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Introduction to Artificial Intelligence Game Playing Bernhard Beckert U NIVERSITÄT KOBLENZ -L ANDAU Wintersemester 2003/2004 B. Beckert: Einführung in die KI / KI für IM – p.1
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Introduction to Artificial Intelligence Game Playing

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Page 1: Introduction to Artificial Intelligence Game Playing

Introduction to Artificial Intelligence

Game Playing

Bernhard Beckert

UNIVERSITÄT KOBLENZ-LANDAU

Wintersemester 2003/2004

B. Beckert: Einführung in die KI / KI für IM – p.1

Page 2: Introduction to Artificial Intelligence Game Playing

Outline

Perfect play

Resource limits

α-β pruning

Games of chance

Games of imperfect information

B. Beckert: Einführung in die KI / KI für IM – p.2

Page 3: Introduction to Artificial Intelligence Game Playing

Games vs. Search Problems

Game playing is a search problem

Defined by

– Initial state– Successor function– Goal test– Path cost / utility / payoff function

Characteristics of game playing

“Unpredictable” opponent:Solution is a strategy specifying a move for every possible opponent reply

Time limits:Unlikely to find goal, must approximate

B. Beckert: Einführung in die KI / KI für IM – p.3

Page 4: Introduction to Artificial Intelligence Game Playing

Games vs. Search Problems

Game playing is a search problem

Defined by

– Initial state– Successor function– Goal test– Path cost / utility / payoff function

Characteristics of game playing

“Unpredictable” opponent:Solution is a strategy specifying a move for every possible opponent reply

Time limits:Unlikely to find goal, must approximate

B. Beckert: Einführung in die KI / KI für IM – p.3

Page 5: Introduction to Artificial Intelligence Game Playing

Game Playing

Plan of attack

Computer considers possible lines of play [Babbage, 1846]

Algorithm for perfect play [Zermelo, 1912; Von Neumann, 1944]

Finite horizon, approximate evaluation[Zuse, 1945; Wiener, 1948; Shannon, 1950]

First chess program [Turing, 1951]

Machine learning to improve evaluation accuracy [Samuel, 1952–57]

Pruning to allow deeper search [McCarthy, 1956]

B. Beckert: Einführung in die KI / KI für IM – p.4

Page 6: Introduction to Artificial Intelligence Game Playing

Types of Games

deterministic chance

perfect information

imperfect information

chess, checkers,go, othello

backgammonmonopoly

bridge, poker, scrabblenuclear war

B. Beckert: Einführung in die KI / KI für IM – p.5

Page 7: Introduction to Artificial Intelligence Game Playing

Game Tree: 2-Player / Deterministic / Turns

XXXX

XX

X

XX

MAX (X)

MIN (O)

X X

O

OOX O

OO O

O OO

MAX (X)

X OX OX O XX X

XX

X X

MIN (O)

X O X X O X X O X

. . . . . . . . . . . .

. . .

. . .

. . .

TERMINALXX

−1 0 +1Utility

B. Beckert: Einführung in die KI / KI für IM – p.6

Page 8: Introduction to Artificial Intelligence Game Playing

Minimax

Perfect play for deterministic, perfect-information games

Idea

Choose move to position with highest minimax value,i.e., best achievable payoff against best play

B. Beckert: Einführung in die KI / KI für IM – p.7

Page 9: Introduction to Artificial Intelligence Game Playing

Minimax: Example

2-ply game

MAX

3 12 8 642 14 5 2

MIN

3

A1

A3

A2

A13A

12A

11A

21 A23

A22

A33A

32A

31

3 2 2

B. Beckert: Einführung in die KI / KI für IM – p.8

Page 10: Introduction to Artificial Intelligence Game Playing

Minimax Algorithm

function MINIMAX-DECISION(game) returns an operator

for each op in OPERATORS[game] do

VALUE[op]← MINIMAX-VALUE(APPLY(op, game), game)

end

return the op with the highest VALUE[op]

function MINIMAX-VALUE(state, game) returns a utility value

if TERMINAL-TEST[game](state) then

return UTILITY[game](state)

else if MAX is to move in state then

return the highest MINIMAX-VALUE of SUCCESSORS(state)

else

return the lowest MINIMAX-VALUE of SUCCESSORS(state)

B. Beckert: Einführung in die KI / KI für IM – p.9

Page 11: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete

Yes, if tree is finite (chess has specific rules for this)

Optimal

Yes, against an optimal opponent. Otherwise??

Time

O(bm) (depth-first exploration)

Space

O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 12: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete Yes, if tree is finite (chess has specific rules for this)

Optimal

Yes, against an optimal opponent. Otherwise??

Time

O(bm) (depth-first exploration)

Space

O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 13: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete Yes, if tree is finite (chess has specific rules for this)

Optimal Yes, against an optimal opponent. Otherwise??

Time

O(bm) (depth-first exploration)

Space

O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 14: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete Yes, if tree is finite (chess has specific rules for this)

Optimal Yes, against an optimal opponent. Otherwise??

Time O(bm) (depth-first exploration)

Space

O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 15: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete Yes, if tree is finite (chess has specific rules for this)

Optimal Yes, against an optimal opponent. Otherwise??

Time O(bm) (depth-first exploration)

Space O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 16: Introduction to Artificial Intelligence Game Playing

Properties of Minimax

Complete Yes, if tree is finite (chess has specific rules for this)

Optimal Yes, against an optimal opponent. Otherwise??

Time O(bm) (depth-first exploration)

Space O(bm) (depth-first exploration)

Note

Finite strategy can exist even in an infinite tree

B. Beckert: Einführung in die KI / KI für IM – p.10

Page 17: Introduction to Artificial Intelligence Game Playing

Resource Limits

Complexity of chess

b≈ 35, m≈ 100 for “reasonable” gamesExact solution completely infeasible

Standard approach

Cutoff teste.g., depth limit (perhaps add quiescence search)

Evaluation functionEstimates desirability of position

B. Beckert: Einführung in die KI / KI für IM – p.11

Page 18: Introduction to Artificial Intelligence Game Playing

Resource Limits

Complexity of chess

b≈ 35, m≈ 100 for “reasonable” gamesExact solution completely infeasible

Standard approach

Cutoff teste.g., depth limit (perhaps add quiescence search)

Evaluation functionEstimates desirability of position

B. Beckert: Einführung in die KI / KI für IM – p.11

Page 19: Introduction to Artificial Intelligence Game Playing

Evaluation Functions

Estimate desirability of position

Black to move White slightly better

White to move Black winning

B. Beckert: Einführung in die KI / KI für IM – p.12

Page 20: Introduction to Artificial Intelligence Game Playing

Evaluation Functions

Typical evaluation function for chess

Weighted sum of features

EVAL(s) = w1 f1(s)+w2 f2(s)+ · · ·+wn fn(s)

Example

w1 = 9

f1(s) = (number of white queens)− (number of black queens)

B. Beckert: Einführung in die KI / KI für IM – p.13

Page 21: Introduction to Artificial Intelligence Game Playing

Evaluation Functions

Typical evaluation function for chess

Weighted sum of features

EVAL(s) = w1 f1(s)+w2 f2(s)+ · · ·+wn fn(s)

Example

w1 = 9

f1(s) = (number of white queens)− (number of black queens)

B. Beckert: Einführung in die KI / KI für IM – p.13

Page 22: Introduction to Artificial Intelligence Game Playing

Digression: Exact Values Do Not Matter

MIN

MAX

21

1

42

2

20

1

1 40020

20

Behaviour is preserved under any monotonic transformation of EVAL

Only the order matters:payoff in deterministic games acts as an ordinal utility function

B. Beckert: Einführung in die KI / KI für IM – p.14

Page 23: Introduction to Artificial Intelligence Game Playing

Cutting Off Search

Does it work in practice?

bm = 106, b = 35 ⇒ m = 4

Not really, because . . .

4-ply ≈ human novice (hopeless chess player)

8-ply ≈ typical PC, human master

12-ply ≈ Deep Blue, Kasparov

B. Beckert: Einführung in die KI / KI für IM – p.15

Page 24: Introduction to Artificial Intelligence Game Playing

Cutting Off Search

Does it work in practice?

bm = 106, b = 35 ⇒ m = 4

Not really, because . . .

4-ply ≈ human novice (hopeless chess player)

8-ply ≈ typical PC, human master

12-ply ≈ Deep Blue, Kasparov

B. Beckert: Einführung in die KI / KI für IM – p.15

Page 25: Introduction to Artificial Intelligence Game Playing

α-β Pruning Example

MAX

3 12 8

MIN 3

3

B. Beckert: Einführung in die KI / KI für IM – p.16

Page 26: Introduction to Artificial Intelligence Game Playing

α-β Pruning Example

MAX

3 12 8

MIN 3

2

2

X X

3

B. Beckert: Einführung in die KI / KI für IM – p.16

Page 27: Introduction to Artificial Intelligence Game Playing

α-β Pruning Example

MAX

3 12 8

MIN 3

2

2

X X14

14

3

B. Beckert: Einführung in die KI / KI für IM – p.16

Page 28: Introduction to Artificial Intelligence Game Playing

α-β Pruning Example

MAX

3 12 8

MIN 3

2

2

X X14

14

5

5

3

B. Beckert: Einführung in die KI / KI für IM – p.16

Page 29: Introduction to Artificial Intelligence Game Playing

α-β Pruning Example

MAX

3 12 8

MIN

3

3

2

2

X X14

14

5

5

2

2

3

B. Beckert: Einführung in die KI / KI für IM – p.16

Page 30: Introduction to Artificial Intelligence Game Playing

Properties of α-β

Effects of pruning

Reduces the search space

Does not affect final result

Effectiveness

Good move ordering improves effectiveness

Time complexity with “perfect ordering”: O(bm/2)

Doubles depth of search

For chess:Can easily reach depth 8 and play good chess

B. Beckert: Einführung in die KI / KI für IM – p.17

Page 31: Introduction to Artificial Intelligence Game Playing

Properties of α-β

Effects of pruning

Reduces the search space

Does not affect final result

Effectiveness

Good move ordering improves effectiveness

Time complexity with “perfect ordering”: O(bm/2)

Doubles depth of search

For chess:Can easily reach depth 8 and play good chess

B. Beckert: Einführung in die KI / KI für IM – p.17

Page 32: Introduction to Artificial Intelligence Game Playing

The Idea of α-β

..

..

..

MAX

MIN

MAX

MIN V

α is the best value (to MAX)found so far off the current path

If value x of some node below V isknown to be less than α,

then value of V is known to be at most x,i.e., less than α,

therefore MAX will avoid node V

Consequence

No need to expand further nodesbelow V

B. Beckert: Einführung in die KI / KI für IM – p.18

Page 33: Introduction to Artificial Intelligence Game Playing

The α-β Algorithm

function MAX-VALUE(state, game, α, β) returns the minimax value of state

inputs: state /* current state in game */

game /* game description */

α /* the best score for MAX along the path to state */

β /* the best score for MIN along the path to state */

if CUTOFF-TEST(state) then return EVAL(state)

for each s in SUCCESSORS(state) do

α← MAX(α, MIN-VALUE(s, game, α, β))

if α ≥ β then return βend

return α

B. Beckert: Einführung in die KI / KI für IM – p.19

Page 34: Introduction to Artificial Intelligence Game Playing

The α-β Algorithm

function MIN-VALUE(state, game, α, β) returns the minimax value of state

inputs: state /* current state in game */

game /* game description */

α /* the best score for MAX along the path to state */

β /* the best score for MIN along the path to state */

if CUTOFF-TEST(state) then return EVAL(state)

for each s in SUCCESSORS(state) do

β← MIN( β, MAX-VALUE(s, game, α, β))

if β ≤ α then return αend

return β

B. Beckert: Einführung in die KI / KI für IM – p.20

Page 35: Introduction to Artificial Intelligence Game Playing

Deterministic Games in Practice

Checkers

Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994.Used an endgame database defining perfect play for all positionsinvolving 8 or fewer pieces on the board, a total of 443,748,401,247 positions.

Chess

Deep Blue defeated human world champion Gary Kasparov in a six-game matchin 1997. Deep Blue searches 200 million positions per second, uses verysophisticated evaluation, and undisclosed methods for extending some linesof search up to 40 ply.

Go

Human champions refuse to compete against computers, who are too bad.In go, b > 300, so most programs use pattern knowledge bases to suggestplausible moves.

B. Beckert: Einführung in die KI / KI für IM – p.21

Page 36: Introduction to Artificial Intelligence Game Playing

Deterministic Games in Practice

Checkers

Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994.Used an endgame database defining perfect play for all positionsinvolving 8 or fewer pieces on the board, a total of 443,748,401,247 positions.

Chess

Deep Blue defeated human world champion Gary Kasparov in a six-game matchin 1997. Deep Blue searches 200 million positions per second, uses verysophisticated evaluation, and undisclosed methods for extending some linesof search up to 40 ply.

Go

Human champions refuse to compete against computers, who are too bad.In go, b > 300, so most programs use pattern knowledge bases to suggestplausible moves.

B. Beckert: Einführung in die KI / KI für IM – p.21

Page 37: Introduction to Artificial Intelligence Game Playing

Deterministic Games in Practice

Checkers

Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994.Used an endgame database defining perfect play for all positionsinvolving 8 or fewer pieces on the board, a total of 443,748,401,247 positions.

Chess

Deep Blue defeated human world champion Gary Kasparov in a six-game matchin 1997. Deep Blue searches 200 million positions per second, uses verysophisticated evaluation, and undisclosed methods for extending some linesof search up to 40 ply.

Go

Human champions refuse to compete against computers, who are too bad.In go, b > 300, so most programs use pattern knowledge bases to suggestplausible moves.

B. Beckert: Einführung in die KI / KI für IM – p.21

Page 38: Introduction to Artificial Intelligence Game Playing

Nondeterministic Games: Backgammon

1 2 3 4 5 6 7 8 9 10 11 12

24 23 22 21 20 19 18 17 16 15 14 13

0

25

B. Beckert: Einführung in die KI / KI für IM – p.22

Page 39: Introduction to Artificial Intelligence Game Playing

Nondeterministic Games in General

Chance introduced by dice, card-shuffling, etc.

Simplified example with coin-flipping

MIN

MAX

2

CHANCE

4 7 4 6 0 5 −2

2 4 0 −2

0.5 0.5 0.5 0.5

3 −1

B. Beckert: Einführung in die KI / KI für IM – p.23

Page 40: Introduction to Artificial Intelligence Game Playing

Algorithm for Nondeterministic Games

EXPECTMINIMAX gives perfect play

if state is a MAX node thenreturn the highest EXPECTMINIMAX value of SUCCESSORS(state)

if state is a MIN node thenreturn the lowest EXPECTIMINIMAX value of SUCCESSORS(state)

if state is a chance node thenreturn average of EXPECTMINIMAX value of SUCCESSORS(state)

B. Beckert: Einführung in die KI / KI für IM – p.24

Page 41: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 42: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

2

[ − , 2 ]

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

0.5 0.5

[ − , + ]

[ − , + ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 43: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

0.5 0.5

[ − , + ]

[ − , + ]

2 2

[ 2 , 2 ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 44: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

[ − , 2 ]

2

[ − , 2 ]

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

0.5 0.5

2 2

[ 2 , 2 ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 45: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

2

0.5 0.5

[ − , + ]

[ − , + ]

[ − , + ]

0.5 0.5

2 2

[ 2 , 2 ]

1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 46: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

[ − , 0 ]

2

0.5 0.5

[ − , + ]

[ − , + ]

0.5 0.5

2 2

[ 2 , 2 ]

1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

0

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 47: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

2

0.5 0.5

[ − , + ]

[ − , + ]

0.5 0.5

2 2

[ 2 , 2 ]

1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

0 1

[ 0 , 0 ]

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 48: Introduction to Artificial Intelligence Game Playing

Pruning in Nondeterministic Game Trees

A version of α-β pruning is possible

[ − , 0.5 ]

[ − , 1 ]

2

0.5 0.50.5 0.5

2 2

[ 2 , 2 ]

1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

0 1

[ 0 , 0 ]

1

B. Beckert: Einführung in die KI / KI für IM – p.25

Page 49: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ] [ −2 , 2 ]

[ −2 , 2 ][ −2 , 2 ][ −2 , 2 ][ −2 , 2 ]

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 50: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ] [ −2 , 2 ]

[ −2 , 2 ][ −2 , 2 ][ −2 , 2 ][ −2 , 2 ]

2

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 51: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ]

[ −2 , 2 ][ −2 , 2 ][ −2 , 2 ]

2 2

[ 2 , 2 ]

[ 0 , 2 ]

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 52: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ]

[ −2 , 2 ][ −2 , 2 ][ −2 , 2 ]

2 2

[ 2 , 2 ]

[ 0 , 2 ]

2

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 53: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ]

[ −2 , 2 ][ −2 , 2 ]

2 2

[ 2 , 2 ]

2 1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 54: Introduction to Artificial Intelligence Game Playing

Pruning Continued

More pruning occurs if we can bound the leaf values

0.5 0.50.5 0.5

[ −2 , 2 ]

2 2

[ 2 , 2 ]

2 1

[ 1 , 1 ]

[ 1.5 , 1.5 ]

0

[ −2 , 0 ]

[ −2 , 1 ]

B. Beckert: Einführung in die KI / KI für IM – p.26

Page 55: Introduction to Artificial Intelligence Game Playing

Nondeterministic Games in Practice

Problem

α-β pruning is much less effective

Dice rolls increase b

21 possible rolls with 2 dice

Backgammon

≈ 20 legal moves

depth 4 = 204×213

≈ 1.2×109

TDGAMMON

Uses depth-2 search + very good EVAL ≈ world-champion level

B. Beckert: Einführung in die KI / KI für IM – p.27

Page 56: Introduction to Artificial Intelligence Game Playing

Digression: Exact Values DO Matter

DICE

MIN

MAX

2 2 3 3 1 1 4 4

2 3 1 4

.9 .1 .9 .1

2.1 1.3

20 20 30 30 1 1 400 400

20 30 1 400

.9 .1 .9 .1

21 40.9

Behaviour is preserved only by positive linear transformation of EVAL

Hence EVAL should be proportional to the expected payoff

B. Beckert: Einführung in die KI / KI für IM – p.28

Page 57: Introduction to Artificial Intelligence Game Playing

Games of Imperfect Information

Typical examples

Card games: Bridge, poker, skat, etc.

Note

Like having one big dice roll at the beginning of the game

B. Beckert: Einführung in die KI / KI für IM – p.29

Page 58: Introduction to Artificial Intelligence Game Playing

Games of Imperfect Information

Idea for computing best action

Compute the minimax value of each action in each deal,then choose the action with highest expected value over all deals

Requires information on probability the different deals

Special case

If an action is optimal for all deals, it’s optimal.

Bridge

GIB, current best bridge program, approximates this idea by

– generating 100 deals consistent with bidding information– picking the action that wins most tricks on average

B. Beckert: Einführung in die KI / KI für IM – p.30

Page 59: Introduction to Artificial Intelligence Game Playing

Games of Imperfect Information

Idea for computing best action

Compute the minimax value of each action in each deal,then choose the action with highest expected value over all deals

Requires information on probability the different deals

Special case

If an action is optimal for all deals, it’s optimal.

Bridge

GIB, current best bridge program, approximates this idea by

– generating 100 deals consistent with bidding information– picking the action that wins most tricks on average

B. Beckert: Einführung in die KI / KI für IM – p.30

Page 60: Introduction to Artificial Intelligence Game Playing

Commonsense Example

Day 1

Road A leads to a small heap of gold pieces 10 points

Road B leads to a fork:– take the left fork and you’ll find a mound of jewels 100 points– take the right fork and you’ll be run over by a bus −1000 points

Best action: Take road B (100 points)

Day 2

Road A leads to a small heap of gold pieces 10 points

Road B leads to a fork:– take the left fork and you’ll be run over by a bus −1000 points– take the right fork and you’ll find a mound of jewels 100 points

Best action: Take road B (100 points)

B. Beckert: Einführung in die KI / KI für IM – p.31

Page 61: Introduction to Artificial Intelligence Game Playing

Commonsense Example

Day 1

Road A leads to a small heap of gold pieces 10 points

Road B leads to a fork:– take the left fork and you’ll find a mound of jewels 100 points– take the right fork and you’ll be run over by a bus −1000 points

Best action: Take road B (100 points)

Day 2

Road A leads to a small heap of gold pieces 10 points

Road B leads to a fork:– take the left fork and you’ll be run over by a bus −1000 points– take the right fork and you’ll find a mound of jewels 100 points

Best action: Take road B (100 points)

B. Beckert: Einführung in die KI / KI für IM – p.31

Page 62: Introduction to Artificial Intelligence Game Playing

Commonsense Example

Day 3

Road A leads to a small heap of gold pieces (10 points)

Road B leads to a fork:– guess correctly and you’ll find a mound of jewels 100 points– guess incorrectly and you’ll be run over by a bus −1000 points

Best action: Take road A (10 points)

NOT: Take road B (−1000+1002 =−450 points)

B. Beckert: Einführung in die KI / KI für IM – p.32

Page 63: Introduction to Artificial Intelligence Game Playing

Proper Analysis

Note

Value of an actions is NOT the average of valuesfor actual states computed with perfect information

With partial observability, value of an action depends on theinformation state the agent is in

Leads to rational behaviors such as

Acting to obtain information

Signalling to one’s partner

Acting randomly to minimize information disclosure

B. Beckert: Einführung in die KI / KI für IM – p.33

Page 64: Introduction to Artificial Intelligence Game Playing

Proper Analysis

Note

Value of an actions is NOT the average of valuesfor actual states computed with perfect information

With partial observability, value of an action depends on theinformation state the agent is in

Leads to rational behaviors such as

Acting to obtain information

Signalling to one’s partner

Acting randomly to minimize information disclosure

B. Beckert: Einführung in die KI / KI für IM – p.33

Page 65: Introduction to Artificial Intelligence Game Playing

Summary

Games are to AI as grand prix racing is to automobile design

Games are fun to work on (and dangerous)

They illustrate several important points about AI

– perfection is unattainable, must approximate– it is a good idea to think about what to think about– uncertainty constrains the assignment of values to states

B. Beckert: Einführung in die KI / KI für IM – p.34