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Games with Chance Other Search Algorithms

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Minimax trees work well when the game is deterministic, but many games have an ... Traversing links, goal states not always equal ... – PowerPoint PPT presentation

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Title: Games with Chance Other Search Algorithms


1
Games with ChanceOther Search Algorithms
  • CPSC 315 Programming Studio
  • Spring 2009
  • Project 2, Lecture 3

Adapted from slides of Yoonsuck Choe
2
Game Playing with Chance
  • Minimax trees work well when the game is
    deterministic, but many games have an element of
    chance.
  • Include Chance nodes in tree
  • Try to maximize/minimize the expected value
  • Or, play pessimistic/optimistic approach

3
Tree with Chance Nodes
Max
Chance

Min
Chance
  • For each die roll (blue lines), evaluate each
    possible move (red lines)

4
Expected Value
  • For variable x, the Expected Value is
  • where Pr(x) is the probability of x occurring
  • Example rolling a pair of die

5
Expectiminimax Evaluating Tree
Max
Chance

Min
Chance
  • Choosing a Maximum (same idea for Minimum)
  • Evaluate all chance nodes from a move
  • Find Expected Value for that move
  • Choose largest expected value

6
More on Chance
  • Rather than expected value, could use another
    approach
  • Maximize worst case value
  • Avoid catastrophe
  • Give high weight if a very good position is
    possible
  • Knockout move
  • Form hybrid approach, weighting all of these
    options
  • Note time complexity increased to bmnm where n
    is the number of possible choices (m is depth)

7
More on Game Playing
  • Rigorous approaches to imperfect information
    games still being studied.
  • Assume random moves by opponent
  • Assume some sort of model based on perfect
    information model
  • Indications that often the behavior of the
    opponent is of more value than evaluating the
    board position

8
AI in Larger-Scale and Modern Computer Games
  • The idealized situations described often dont
    extend to extremely complex, and more continuous
    games.
  • Even just listing possible moves can be difficult
  • Consider writing the AI controller for a
    non-player opponent in a modern strategy game
  • Larger situation can be broken down into
    subproblems
  • Hierarchical approach
  • Use of state diagrams
  • Some subproblems are more easily solved
  • e.g. path planning

9
AI in Larger-Scale and Modern Computer Games
  • Use of simulation as opposed to deterministic
    solution
  • Helps to explore large range of states
  • Can create complex behavior wrapped up in
    autonomous agents
  • Fun vs. Competent
  • Goal of game is not necessarily for the computer
    to win
  • Often a collection of ad-hoc rules
  • Cheating allowed (e.g. Civilization)

10
General State Diagrams
  • List of possible states one can reach in the game
    (nodes)
  • Can be abstracted, general conditions
  • Describe ways of moving from one state to another
    (edges)
  • Not necessarily a set move, could be a general
    approach
  • Forms a directed (and often cyclic) graph
  • Our minimax tree is a state diagram, but we hide
    any cycles
  • Sometimes want to avoid repeated states

11
State Diagram
State C
State I
State A
State D
State B
State J
State E
State H
State G
State K
State F
12
Exploring the State Diagram
  • Explore for solutions using BFS, DFS
  • Depth limited search
  • DFS but to limited depth in tree
  • Iterative Deepening search
  • DFS one level deep, then two levels (repeats
    first level), then three levels, etc.
  • If a specific goal state, can use bidirectional
    search
  • Search forward from start and backward from goal
    try to meet in the middle.
  • Think of maze puzzles

13
More informed search
  • Traversing links, goal states not always equal
  • Can have a heuristic function h(x) how close
    the state is to the goal state.
  • Kind of like board evaluation function/utility
    function in game play
  • Can use this to order other searches
  • Can use this to create greedy approach

14
A Algorithm
  • Avoid expanding paths that are already expensive.
  • f(n) g(n) h(n)
  • g(n) current path cost from start to node n
  • h(n) estimate of remaining distance to goal
  • h(n) should never overestimate the actual cost of
    the best solution through that node.
  • Then apply a best-first search
  • Value of f will only increase as paths evaluate
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