud; 0 5 'Y conflicts of interes Nac outcorie OF Payot ofa war gore t resolved through “battles” ‘fame is ether victory of defeat. tunization procedures and methods 1 rn where efinition of Game oD Oe et es wme b ‘ is not considered a game by erm ‘solitaire sued for Singleplayer games of enenaton we of a game begins with instars a player, choosing from a 2 An A rules) altematives, Tis choles elled’a mone © + tf sPecfed veh we a one 4 i et pe jp inmany board games, the nest moves by other player. jj) tn many multiplayer card games, the play oe Oo rea et PE mai oe more deeds 4, The moves made by a player may or may nt be ere in which all moves of all players are known ee “ ce = perfec information. For example, smrnelan eile} §) Most board games are games of perfect information. iy Most card games are not games of perfect information. 4 Brery instance of the game must end. & When an instance of a game ends, each player receives a payoff. A payoff is a value associated with each player's final situation. A zero-sum game is one, in which elements of payoff matrix sum to zeio. In typical zero-sum game : i) Win = 1 point, i) Draw = 0 point, ii) Loss = - 1 point Hi ame Theory * Game theory does not prescribe a way or say how to play a game. Game theory is 4132 of ideas and techniques for analyzing conflict situations between two or more Parties. The outcomes are determined by their decisions. Player to make next move TECHNICAL PUBLICATIONS® «Anup thst fr knowledge € TECHNICAL PUBLIATIONS® - A vp thst fr moe Ata! totigonco Gone ey Goneral Game Theorem x Jn every 0 players, game’ lke zero sm, oncandom, pest krowlig arylts st a perfect strategy guarantee 1 atest result in a Ue game re frequently used terms in game theo ~The term "game" means a sort of conflict in (known as players) participate. ~ A list of “rules” stipulates the conditions under ‘A game is said to have “perfect information” if all moves are known to each Jhich n individuals op IS oF gop, which the game begins, the palyers involved, A “strategy” is a list of the optimal choices for each player at every stage of, given game. ‘A "move" is the way in which game progresses from one stage to anole, beginning with an inital state of the game to the final state y ‘The total number of moves constitute the entirety of the game. “The payoff or outcome, referes to what happens at the end of a game. ‘Minimax : The least good of all good outcomes. = Maximin : The least bad of all bad outcomes. ‘The important and basic game theory theorem is the mini-max theorem. Thy theorem says, "If a minimax of one player corresponds to a maximin of the other player, then that outcome is the best that both players can hope for." Relevance of Game Theory and Game Playing How relevant the game theory isto mathematics, computer science and economics shown in the figure below Matematica! ‘came thecry Cae laying Fig. 9.5.1 Game theory and Its relevance to other fields TEcHNICAL Pusticanons®. TIONS? An up test for knowin a e ame Playing Coenen oe {s always an “unpredictable” opponent 1 ytroduces uncertainty. opponent in "y ment also wants t0 Win. 4 ne iit 5 oe aiaye payed i tne cist ents, Tenfre nets 10 ve efficiently. ol typos of Games ed on chance 1. Bas je (not involving chance) 4p Determini For example - chess, Checkers, Tictactoe i Non-deterministi (can involve chance) For example - sackgammon, Monopoly. 2. Based on information 1 Perfect information - ere all moves of all players are know to everyone. For example - Chess, Checker, Tictactoe. iv Imperfect information - Fire all moves are not known to everyone. For example - Bridge, Pocker, Scrabble. 3.General zero-sum games Players must choose their strategies simultaneously, other player is going to do. For example - 1 you play a single game of chess with someone, one person will Ise and one Person will win, The win (+1) added to the loss (-1) equals zero. ap tr tome neither knowing what the TECHNICAL PUBLICATIONS” Attias Here the al © algebraic sum of the outcomes are always constany, necessarily zero, NO ag Tes strategically equivatent to zero-sum games 5. Non-zero - sum game Here the algebraic sum of the outcomes are not constant. In these games, i Sum of the outcomes a thes Of the payofts are not the same for all outcomes. = They are not always completely solvable but provide insights into importa a of interdependent choice. In these games, one player's losses do not always equal another players gaing ‘The non-zero-sum games are of two types :~ 1) Negative sum games (Competitive) - Here nobody really wins, rather everybody loses Example - A war or a strike. fi) Positive sum games (Co-operative) - Here all players have one goal that they contribute together. Example - An educational game, building blocks, or a science exhibit. 6. N-person game It involves more than two players. ‘Analysis of such games is more complex than zero-sum games. Conflicts of interest are less obvious. FEI Formal Representation of a Gamo as a Problem KEEEI A Game is Essentially a Kind of a Search Problem | (Game is formally defined with following four components : ~ 1, The initial state, which includes the board position and identifies the player o 2. A successor function, which retusa list of (move, state) pairs, each indiating# legal move and the resulting state. 3. A terminal test, which determines when the game is over. States where the gm! hhas ended are called as terminal states. 4. A utility function (also called an objective function or payoff function), whit sives a numeric value forthe terminal states. In chess, the outcome ia a win Ios TECIVEAL PUBLICATIONS? - ang aa fr nope HInetigonce 6 Sony ‘4 Constant - sum game : sore a7 ome Fayg se, seamen any orga or a0 fe have a wider variety of possible ceomesi the payots in backsamenen range rom + 192 e192, mixed Strategies ‘pyre AME i me cmp plan fact fr whats son aise. It isa complete algorithm for playing the game, ling» pager what ihr every posible stain ght he an A pure srateay provides a complete definton of haw a player wil pay 8 game feclar, it determines the move a player will make far any situation they te Peace. A player's stategy set i the at of pure sateyesavalable to tat poy : ipited strategy 1 an assignment of «probably to each pure strategy. Ths ator a player to randomly select pure sitgy, Since proablies at aorpeous there are infty many mined seis aval oa player even if Sir srategy set is Bate rnvced srcegy fora layer sa probably distribution, onthe et of is pure tees [EET The Game Tree ‘he inital state andthe legal moves fr each side, define the game te fr the game re eseription of the game tree [Refer Fig, 981 on next pagel. 1. Root node « Represents board configuration and decision, required as to what is the best single rest move. ; if my tum to move, then the root is abled a MAX nde indicaling ts my tum ‘Otherwise itis labeled a MIN, node to indicate it is my opponent's tur. Ares - Represent the possible legal moves forthe player that the ares emanate from. 44 At each level, the tree has nodes that are all MAX or all MIN. — 4. Since moves alternate, the nodes at level ‘i are of ‘opposite kind from those at i+, smh POBLEATOND in Metal rtigence rac coe poo] [co ot = Uy EEE] Game Strategy EER concept of suategy A pliyedsstegy Ina games «compete : «compete pan of cn for whtee might ret th compl depen ef hw onl eve uns ove Pa reumanecs. You ne! Yo wale Ue fame maha “outcomes® listed foreach strategy, telly and cre ae A Two Payer State Tbe [mayers Strategies Player A states). I Player A Strategy 2 Player A Strategy 3 cas # pal efor he ga of teactee erode (root I the nial sae an » peop ve (ot) at and MAX (pyr 1) moves fst placing X nan empty of th sen edo lt se rest of rs alternate moves for MIN (player 2) and MAX. s rer sae te sgn wii ceding oh rs of game “optimal Strategies iy a techniques which always lads to superior solution than any other stategy, a8 ts playing in perfect manner, Y oe aking, an optimal strategy leads to roughly speaking, an opt ay outcomes that are at least as good as ep ober zategy when. ne spaying an alible opponent suntatax Valu0 wpe minimax value for a given game tee Is determined by optimal strategy by eluting minimax value of each node. naiatax Theorem Trayess adopt those strategies which will maximize their gains, while minimizing ter losses. Therefore the solution is, the best each player can do for him/herself in the tee of opposition of the other player. butemnining Optimal Strategy 1. Given a game tree the optimal strategy can be determined by examining the minimax value of each node. 2 The minimax value of a node i the uit (for player called MAX) of being in the coresponding state, assuming that both players play optimally from this stage to the end of the game. 4. The minimax value of a terminal state i just its wblity 4. Given a choice, MAX will perfer to move to a slate of maximum value, whereas ‘MIN prefers a state of minimum value. | puayer 8 stategy 1 Te A wins ey Bstrategy 2B wins Te A wins 4 that for hou TEarntcal PUBLICATIONS A009 The minim vse Tinta algorhan computes the minimax decision om the Curent sg Searching technique in game problems. The minimax algorithm perf! ‘omplete depth-first exploration of the gamete. EXIED the Algorithm The start node is MAX (player 1) node with curent Board configuration Expand nodes down (play to some depth of look-ahead in the game! Apply evaluation function at each ofthe leaf nodes. “Back up" values for each non-leaf nodes until computed for the root node, ‘At MIN (player 2) nodes, the backed up value is the minimum of the valyy associated with its children, 6. At MAX nodes, the backed up value is the maximum of the values assocte with its children. veer Note : The process of "backing up" values gives the optimal strategy, that is, both playes ‘assume that your opponent is using the same static evaluation function as you are, FEEEE Properties of Mini-Max 1. Minimax provides a complete solution for fite tree. 2. Minimax provides optimal strategy against an optimal opponent. 3. The time compleuty is 0 (6) 4. The space complexity is Om) for depthist exploration where algothn generates all successor at once, or Of) for an algorithm that generate sucnson fone ata time EEETEY Problem Associated with Min-Max This algorithm explores whole search space. If we have a game with huge serch spaces it will take long time. In such cases then exact solution is completely infeasible. TECHNICAL PUBLICATIONS? - Anup tt fr nomads ee ee ame Playing with Min-tax-reta Dome Tle-Tae-Toe [Noughts and Crosses) 1, assume tat 10 DAVES named MEN and MAX who are paying the game. : Maxis playing first 2 Mes en ily MACs ie pote me 2 ay aerate Between MAX and MIN unl we read ea ade eorspodng to terminal states such that one player has 3 in a row or all the squares ae filled. -qne number on each leaf node indicates the utility value of the terminal state Te the point of view of MAX. 4 High vals are asumed to be good for MAX and bad fr MIN. pt MAX ob to ake use of search re ode best move 4. static evaluation Criteria = +1 fora win ‘for draw. (505 cxnsl 0 Stow How tna: Azria ater gae of tice wih ei a xo x sup 1 Sut: MAX (player 1) moves (MAX is making X) ololx x fo x olojx ololx ofolx xpelo x fo xo < ae aT Ix Fig. 910.4 Max playing (0) Step 2- Nest: MIN (player 2) moves Se v5 - An up tus for kote TECHNICAL PUBLICATIONS tg - ome PO . fe ‘ a ololx | xe % Fl ee \ UN JN olo|x ofalx ofalx ofolx 9f0]x ofalx Ale Hele | Fle fo | Mole Eo ste “fete “helix oe XT IX X10 Fig, 9.10.2 Min playing (0) Step 3- Again : MAX's moves ste sven 5- MAX move Fa Level by level, on the basis of opponents tum UP : One level slolx ee alolx wx now ft sete 88 aL ee ft te : 7 lolx. ololx. ololx ofo/x ofojx oo}x ofolx olol[x ofolx MIN move eats xfeto | Mole atte | xtole Xt To i. he CUP ate “fae 7 ee ee ofofd\ oof ofolx\ ololx\\ ofolx\ ololx waxmor olole\ otek \ Stet ato. \ ote \xL to | | folx pn pee x yan ofolx 9 olo|x ofolx [7 [4 |e | =. a xtote. xfato ART *xTOS olojx olo|x ololx ofojx Ste Spee “aoe alo SPS Sate bebe “olxTx Fig. 9405 One lve up TECHNICAL PUBLICATIONS® - An up Dt fr Inoue ogee 8-18 Game Playing (oe punpees wa cn oon 4 study game a tree which is constructed up to certain cen copa ee car ree Oe sph of the tre. alled asa made-up game: The term ply toe example Py 4 level at depth 4 below the root node, ay game te, fF BAM of ctacte, ave Fe that two players named MIN and MAX whe are playing the game. 5 ax is plying fis. > Mit possible moves for MAX at he rot node are labeled a8 and a3: The possible replies 19 2 for MIN are by, ba, and soon. 5 is partelar game ends fron mae ech by MAX nd MN ogi Foes ech of wilh eed py neh Moe sr essing MaAxnow Fig, 9.10.6 Ono level up Step 7 - Choose best move which is maximum ofox Bost move xt fo 3 0 8 ae 4 Ow Os MAX move x Fig. 8.10.8 Game treo (choose mas), 1 example ‘Athree-ply game tree, for game of tictactoe fata wae Dale x MIN move (backup ; min) ee [64 [1% |s4 Jo% at |i ojolx ololx olo}x ofojx ololx sole tebe ole sale xpi © OOOO OO SS Bw u-3 2 4 Fig. 9.10.9 Three ply game tee ‘an up trust for kro olxtx “xlolx bebe “olx[x Sepa Fig. 8.10.7 Choosing best move 2 TECHOUCAL PUBLCATIONS® An ip natty inonage TECHHUGAL PUBLICATIONS Seta ntetigence on r Boa s Minl-Max Algorithm for Playing Multiplayer Gamo: Sey 7 ae ‘Fe many multiplayer games like cricket, football, ete. the multiplayer game can be played with minimax concept, 3: Here the single value foreach node &# replaced with @ Veto of vay cxample, in a three-player game with players A, B, and C a vector (Vy, y Por {is associated with each node. aVe) ‘4 For terminal states, this vector gives the uility of the state from each py, Viewpoint. (In two player, zerosum games, the two-element vector g/t Feduced to a single value because the values are always opposite. be 5. In this implementation UTILITY function return a vector of utilities 6. For non-terminal states we can calculate utility function value a3 explain beloy Consider following diagram, a © (126) 126) 423) 642) (74s) (GAM (852) 7A) 45) Fig. 9.40.10 Utlty function value calculation 7. For non-terminal states vector values should be calculated as explained. Consider the node marked X in the game tree shown in above diagram. In this state, player C choose what to do. The two choices lead to terminal states with utility vector (V4, = 1, Vp =2, Vc =6)and (Vy =4, Vp = 2, Vc = 3). Since 618 bigger than 3, C should choose the first move. This means that if state X is reached subsequent play will lead to a terminal state with utilities (V, = 1, Vp =2, Ve = 6). Hence the backed-up value of X is this vector. 8. In general, the backed-up value of a node ‘n' is the utility vector of whichevet successor has the highest value for the player choosing at‘. 9. Multiplayer games usually involve alliance, whether formal or informal, among the players. Alliances are made and broken as the game proceeds. TECHNICAL PUBLICATIONS® - An up dust for aipha-Bata Pruning motivation for & =f Pruning obtem with minimax algorithm seach is thatthe - 1. TP examine & exponential in the number of moves mee of AE yas proposes 19 compute the correct minima ' 2 of Nery node in the game tee, ‘lgoritum decision without lookin greing Bale: we . Wax move = Manipove 7 Max move 7 oR 8 14 Pruning example () wp 2? . MAX move SS. MIN move 4 7 MAX move . 3 oR 8 2 Fig. 9.11.2 Pruning example (1) Step MAX move MIN wove Max move Fig. 9.41.3 Pruning example (il) TECHNIGAL PUBLICATIONS® «An up, tt fr Kroon 1. Max Player cuts off sea «kaos MINplayer can free a proy outeg tPF SU ff search when he knows MIN aye Prony Player cuts of layer can for MIN player cuts of search when he knows MAX:player cn force provay (for MAX) outcome "ag 3. Applying an alpha-cutoff means we stop search of a particular Branch becayye See that we already havea better opportunity elsewhere me 4. Applying beta-cutoff stop search of a particular branch because ta-cutoff means we 3 we that the opponent already has a better opportunity elsewhere. eo 5. Applying both forms is alpe-beta praning.~ ERED Alpha cutott Jt may be found that, in the current branch, the opponent can achieve a state with. ower value for us than one achievable in another branch. So the current branch is one that we will certainly not move the game. Search of this branch can be sey terminated. For example - choose max 6 No peintin ackup nin expiong = ‘his ranch 10 Fig. 9.11.4 Alpha cutoff FETE Beta-cutott Its just the reverse of alpha-cutoff It may also be found, that in the ‘current branch, we would be able to Coosemax achieve a state which has a higher value for us than one of the opponent can hold us to in another branch. The current Backup min branch can be identified as one that the ‘opponent will certainly not move the game. So search in this branch can be saceupmat safely terminated, ol For example - (Refer Fig. 911.5) Fig. 9.11.5 Beta cutoff $e TECiweAL PUBLICATIONS? Anup tina fr mowtdge 20) yb ogee 7 a oem 1 Ni Pg 1 pe best ore fF AK oN he ah oe, 19 ye best or for in along the pth owt, see she top Tevel Tet alpha =~ ity, beta «+ infty. x has reached the search limit apply staic evaluation function to state and ie all of sates faces ‘are examined with ALPHA-BETA or until alpha is to or greater than beta: Gin ALPHA-BETA (Child min depth + 1, ap, bea; ote result Compare the value reported with alpha; if reported value is larger reset alpha to She new value Report alpha af player is min = ‘Until all of state's children are examined with ALPHA-BETA or until alpha is sequal to or greater than beta: all ALPHA-BETA, (child, max, depth + 1, alpha, bets note result Compare the value reported with bets if reported value is smaller, reset beta to the new value. Report beta, [EIA Example of Alpha-Beta Pruning (Upto 3rd Ply) 1 Ina game tree, each node represents a board position where one of the player fgets to choose a move. 2 For example, look at node C in Fig. 9.1.6, as well as look at its left child. 3. We realize that if the players reach node C, the minimizer can limit the utility to 2. But the maximizer can get utility 6 by going to node B instead, so he would never let the game reach C. Therefore we don't even have to look at Cs other dtldren. TECHNICAL PUBLICATIONS? - Anup tut fr Knowtece Seem ta om ws 4. Initiz Pa Initially at the root of the & e there is no about what ae ™axinizer and’ minimis Gan achieve. So bets i st 10. and alpha tooo 5. Then as we move down the tree, each node starts with beta and alpha values. Passed down from its Parent, 6 If it's a maximizer node, D=Masner then alpha is increased if a 9.11.6 Alpha beta pruning child value is greater than * i the current alpha value. Similarly, at a minimizer node, beta may be dereasey This procedure is shown in Fig. 9.11.6. ‘At each node, the alpha and beta values may be updated as we iterate over thy is updated to a value of 8 it ends up O=hinmze node's children. At node E, when alpha is exceeding beta. ‘This is a point where alpharbeta pruning is required we know the minimizer would never let the game reach this node, so we don't have to look at is remaining children, In fact, pruning happens exactly when alpha becomes greater than or equal io beta» that is, when the alpha and beta lines hit each other in the node value. Fil Refinements and Heuristic for Cutting Off Search EXEEI Evaluation Functions ‘An evaluation function retums an estimate of the expected utility of the game from a given position, just as the heuristic functions return an estimate of the distance to the goal 2. It should be clear that the performance of a game-playing program is dependant ‘on quality ofits evaluation function. An inaccurate evaluation function will guide an agent toward postions that tum out to be los. 3. Designing evaluation function : 23) The evaluation function should order the terminal states in the same way as the true ulilty function; otherwise, an agent using it might select suboptimal moves even if it can see ahead all the way to the end of the gam ees TECHNICAL PUBLICATIONS® - An up st for krowladge 1 9-44 Gane Playing ie BE cmsiton 08 7h 0g frminal states, the evalua He nontermin: on function should be strongly correlated with oF ea anes 6 wining perfect and Realtime Decisions i masse See be wena eh, views te stpha-bet® ey iia eee large parts of it. However, alpha-beta still ps to $0080 = "minal states for at least a portion of the search sa. This depth is usualy not practical, because moves must be made in & seamount nes fo mn sma vrpaking search fH We can make a heute evaluation function thit can (Mrinal leaves: In other words, the suggestion is to alter minimax or alpha-beta in iyo ways; the utility function(s replaced by a heuristic evaluation function, which oes an estimate of the porons uty, and he termina test replaced by & eft est tat decides when to apply heute function eB) outing OFF Search 1, Gating off search i simple approach fr searching faster. 2 The culting off search is applied to limit the depth f Cutoff-Test (6, depth) then retum E(S) problem in cutting off search. (Where E {s evaluation function). 4, Cutoff test might be applied in adverse condition. 4 Iemay stop search before allowable time. 5, Iterative deepening go until time is elapsed. & Quiescent position - 4) a position looks "dynamic", don't even bother to evaluate it xy search until things calm down. For example - b) Instead, do a small secondat 1, but this would be misleading if ‘After capturing a piece, things look goo opponent was about to capture, right back. 9) In general such factors are called continuation heuristics. 4) A quiescent position is a position which is unlikely to exhibit wild swings (huge changes) in value in near future. ©) Consider following example ‘PUBLICATIONS® ~ Anup thst or rowed TECHNICAL em for quiescence. This helps in fa avolding the horizon effect of a drastic change of vuee 7. The horizon effect - a "A potential problem that arises in game tree search (of a fixed depth) is the horizon effect, which occurs when there is a drastic change in value, immediately beyond the place where the algorithm — stops searching Consider the tree show in Fig. 9.122 (2). It has nodes A, B,C and D. At this level since itis a maximizing ply, the value which will passed up at A is 5 Suppose node B is examined fone more level as shown in Fig.9.122 (b), then we see that because of a minimizing ply, value at B is ~ 2 and hence the value passed to A is 2 This resulls in a drastic change in the situation. There are two proposed solutions to this problem 4) Singular extension - Which expands a move that is clearly better than all other moves. Its cost i higher with branching factor 1. ) Secondary search - ‘One proposed solution isto examine the search space, beyond the apparently best ‘one, to see that if something is looming just over the horizon. In that case we cn revert to second-best move. Obviously then the second-best move has the same problem, and there isn time to search beyond all possible acceptable moves. oo z 7 2 Fig, 9.121 Quiescent position example ls MAX move co + 2 MAX move MN move e Fig. 9.12.2 Hortzon effect example TECHIGAL PUBLICATIONS? - Anup Umut for hnowode apance an es _ err) sana met f° sachin fae, some moves at & given node this "i are prasad inmeduately without further 2 Merton, Ceady, most hina plying goss sap — cre ch position (a east consider Perunately, IE APPTOAC i rather dangaro her is 20 one bet move Wl nt Be prined sy suarantee can be disasterous if applied near the rot, because t may happen that often 4 Ti el soe ea mae ies onward pruning can be used safely in spec sturadora. For example, when tO & Toves are symmetric or otherwise equivalent, only one of them need be srovgered~ of fr nodes hat ae deep in the earch ae ames with Chance anes with ocean element of care are fen more testing than hoe witht oi many games involve rolling dice, tosing a coin or someting simlar. “a the real world many situation infront of us are unpredicube. It 8 also Ghserved in many games. Example: Dice rolling, backgammon some time, in the game, imperfect information is avaiable Example : Cards;dominose, et. in game with chance, we can intreduce probabilies to our search diagrams and {nteulate minimax solutions as inthe normal games. We add 1 more level in game tee ie, the level of chance nodes Chance nodes have as many successors 35 outcomes ofthe random element. Minimax with element of chance 1) di (i= 1, ....n) ~ Outcomes from the chance nodes. 2) P (dj) - Probability of i; 3) S (N, dj) - Moves from position N for outcome dj; 4) EN is MAX : Utility @8) = 3S Pld) mayan wy (9) Frat 5) If N is MIN: Utiity (Mx) = SY PLA) mings.) wlty ©) TECHNICAL PUBLICATIONS® - up thst fr knowiede Atti Win, loss and draw affect the choice of moves. Tefore vy Time c ‘Smplenity increases (n outcomes from the chance nodes) t0 0 (ytyg, Alpha iPha-Beta pruning is more complicated inthis game trees, MIN move {enance level nodes 7 oN AN OSS ene ey ee eas epee yee a as p aaareprena peepee placa 2 Explain minimax algorithms and how it works for game of tic-tac-toe. (Refer section 9.10) | ’ >= in minimax search procedure with example upto 3” ply. (Refer section 9.10) | Explain minimax procedure for game playing. Is this DFS or BES ? How it can be modified to be | tsa rays ts se? ler eon 920 ox minimax proedre cn be ried to ply malar game ? (Refer section 910) ol intotigence + The uty Se Assigned Yo st COMPUled by using just the terminal values. The vine minimax procedure and ephabeig 3 0 re yrenng apa titPening. ater section 9.43) alin itr praning agro wih xmple. ater secace say Mort neon ent ptin ee an Write me ‘secondary serch, (eter sections 911 and 9:12) pli orion fect. Ble econ 931 ana 933) ip Exim sch rtm fr tae pone. lesan 940) tool phe rong. ler wecton 930) Zapato tro ngs Pei tes wie 7 a ae mete! (Refer section 9:19) why does in gemepleying programs alays tion nyt re yr ra fo cr ef university Questions with Answers ‘Summer = 12 Explain the Alpha-Beta cutoff procedure in game playing. (Refer section 9.11) (71 Winter-12 | a2 Explain minmax procedure for game playing with any example. (Refer section 9:10) 7 as Consider the game tree of Fig. 1 in which the static scores are from first player's point of view. Suppose the fist player is maximizing player. Applying mini-max Search, show the backed-up values in the tree. What move wil the MAX choose ? If the nodes are expanded from let to right, what nodes would not be visited using a alpha-beta pruning. (Refer section 9.10) a A 2 c ° e Fl [se a 1 a « Upimifolelte] Fits) Ell) Eel klk Doepeoeaen OF HB HH HB Fig. 1 Game Troe TECHNICAL PUBLICATIONS? - An up tnust for knowledge TTEGHNICAL PUBLICATIONS® - An up tus for knowide

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