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Lab 08

Game Playing in Artificial Intelligence

Game Playing is an important domain of artificial intelligence. Games don’t require much
knowledge; the only knowledge we need to provide is the rules, legal moves and the conditions
of winning or losing the game.
Both players try to win the game. So, both of them try to make the best move possible at each
turn. Searching techniques like BFS(Breadth First Search) are not accurate for this as the
branching factor is very high, so searching will take a lot of time. So, we need another search
procedures that improve –

 Generate procedure so that only good moves are generated.


 Test procedure so that the best move can be explored first.
The most common search technique in game playing is MinMax Search Algorithm. It is depth-
first depth-limited search procedure. It is used for games like chess and tic-tac-toe.

Minimax algorithm uses two functions –


MOVEGEN : It generates all the possible moves that can be generated from the current
position.
STATICEVALUATION : It returns a value depending upon the goodness from the view point
of wo-player.
This algorithm is a two player game, so we call the first player as PLAYER1 and second player as
PLAYER2. The value of each node is backed-up from its children. For PLAYER1 the backed-up
value is the maximum value of its children and for PLAYER2 the backed-up value is the minimum
value of its children. It provides most promising move to PLAYER1, assuming that the PLAYER2
has make the best move. It is a recursive algorithm, as same procedure occurs at each level.
Before Backing-up Values

After Backing-up values


Alpha-Beta Pruning

1. Alpha-beta pruning is a modified version of the minimax algorithm. It is an optimization


technique for the minimax algorithm.
2. As we have seen in the minimax search algorithm that the number of game states it has to
examine are exponential in depth of the tree. Since we cannot eliminate the exponent, but we
can cut it to half. Hence there is a technique by which without checking each node of the
game tree we can compute the correct minimax decision, and this technique is called
pruning. This involves two threshold parameter Alpha and beta for future expansion, so it
is called alpha-beta pruning. It is also called as Alpha-Beta Algorithm.
3. Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only prunes
the tree leaves but also entire sub-tree.
4. The two-parameter can be defined as:

1. Alpha: The best (highest-value) choice we have found so far at any point along the
path of Maximizer. The initial value of alpha is -∞.
2. Beta: The best (lowest-value) choice we have found so far at any point along the
path of Minimizer. The initial value of beta is +∞.
2. The Alpha-beta pruning to a standard minimax algorithm returns the same move as the
standard algorithm does, but it removes all the nodes which are not really affecting the final
decision but making algorithm slow. Hence by pruning these nodes, it makes the algorithm
fast.

Condition for Alpha-beta pruning:


The main condition which required for alpha-beta pruning is:

α>=β
Key points about alpha-beta pruning:
o
The Max player will only update the value of alpha.
o
The Min player will only update the value of beta.
o
While backtracking the tree, the node values will be passed to upper nodes instead of
values of alpha and beta.
o
We will only pass the alpha, beta values to the child nodes.
Lab Task
Artificially Intelligent TIC-TAC-TOE Game

Tic-tac-toe (also known as noughts and crosses or Xs and Os) for two players, X and O, who
take turns marking the spaces in a 3×3 grid. The player who succeeds in placing three of their
marks in a horizontal, vertical, or diagonal row wins the game.

The sample tic tac toe board of order 3 by 3 is shown in the figure below. Suppose player 1 had
chosen X and player 2 has chosen 0.

Problem Statement
You need to implement Min-Max Algorithm to search optimal solution for each player in Tic-
Tac-Toe game. (Algorithm is given at the end for your reference)

Rules of Game :
The simple rules to play the game are:

 Two players can play the game. Each player will choose either 0 or X.
 The winning of a player is dependent on the consecutive 0s or Xs (in either row or
column or Diagonal ).
 Each player will play alternately. There is no biasness towards or against any player.
 The game will stop when either player has won.
 If no player has won and all the board cells are occupied, the game has been drawn.

Functions:

def initial_state(): Returns starting state of the board.


def player(board): Returns player who has the next turn on a board.
def actions(board): Returns set of all possible actions (i, j) available on the board.
def result(board, action): Returns the board that results from making move (i, j) on the
board.
def winner(board): Returns the winner of the game, if there is one.
def terminal(board): Returns True if game is over, False otherwise.
def utility(board): Returns 1 if X has won the game, -1 if O has won, 0 otherwise.

1- def alpha_beta_pruining(board): Returns the optimal action for the current player on
the board.
2- def minimax(board): Returns the optimal action for the current player on the
board.

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