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!