Coconote
AI notes
AI voice & video notes
Try for free
🎮
Lecture Notes: Game Playing Algorithms and Minimax Algorithm
Jul 25, 2024
Lecture Notes: Game Playing Algorithms and Minimax Algorithm
Introduction to Game Playing Algorithms
Computers excel at playing games (e.g., Tic-Tac-Toe, Chess)
Ability to evaluate game states and determine optimal moves
Minimax Algorithm
Purpose
: Determine optimal decision in adversarial games
Adversarial Games
: Two players with opposite goals (win vs. lose)
Optimal Play
: Best outcome for oneself even against an optimally playing opponent
Key Idea
: Not only play to win but also prevent opponent from winning
Understanding Game States
Terminal States
: Game over (e.g., X wins, O wins, tie)
Assign numerical values to terminal states:
X wins = 1
O wins = -1
Tie = 0
Player Goals
MAX Player (X)
: Goal is to maximize score (win or tie)
MIN Player (O)
: Goal is to minimize score (win or tie)
Evaluating Non-Terminal States
For O’s turn (MIN player):
Consider possible actions leading to new game states
Calculate outcomes for possible actions
Examples of outcomes:
One move leads to X winning (value = 1)
Another leads to tie (value = 0)
Minimax Algorithm Pseudocode
Functions needed:
Terminal
: Determines if the game is over
Value
: Get value of terminal state
Player
: Determines whose turn it is
Actions
: Possible actions in a game state
Result
: New game state after an action
Algorithm Procedure
Check if state is terminal
If terminal, return its value
If not terminal:
If MAX’s turn:
Loop through actions, calculate value of resulting states, return max value
If MIN’s turn:
Loop through actions, calculate value of resulting states, return min value
Recursion and Optimality
The algorithm recursively calls itself until reaching terminal states
If implemented correctly, it ensures optimal moves
Works well for small games (e.g., Tic-Tac-Toe) but becomes complex for larger games (e.g., Chess)
Challenges with More Complex Games
Larger game spaces lead to intractability (e.g., Chess)
Many possible moves and potential game states increase exponentially
Optimizations for Minimax Algorithm
Alpha-Beta Pruning
Skip irrelevant game states when outcomes are worse than already explored options
Improves efficiency without affecting correctness of the algorithm
Depth Limitation and Evaluation Functions
Limit the depth of exploration (e.g., 3, 5, or 10 moves ahead)
Use of evaluation functions to estimate game state value
A simple function could sum piece values in Chess, but not always accurate
Importance of robust evaluation functions for better performance
Machine Learning Approaches
Recent techniques for computers to learn how to evaluate positions
Enhanced methods to play more efficiently against opponents
Conclusion
Minimax remains a foundational algorithm for game-playing agents
Continues to evolve with optimizations and new techniques in AI development.
📄
Full transcript