# jemdoc: addcss{rbh.css}, addcss{jacob.css}
= two-player games: adversarial search, minimax, alpha-beta
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2pg
adv srch
mmx
prune
αβ
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two-player games
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- in a puzzle, 1 player makes all moves
-- to solve puzzle, search state space for best possible outcome
- 2-player games? chess, Go, hex, ... how to solve?
- ideas from chess
-- [https://en.wikipedia.org/wiki/The_Turk 1770 the Turk automaton]
-- 1913 [http://webdocs.cs.ualberta.ca/~hayward/396/asn/zermelo.pdf zermelo]
/on the application of counting theory to the theory of chess/
-- 1947? [https://en.wikipedia.org/wiki/Alan_Turing Alan Turing],
[https://en.wikipedia.org/wiki/Claude_Shannon Claude Shannon]
discussed chess algs, e.g. minimax
-- 1997 [https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue]
defeats Kasparov 3.5--2.5
-- UAlberta connection
[https://www.ualberta.ca/science/science-news/2014/august/murray-campbell-and-kasparovs-blue-day
Murray Campbell] BSc (1979) MSc (1981)
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adversarial search
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- simplest multi-player games? e.g.~ Go, tic-tac-toe, checkers, chess
-- 2 players
-- alternate turn
-- zero-sum (only 1 winner)
- *adversarial search*: searching a 2-player game tree
- consider a player about to move
- in order to pick best move, need to know how opponent will respond
- worst case for player, but simplest to analyse (requires no opponent modelling)
-- assume opponent *perfect*, always makes best possible move
- what does it mean to solve a game?
-- *state* position and player-to-move
-- *reachable state* any state reachable by sequence of legal moves
-- *strategy* for a player, a function that,
for any reachable state, returns a legal move
-- in 2-player game, to *solve a state* is to find a strategy with best
worst-case performance, ie. that guarantees the best possible score, over
all possible opponent strategies (so, assuming opponent always makes a best possible move)
- initial move for any such strategy can be found by *minimax search*, score
is player-to-move's *minimax score*
#- [http://csci431.artifice.cc/notes/adversarial-search.html adversarial search by Joshua Eckroth]
#- [http://cse3521.artifice.cc/adversarial-search.html adversarial search by Joshua Eckroth]
#- [https://player.vimeo.com/video/49134866 video]
- play that follows a minimax strategy called *perfect play*
- if you missed this lecture,
[https://www.youtube.com/watch?reload=9&v=STjW3eH0Cik watch this] ~
[http://inst.eecs.berkeley.edu/~cs61b/fa14/ta-materials/apps/ab_tree_practice/ practice this]
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minimax
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- to find minimax value, explore game-state tree
in any order that finds values of children before value of node
- minimax algorithm: search space to find root state minimax value
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{minimax algm, max/min format}{}
root node is a max node
each child of a max node is a min node
each child of a min node is a max node
def eval(s):
for player MAX, return score of s
def minimax(s):
if terminal(s):
return eval(s)
if s.player() == MAX:
return max(for all children c of s, minimax(c))
if s.player() == MIN:
return min(for all children c of s, minimax(c))
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minimax example, min/max format
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node: state
edge (root, level 1): p1 move
edge (level 1, level 2): p2 move
leaf label: p1 score
for each node,
p1 minimax value ?
best play?
*
/ | \
/ | \
* * *
/ | \ / \ / | \
* * * * * * * *
2 3 -1 1 6 -4 2 9
1
/ | \
/ | \
-1 1 -4
/ | \ / \ / | \
* * * * * * * *
2 3 -1 1 6 -4 2 9
p1 best play from root: middle
p2 best play at level 1:
after p1 left: right (p1 scores -1)
after p1 middle: left (p1 scores 1)
after p1 right: left (p1 scores -4)
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pruning game trees
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when solving a state, usually not necessary
to examine the whole tree
- once one winning move is found, remaining moves can be ignored
- this motivates alpha-beta search
- [http://webdocs.cs.ualberta.ca/~hayward/396/asn/mmx.pdf pruning example]
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{minimax pruning example, min/max format}{}
recall min/max format:
p1 max, p2 min, show p1 values
a
/ \
b c
/ \ /|\
d e f g h
7 5 3 ? ?
assume dfs with children explored left-to-right
*
/ \
5 <=3
/ \ /|\
7 5 3 ? ?
after examining node we know ...
d val(b) <= 7
e val(b) = min(7,5) = 5
c val(c) <= 3
now, no need to learn more about val(c)
... val(c) <=3 < val(b)
... p1 prefers b to c
... so prune remaining children of c from our search
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alpha-beta search
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- {{αβ}}-search = minimax search with {{αβ}} pruning
- {{α}}: value, best p1 option so far, on path current-to-root
- {{β}}: value, best p2 option so far, on path current-to-root
- minimax, so can be used as a solver
-- leaf scores must be true scores
-- must be able to reach all leaf nodes in reasonable time
- can *also* be used as heuristic player
-- find fast heuristic, use on all leaves at a fixed depth
-- eg. simple chess player
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{examples}
- [https://www.youtube.com/watch?v=xBXHtz4Gbdo video example]
- to see our algorithm run on this example, go to directory
+simple/alphabeta+ and run +alphabeta.py+ on input +t2.in+
- [http://inst.eecs.berkeley.edu/~cs61b/fa14/ta-materials/apps/ab_tree_practice/
practice here]
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