Two-Player Games And Minimax Search
PSU CS410/510GAMES
Lecture 4
June 29, 2000
- Note: Search and ``Branching Factor''
- Deferred Topic: The Perfect Shuffle
- Naive algorithms
- swap every slot once: not even
- riffle: min 14 riffles for randomness
- attach random numbers and sort: clumsy
- Doing it right in 3 easy steps
- Requirements: defn ``random shuffle''?
- uniform prob. of each card at each spot
- implies inductive defn: first card random
followed by random shuffle of remainder
- 1: ``selection shuffle''
- 2: avoiding the array slide
- 3: avoiding the extra array
- Shuffle implements definition
- Up or down?
- PRNGs and the limits of shuffling
- LC and LFSR generators
- Using enough bits
- End effects
- 2-player games and ``crypto shuffles''
- ``Mental poker'' (Goldwasser & Micali)
- Deferred Topic: Special Considerations In Game SE
- Bottlenecking: CPU vs. cache vs. RAM?
- Correctness, completeness, V&V, and search
- Asymptotic complexity matters!
- Clarity
- Zero-Sum Iterated Games
- zero-sum games
- iterated games
- The value of a game: well-defined games
- Payoff matrices
- Two player games and the minimax theorem
- Probability and the expected value of a game
- Hidden information and mixed strategies
- Minimax Search
- Concept: minimize opponent's maximum (expected)
available outcome
- Zero-sum means maximize own minimum outcome
- Perfect opponents only!