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G51I AI Introduction to AI Andrew Parkes Game Playing 2: Alpha-Beta Search  and  General Issues
Game Playing – Summary So Far ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
= terminal position = agent = opponent 1 MAX MIN MAX A Recap of (depth-bounded) minimax: D E F G 4 -5 -5 1 -7 2 -3 -8 4 1 2 -3 1 -3 B C
Game Playing – Beyond Minimax ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Improving Efficiency ,[object Object],[object Object]
Game Playing – Minimax using DFS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
A 6 5 8 MAX MIN 6 >=8 MAX <=6 = agent = opponent On discovering util( D ) = 6 we know that  util( B ) <= 6 On discovering  util( J ) = 8 we know that  util( E ) >= 8 STOP! What else can you deduce now!? STOP! What else can  you deduce now!? Can stop expansion of E as best play will not go via E Value of K is irrelevant – prune it! STOP! What else can  you deduce now!? B C D E H I J K
Game Playing – Pruning nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Self-Study Suggestion ,[object Object],[object Object],[object Object]
Game Playing – Improving Efficiency ,[object Object],[object Object],[object Object]
Game Playing – Node-ordering ,[object Object],[object Object],[object Object],[object Object],[object Object]
A 6 5 2 MAX MIN 6 >=2 MAX <=6 = agent = opponent On discovering util( D ) = 6 we know that  util( B ) <= 6 On discovering  util( K ) = 2 we know that  util( E ) >= 2 STOP! What else can you deduce now!? STOP! What else can  you deduce now!? Can NOT stop expansion of E as best play might still go via E Value of J is relevant – no pruning STOP! What else can  you deduce now!? 8 B C D E H I K J
Game Playing – Node-ordering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Improving Efficiency ,[object Object],[object Object],[object Object]
A 6 5 8 MAX MIN 6 >=8 MAX 6 = agent = opponent 2 1 2 <=2 >=6 B C D E F G H I J K L M
Game Playing – Alpha-Beta Implementation ,[object Object],[object Object],[object Object],[object Object]
Game Playing – Alpha-Beta Implementation ,[object Object],[object Object],[object Object],[object Object]
Game Playing – Alpha-Beta Implementation ,[object Object],[object Object],[object Object],[object Object]
A 6 5 8 MAX MIN 6 α   = 8 MAX β  =  6 = agent = opponent 2 1 2 2 6 beta pruning as  α (E) >  β (B) alpha pruning as  β (C) <  α (A) Alpha-beta Pruning B C D E F G H I J K L M
Game Playing – Deficiencies of Minimax ,[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Non-Quiescence ,[object Object],[object Object]
= terminal position = agent = opponent 4 direct, but 1 by minimax MIN MAX A B Utility values of “terminal” positions obtained  by an evaluation function Example of non-quiescence Direct evaluation does not agree with one more expansion and then using of minimax 1 -3 B C
Game Playing – Quiescence Search ,[object Object],[object Object],[object Object]
Game Playing – Quiescence Search ,[object Object],[object Object],[object Object]
Game Playing – Horizon Effect ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Beyond alpha-beta ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Game Classification ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game Playing – Game Classification ,[object Object],[object Object],[object Object],[object Object]
Game Playing – Game Classification ,[object Object],[object Object],[object Object],[object Object]
Game Playing – Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
G5 1IAI Introduction to AI Andrew Parkes End of Game Playing Garry Kasparov and Deep Blue. © 1997, GM Gabriel Schwartzman's Chess Camera, courtesy IBM.

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Badiya haihn

  • 1. G51I AI Introduction to AI Andrew Parkes Game Playing 2: Alpha-Beta Search and General Issues
  • 2.
  • 3. = terminal position = agent = opponent 1 MAX MIN MAX A Recap of (depth-bounded) minimax: D E F G 4 -5 -5 1 -7 2 -3 -8 4 1 2 -3 1 -3 B C
  • 4.
  • 5.
  • 6.
  • 7. A 6 5 8 MAX MIN 6 >=8 MAX <=6 = agent = opponent On discovering util( D ) = 6 we know that util( B ) <= 6 On discovering util( J ) = 8 we know that util( E ) >= 8 STOP! What else can you deduce now!? STOP! What else can you deduce now!? Can stop expansion of E as best play will not go via E Value of K is irrelevant – prune it! STOP! What else can you deduce now!? B C D E H I J K
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. A 6 5 2 MAX MIN 6 >=2 MAX <=6 = agent = opponent On discovering util( D ) = 6 we know that util( B ) <= 6 On discovering util( K ) = 2 we know that util( E ) >= 2 STOP! What else can you deduce now!? STOP! What else can you deduce now!? Can NOT stop expansion of E as best play might still go via E Value of J is relevant – no pruning STOP! What else can you deduce now!? 8 B C D E H I K J
  • 13.
  • 14.
  • 15. A 6 5 8 MAX MIN 6 >=8 MAX 6 = agent = opponent 2 1 2 <=2 >=6 B C D E F G H I J K L M
  • 16.
  • 17.
  • 18.
  • 19. A 6 5 8 MAX MIN 6 α = 8 MAX β = 6 = agent = opponent 2 1 2 2 6 beta pruning as α (E) > β (B) alpha pruning as β (C) < α (A) Alpha-beta Pruning B C D E F G H I J K L M
  • 20.
  • 21.
  • 22. = terminal position = agent = opponent 4 direct, but 1 by minimax MIN MAX A B Utility values of “terminal” positions obtained by an evaluation function Example of non-quiescence Direct evaluation does not agree with one more expansion and then using of minimax 1 -3 B C
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31. G5 1IAI Introduction to AI Andrew Parkes End of Game Playing Garry Kasparov and Deep Blue. © 1997, GM Gabriel Schwartzman's Chess Camera, courtesy IBM.