Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of...

59
slide 1 Game Playing Xiaojin Zhu [email protected] Computer Sciences Department University of Wisconsin, Madison [based on slides from A. Moore http://www.cs.cmu.edu/~awm/tutorials , C. Dyer, and J. Skrentny]

Transcript of Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of...

Page 1: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 1

Game Playing

Xiaojin Zhu

[email protected]

Computer Sciences Department

University of Wisconsin, Madison

[based on slides from A. Moore http://www.cs.cmu.edu/~awm/tutorials , C. Dyer, and J. Skrentny]

Page 2: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 2

Sadly, not these games…

Page 3: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 3

Overview

• two-player zero-sum discrete finite deterministic game of perfect information

• Minimax search

• Alpha-beta pruning

• Large games

• two-player zero-sum discrete finite NON-deterministic

game of perfect information

Page 4: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 4

Two-player zero-sum discrete finite deterministic games of perfect information

Definitions:

• Zero-sum: one player’s gain is the other player’s loss.

Does not mean fair.

• Discrete: states and decisions have discrete values

• Finite: finite number of states and decisions

• Deterministic: no coin flips, die rolls – no chance

• Perfect information: each player can see the

complete game state. No simultaneous decisions.

Page 5: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 5

Which of these are: Two-player zero-sum discrete finite deterministic games of perfect information?

[Shamelessly copied from Andrew Moore]

Zero-sum: one player’s gain is the other player’s loss. Does not mean fair.

Discrete: states and decisions

have discrete values

Finite: finite number of states

and decisions

Deterministic: no coin flips, die

rolls – no chance

Perfect information: each

player can see the

complete game state. No

simultaneous decisions.

Page 6: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 6

Which of these are: Two-player zero-sum discrete finite deterministic games of perfect information?

[Shamelessly copied from Andrew Moore]

Zero-sum: one player’s gain is the other player’s loss. Does not mean fair.

Discrete: states and decisions

have discrete values

Finite: finite number of states

and decisions

Deterministic: no coin flips, die

rolls – no chance

Perfect information: each

player can see the

complete game state. No

simultaneous decisions.

Page 7: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 7

II-Nim: Max simple game

• There are 2 piles of sticks. Each pile has 2 sticks.

• Each player takes one or more sticks from one pile.

• The player who takes the last stick loses.

(ii, ii)‏

Page 8: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 8

The game tree for II-Nim

(ii ii) Max

(i ii) Min (- ii) Min

(i i) Max (- ii) Max (- i) Max (- i) Max (- -) Max

+1

(- i) Min (- -) Min

-1 (- i) Min (- -) Min

-1 (- -) Min

-1

(- -) Max

+1 (- -) Max

+1

Symmetry

(i ii) = (ii i)‏

Convention: score is w.r.t. the first player‏Max.‏‏Min’s‏score‏=‏– Max

who is to move at this state

Two players:

Max and Min

Max wants the largest score

Min wants the smallest score

Page 9: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 9

The game tree for II-Nim

(ii ii) Max

(i ii) Min (- ii) Min

(i i) Max (- ii) Max (- i) Max (- i) Max (- -) Max

+1

(- i) Min

+1 (- -) Min

-1 (- i) Min (- -) Min

-1 (- -) Min

-1

(- -) Max

+1 (- -) Max

+1

Symmetry

(i ii) = (ii i)‏

Convention: score is w.r.t. the first player‏Max.‏‏Min’s‏score‏=‏– Max

who is to move at this state

Two players:

Max and Min

Max wants the largest score

Min wants the smallest score

Page 10: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 10

The game tree for II-Nim

(ii ii) Max

(i ii) Min (- ii) Min

(i i) Max

+1 (- ii) Max

+1 (- i) Max

-1 (- i) Max

-1 (- -) Max

+1

(- i) Min

+1 (- -) Min

-1

(- i) Min +1

(- -) Min -1

(- -) Min

-1

(- -) Max

+1 (- -) Max

+1

Symmetry

(i ii) = (ii i)‏

Convention: score is w.r.t. the first player‏Max.‏‏Min’s‏score‏=‏– Max

who is to move at this state

Two players:

Max and Min

Max wants the largest score

Min wants the smallest score

Page 11: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 11

The game tree for II-Nim

(ii ii) Max

-1

(i ii) Min

-1

(- ii) Min

-1

(i i) Max

+1 (- ii) Max

+1 (- i) Max

-1 (- i) Max

-1 (- -) Max

+1

(- i) Min

+1 (- -) Min

-1

(- i) Min +1

(- -) Min -1

(- -) Min

-1

(- -) Max

+1 (- -) Max

+1

Symmetry

(i ii) = (ii i)‏

Convention: score is w.r.t. the first player‏Max.‏‏Min’s‏score‏=‏– Max

who is to move at this state

Two players:

Max and Min

Max wants the largest score

Min wants the smallest score

Page 12: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 12

The game tree for II-Nim

(ii ii) Max

-1

(i ii) Min

-1

(- ii) Min

-1

(i i) Max

+1 (- ii) Max

+1 (- i) Max

-1 (- i) Max

-1 (- -) Max

+1

(- i) Min

+1 (- -) Min -1

(- i) Min +1

(- -) Min -1

(- -) Min -1

(- -) Max

+1 (- -) Max

+1

Symmetry

(i ii) = (ii i)‏

Convention: score is w.r.t. the first player‏Max.‏‏Min’s‏score‏=‏– Max

who is to move at this state

Two players:

Max and Min

Max wants the largest score

Min wants the smallest score

The first player always loses, if the

second player plays optimally

Page 13: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 13

Game theoretic value

• Game theoretic value (a.k.a. minimax value) of a node = the score of the terminal node that will be reached if both players play optimally.

• = The numbers we filled in.

• Computed bottom up

In Max’s turn, take the max of the children (Max

will pick that maximizing action)‏

In Min’s turn, take the min of the children (Min will

pick that minimizing action)‏

• Implemented as a modified version of DFS: minimax

algorithm

Page 14: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 14

Minimax algorithm

function Max-Value(s)‏ inputs: s: current state in game, Max about to play output: best-score (for Max) available from s

if ( s is a terminal state )‏ then return ( terminal value of s )‏ else α := – for each s’ in Succ(s)‏ α := max( α , Min-value(s’))‏ return α

function Min-Value(s)‏ output: best-score (for Min) available from s

if ( s is a terminal state )‏ then return ( terminal value of s)‏ else β := for each s’ in Succs(s)‏ β := min( β , Max-value(s’))‏ return β

• Time complexity?

• Space complexity?

Page 15: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 15

Minimax example

A

O

W -3

B

N 4

F G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

max

min

max

min

max

Page 16: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 16

Minimax algorithm

function Max-Value(s)‏ inputs: s: current state in game, Max about to play output: best-score (for Max) available from s

if ( s is a terminal state )‏ then return ( terminal value of s )‏ else α := – for each s’ in Succ(s)‏ α := max( α , Min-value(s’))‏ return α

function Min-Value(s)‏ output: best-score (for Min) available from s

if ( s is a terminal state )‏ then return ( terminal value of s)‏ else β := for each s’ in Succs(s)‏ β := min( β , Max-value(s’))‏ return β

• Time complexity? O(bm) bad

• Space complexity?

O(bm)‏

Page 17: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 17

Against a dumber opponent?

• Max surely loses!

• If Min not optimal,

• Which way?

• Why?

(ii ii) Max

-1

(i ii) Min

-1

(- ii) Min

-1

(i i) Max

+1 (- ii) Max

+1 (- i) Max

-1 (- i) Max

-1 (- -) Max

+1

(- i) Min

+1 (- -) Min

-1

(- i) Min +1

(- -) Min -1

(- -) Min

-1

(- -) Max

+1 (- -) Max

+1

Page 18: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 18

Next: alpha-beta pruning

Gives the same game theoretic values as minimax, but prunes part of the game tree.

"If you have an idea that is surely bad, don't take the time

to see how truly awful it is." -- Pat Winston

Page 19: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 19

Alpha-Beta Motivation

S

A 100

C 200

D 100

B

E 120

F 20

max

min

• Depth-first order

• After returning from A, Max can get at least 100 at S

• After returning from F, Max can get at most 20 at B

• At this point, Max losts interest in B

• There is no need to explore G. The subtree at G is

pruned. Saves time.

G

Page 20: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 20

Alpha-beta pruning

function Max-Value (s,α,β)‏ inputs: s: current state in game, Max about to play α: best score (highest) for Max along path to s β: best score (lowest) for Min along path to s output: min(β , best-score (for Max) available from s)‏

if ( s is a terminal state )‏ then return ( terminal value of s )‏ else for each s’ in Succ(s)‏ α := max( α , Min-value(s’,α,β))‏ if ( α ≥ β ) then return β /* alpha pruning */ return α

function Min-Value(s,α,β)‏ output: max(α , best-score (for Min) available from s )‏

if ( s is a terminal state )‏ then return ( terminal value of s)‏ else for each s’ in Succs(s)‏ β := min( β , Max-value(s’,α,β))‏

if (α ≥ β ) then return α /* beta pruning */ return β

Starting from the root:

Max-Value(root, -, +)‏

Page 21: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 21

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=- β=+

• Keep two bounds along the path

: the best Max can do

: the best (smallest) Min can do

• If at anytime exceeds , the remaining children are

pruned.

Page 22: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 22

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=- β=+

α=- β=+

Page 23: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 23

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=- β=+

α=- β=200

Page 24: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 24

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=- β=+

α=- β=100

Page 25: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 25

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=100 β=+

α=- β=100

α=100 β=+

Page 26: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 26

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=100 β=+

α=- β=100

α=100 β=120

Page 27: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 27

Alpha pruning example

S

A 100

C 200

D 100

B

E 120

F 20

max

min

G

α=100 β=+

α=- β=100

α=100 β=20

X

Page 28: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 28

Beta pruning example

A

B 20

D 20

E -10

C 25

F -20

G 25

max

min

max

H

• Keep two bounds along the path

: the best Max can do

: the best (smallest) Min can do

• If at anytime exceeds , the remaining children are

pruned.

S

X

Page 29: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 29

Yet another alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If at anytime exceeds , the remaining children are

pruned.

A A A α=-

O

W -3

B

N 4

F G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

max

– = –

+ = +

[Example from James Skrentny]

Page 30: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 30

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

B B

B β=+

O

W -3

N 4

F G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

[Example from James Skrentny]

Page 31: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 31

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

F F F α=-

O

W -3

B β=+

N 4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

[Example from James Skrentny]

Page 32: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 32

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O

W -3

B β=+

N 4

F α=-

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

N 4

min

max

Page 33: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 33

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

F α=-

F α=4

O

W -3

B β=+

N 4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

updated

Page 34: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 34

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O O

O β=+

W -3

B β=+

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min

Page 35: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 35

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=+

W -3

B β=+

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

K M H 3

I 8

J L 2

A α=-

max

min

W -3

min

V -9

Page 36: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 36

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=+

O β=-3

W -3

B β=+

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min

Page 37: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 37

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=+

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min X -5

Pruned!

Page 38: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 38

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

B β=+

B β=4

O β=-3

W -3

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min X -5

Page 39: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 39

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=4

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min X -5

G -5

Page 40: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 40

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-

max

min

max

min X -5

G -5

Page 41: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 41

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=-5

max

min

max

min X -5

G -5

Page 42: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 42

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

C C

C β=+

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=

max

min

max

min X -5

A α=-5

Page 43: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 43

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=+

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=

max

min

max

min X -5

A α=-5

H 3

Page 44: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 44

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

C β=+

C β=3

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=

max

min

max

min X -5

A α=-5

Page 45: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 45

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J L 2

A α=

max

min

max

min X -5

A α=-5

I 8

Page 46: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 46

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

J J

J α=-5

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

L 2

A α=

max

min

min X -5

A α=-5

Page 47: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 47

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J α=-5

L 2

A α=

max

min

max

min X -5

A α=-5

P 9

Page 48: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 48

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

J α=-

J α=9

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

L 2

A α=

max

min

max

min X -5

A α=-5

Q -6

R 0

Page 49: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 49

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

J α=-

J α=9

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

L 2

A α=

max

min

max

min X -5

A α=3

Q -6

R 0

Page 50: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 50

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K M H 3

I 8

J α=9

L 2

A α=

max

min

max

min X -5

A α=3

Page 51: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 51

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E β=2

D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K α=5

M H 3

I 8

J α=9

L 2

A α=

max

min

max

min X -5

A α=3

Page 52: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 52

Alpha-beta pruning example • Keep two bounds along the path

: the best Max can do on the path

: the best (smallest) Min can do on the path

• If a max node exceeds , it is pruned.

• If a min node goes below , it is pruned.

[Example from James Skrentny]

O β=-3

W -3

B β=-5

N 4

F α=4

G -5

X -5

E β=2

D 0

C β=3

R 0

P 9

Q -6

S 3

T 5

U -7

V -9

K α=5

M H 3

I 8

J α=9

L 2

A α=

max

min

max

min X -5

A α=3

Page 53: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 53

How effective is alpha-beta pruning?

• Depends on the order of successors!

• In the best case, the number of nodes to search is O(bm/2), the

square root of minimax’s cost.

• This occurs when each player's best move is the leftmost child.

• In DeepBlue (IBM Chess), the average branching factor was

about 6 with alpha-beta instead of 35-40 without.

• The worst case is no pruning at all.

E β=2

S 3

T 5

U 4

V 3

K α=5

M L 2

E β=2

S 3

T 5

U 4

V 3

K α=5

M α=4

L 2

E β=2

S 3

T 5

U 4

V 3

K M L

2

A α=3

A α=3

A α=3

Page 54: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 54

Game-playing for large games

• We’ve seen how to find game theoretic values. But it is too expensive for large games.

• What do real chess-playing programs do?

They can’t possibly search the full game tree

They must respond in limited time

They can’t pre-compute a solution

Page 55: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 55

Game-playing for large games

• The most popular solution: heuristic evaluation functions for games

‘Leaves’ are intermediate nodes at a depth cutoff,

not terminals

Heuristically estimate their values

Huge amount of knowledge engineering (R&N 6.4)‏

Example: Tic-Tac-Toe:

(number of 3-lengths open for me)-(number of 3-lengths open for you)‏

• Each move is a new depth-cutoff game-tree search

(as opposed to search the complete game-tree

once).

• Depth-cutoff can increase using iterative deepening,

as long as there is time left.

Page 56: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 56

More on large games

• Battle the limited search depth

Horizon effect: things can suddenly get much

worse just outside your search depth (‘horizon’),

but you can’t see that

Quiescence / secondary search: select the most

‘interesting’ nodes at the search boundary, expand

them further beyond the search depth

• Incorporate book moves

Pre-compute / record opening moves, end games

Page 57: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 57

• There is an element of chance (coin flip, dice roll, etc.)‏

• “Chance node” in game tree, besides Max and Min nodes.

Neither player makes a choice. Instead a random choice

is made according to the outcome probabilities.

Two-player zero-sum discrete finite NONdeterministic games of perfect information

Max

chance

Min Min

-20 +4

Min

chance

+3

Max

+10

Max

-5

Max

p=0.8 p=0.2

p=0.5 p=0.5

Page 58: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 58

Solving non-deterministic games

• Easy to extend minimax to non-deterministic games

• At chance node, instead of using max() or min(),

compute the average (weighted by the probabilities).

• What’s the value for the chance node at right?

• What action should Max take at root?

• The play will be optimal. In what sense?

Max

chance

Min Min

-20 +4

Min

chance

+3

Max

+10

Max

-5

Max

p=0.8 p=0.2

p=0.5 p=0.5

4*0.5+(-20)*0.5 = -8

Page 59: Game Playingpages.cs.wisc.edu › ~jerryzhu › cs540 › handouts › games.pdf · games of perfect information Definitions: • Zero-sum: one player’s gain is the other player’s

slide 59

What you should know

• What is a two-player zero-sum discrete finite deterministic game of perfect information

• What is a game tree

• What is the minimax value of a game

• Minimax search

• Alpha-beta pruning

• Basic understanding of very large games

• How to extend minimax to non-deterministic games