Competing Agents and Adversary Search
PSU CS441/541
Lecture 5
October 25, 2001
- The Domain: Games
  
  - Zero Sum
  
 - Alternating
  
 - Terminating
  
 - Two Player
  
 - Deterministic
  
 - Perfect Information
  
 - ``Tractable to search''?
  
 
 - Minimax
  
  - What is minimax?
  
 - Intractability of full minimax
    
    - trees, graphs, and search space sizes
    
 
   - Approximations for tractability
    
    - perfect opponent play
    
 - depth bounds and heuristic scoring
    
 - single score (emergent features)
    
 
   
 - DFS In Minimax Game Trees
  
  - Why DFS?
  
 - Implementing minimax
    
    - mutual recursion
    
 - code sharing
    
 - negamax
    
 
   - Alpha-beta pruning
    
    - alpha-cutoffs
    
 - beta-cutoffs
    
 - importance of ordering
    
 - effectiveness of alpha-beta
      
      - (4/3)x depth in random case (Pearl)
      
 - 2x depth in best case
      
 
     
   - Transposition tables
    
    - combine transpositions
    
 - store previous search results
    
 - implemented as hash tables on game state
    
 
   
 - Practical Considerations
  
  - Quiescence
    
    - for efficiency
    
 - for horizon effect
    
 
   - Iterative deepening
    
    - for time management
    
 - for pruning
    
 - with transposition tables
    
 
   - Opening book
  
 - Endgame
    
  
 - Expectimax
  
 - Better search algorithms
    
    - zero-window
    
 - partition search
    
 - MTD(f)