Game Playing¶
Artificial Intelligence - A Modern Approach (AIMA): Chapter 5.1-5.2
Overview¶
- Aversarial Search
- Minimax Algorithm.
- Alpha-Beta Pruning
- Evaluation Functions
- Isolation Game Player
- Multi-Player Probabilistic Games.
Challenge Question Introduction¶
Isolation¶
Which are valid moves for O¶
Building a Game Tree¶
How Do We Tell The Computer Not To Lose?¶
Propagating Values Up The Tree¶
Computing MIN MAX Values¶
Choosing the Best Branch¶
- Computer Player has to choose any of the best branches and it will win.
Max Number Of Nodes Visited¶
Max Moves¶
The Branching Factor¶
Number of Nodes In a Game Tree¶
- Here ‘b’ is the average branching factor and ‘d’ is the depth of the game tree.
Depth-Limited Search¶
Evaluation Function Intro¶
- Maximize the number of the moves left.
Testing The Evaluation Function¶
Iterative Deeping¶
- University of British Columbia’s slides introducing the topic.
- 3.4.5 of Russel, Norvig
- Visually how Iterative Deepening is different from DFS
Horizon Effect¶
Quiz: Good Evaluation Functions¶
Evaluating Evaluation Functions¶
Minimax Quiz¶
Alpha Beta Pruning Quiz 1¶
Alpha-Beta Pruning Quiz 2¶
Searching Complex Games¶
- AIMA: Chapter 5.3-5.4
3-Player Games¶
3-Player Games Quiz¶
3-Player Alpha-Beta Pruning¶
Multi-player Alpha-Beta Pruning¶
In the above paper, you will get a chance to generalize minimax search techniques to games with more than three players. As you’ll see, alpha-beta pruning doesn’t work quite as effectively in this case as in the general case. Here are a few questions to keep in mind while reading through this paper:
- Why might alphabeta pruning only work well in the two player case?
- How does the size of the search tree change with more than two players?