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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

  1. Check if state is terminal
  2. If terminal, return its value
  3. 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.