Week 4b - Adversarial Search II === {%hackmd theme-dark %} Resource Limits --- - Suppose we have 100 seconds, and we can explore 10^4^ nodes/second - We can search 10^6^ nodes per move - Standard Approach: - Cutoff test - e.g., depth limit - Evaluation function - = estimated desirability of position (score given for a position) Evaluation Functions --- - For chess, evaluation functions are typically linear weighted sum of features - $Eval(s) =w_1f_1(s) + w_2f_2(s)+\ldots+w_nf_n(s)$ - e.g. w~1~ = 9 with f~1~(s) = (number of white queens) - (number of black queens) ![](https://i.imgur.com/VjMI18v.png) ### Exact values don't matter - Behavior is preserved under any monotonic transformation of Eval: it doesn't matter what is the evaluation values are, as long as they are in the same order. - Only the order matters: - payoff in deterministic games acts as an ordinal utility function ![](https://i.imgur.com/cb3W5Q7.png) Cutting off search --- - MinimaxCutoff is identical to MinimaxValue except: - Terminal Test is replaced by Cutoff Test - Utility is replaced by Eval score ![](https://i.imgur.com/9ybeHEP.png) α-β Pruning --- Eliminating certain portions of the tree to reduce the search space. Branches are only pruned if a value in the branch is smaller than the current min value in the level (vice versa for max). i.e. if α ≥ β ### Motivating Example ![](https://i.imgur.com/Y1PZO58.png) ![](https://i.imgur.com/EOWyK6N.png) ![](https://i.imgur.com/ynVgHLi.png) ### Properties of α-β Pruning - Pruning does not affect final result - Good move ordering improves effectiveness of pruning - With "perfect ordering", time complexity is $O(b^{m/2})$ - Doubles depth of search - Can easily reach depth 8 and play good chess - A simple example of the value of reasoning about which computations are relevant ### Algorithm of α - β Pruning ![](https://i.imgur.com/QLYTrht.png) ### Non-deterministic Games - Adversarial search where the actions/transitions are non-deterministic - e.g. in backgammon, dice rolls determine the legal moves ### ExpectiMiniMax ``` if state is a chance node then return weighted average of ExpectiMinimax-Value of Successors(state) ``` ![](https://i.imgur.com/tOpgFCj.png)