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Unit 2

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Adversarial Search

Adversarial search is a search, where we examine the problem which arises


when we try to plan ahead of the world and other agents are planning against
us.

o In previous topics, we have studied the search strategies which are only
associated with a single agent that aims to find the solution which often
expressed in the form of a sequence of actions.
o But, there might be some situations where more than one agent is searching
for the solution in the same search space, and this situation usually occurs in
game playing.
o The environment with more than one agent is termed as multi-agent
environment, in which each agent is an opponent of other agent and playing
against each other. Each agent needs to consider the action of other agent
and effect of that action on their performance.
o So, Searches in which two or more players with conflicting goals are
trying to explore the same search space for the solution, are called
adversarial searches, often known as Games.
o Games are modeled as a Search problem and heuristic evaluation function,
and these are the two main factors which help to model and solve games in
AI.

Types of Games in AI:

Deterministic Chance Moves

Perfect Chess, Checkers, go, Othello Backgammon, monopoly


information

Imperfect Battleships, blind, tic-tac-toe Bridge, poker, scrabble, nuclear war


information

o Perfect information: A game with the perfect information is that in which


agents can look into the complete board. Agents have all the information
about the game, and they can see each other moves also. Examples are Chess,
Checkers, Go, etc.
o Imperfect information: If in a game agents do not have all information about
the game and not aware with what's going on, such type of games are called
the game with imperfect information, such as tic-tac-toe, Battleship, blind,
Bridge, etc.
o Deterministic games: Deterministic games are those games which follow a
strict pattern and set of rules for the games, and there is no randomness
associated with them. Examples are chess, Checkers, Go, tic-tac-toe, etc.
o Non-deterministic games: Non-deterministic are those games which have
various unpredictable events and has a factor of chance or luck. This factor of
chance or luck is introduced by either dice or cards. These are random, and
each action response is not fixed. Such games are also called as stochastic
games.
Example: Backgammon, Monopoly, Poker, etc.

Note: In this topic, we will discuss deterministic games, fully observable environment,
zero-sum, and where each agent acts alternatively.

Zero-Sum Game
o Zero-sum games are adversarial search which involves pure competition.
o In Zero-sum game each agent's gain or loss of utility is exactly balanced by
the losses or gains of utility of another agent.
o One player of the game try to maximize one single value, while other player
tries to minimize it.
o Each move by one player in the game is called as ply.
o Chess and tic-tac-toe are examples of a Zero-sum game.

Zero-sum game: Embedded thinking


The Zero-sum game involved embedded thinking in which one agent or player is
trying to figure out:

o What to do.
o How to decide the move
o Needs to think about his opponent as well
o The opponent also thinks what to do
Each of the players is trying to find out the response of his opponent to their actions.
This requires embedded thinking or backward reasoning to solve the game problems
in AI.

Formalization of the problem:


A game can be defined as a type of search in AI which can be formalized of the
following elements:

o Initial state: It specifies how the game is set up at the start.


o Player(s): It specifies which player has moved in the state space.
o Action(s): It returns the set of legal moves in state space.
o Result(s, a): It is the transition model, which specifies the result of moves in
the state space.
o Terminal-Test(s): Terminal test is true if the game is over, else it is false at
any case. The state where the game ends is called terminal states.
o Utility(s, p): A utility function gives the final numeric value for a game that
ends in terminal states s for player p. It is also called payoff function. For
Chess, the outcomes are a win, loss, or draw and its payoff values are +1, 0, ½.
And for tic-tac-toe, utility values are +1, -1, and 0.

Game tree:
A game tree is a tree where nodes of the tree are the game states and Edges of the
tree are the moves by players. Game tree involves initial state, actions function, and
result Function.

Example: Tic-Tac-Toe game tree:

The following figure is showing part of the game-tree for tic-tac-toe game. Following
are some key points of the game:

o There are two players MAX and MIN.


o Players have an alternate turn and start with MAX.
o MAX maximizes the result of the game tree
o MIN minimizes the result.
Example Explanation:

o From the initial state, MAX has 9 possible moves as he starts first. MAX place x
and MIN place o, and both player plays alternatively until we reach a leaf node
where one player has three in a row or all squares are filled.
o Both players will compute each node, minimax, the minimax value which is the
best achievable utility against an optimal adversary.
o Suppose both the players are well aware of the tic-tac-toe and playing the
best play. Each player is doing his best to prevent another one from winning.
MIN is acting against Max in the game.
o So in the game tree, we have a layer of Max, a layer of MIN, and each layer is
called as Ply. Max place x, then MIN puts o to prevent Max from winning, and
this game continues until the terminal node.
o In this either MIN wins, MAX wins, or it's a draw. This game-tree is the whole
search space of possibilities that MIN and MAX are playing tic-tac-toe and
taking turns alternately.
Hence adversarial Search for the minimax procedure works as follows:

o It aims to find the optimal strategy for MAX to win the game.
o It follows the approach of Depth-first search.
o In the game tree, optimal leaf node could appear at any depth of the tree.
o Propagate the minimax values up to the tree until the terminal node
discovered.

In a given game tree, the optimal strategy can be determined from the minimax
value of each node, which can be written as MINIMAX(n). MAX prefer to move to a
state of maximum value and MIN prefer to move to a state of minimum value then:

Optimal Decision Making in Games





Optimal decision-making in games refers to the process of choosing actions or moves
that maximize your chances of winning or achieving the best possible outcome in a
game. This concept is often studied in the context of games involving multiple players
with competing objectives, like chess, tic-tac-toe, or strategic board games.
Humans’ intellectual capacities have been engaged by games for as long as
civilization has existed, sometimes to an alarming degree. Games are an intriguing
subject for AI researchers because of their abstract character. A game’s state is simple
to depict, and actors are usually limited to a small number of actions with
predetermined results. Physical games, such as croquet and ice hockey, contain
significantly more intricate descriptions, a much wider variety of possible actions, and
rather ambiguous regulations defining the legality of activities. With the exception of
robot soccer, these physical games have not piqued the AI community’s interest.
Games are usually intriguing because they are difficult to solve. Chess, for example,
has an average branching factor of around 35, and games frequently stretch to 50
moves per player, therefore the search tree has roughly 35100 or 10154 nodes (despite
the search graph having “only” about 1040 unique nodes). As a result, games, like the
real world, necessitate the ability to make some sort of decision even when calculating
the best option is impossible.
Inefficiency is also heavily punished in games. Whereas a half-efficient
implementation of A search will merely take twice as long to complete, a chess
software that is half as efficient in utilizing its available time will almost certainly be
beaten to death, all other factors being equal. As a result of this research, a number of
intriguing suggestions for making the most use of time have emerged.

Optimal Decision Making in Games

Let us start with games with two players, whom we’ll refer to as MAX and MIN for
obvious reasons. MAX is the first to move, and then they take turns until the game is
finished. At the conclusion of the game, the victorious player receives points, while
the loser receives penalties. A game can be formalized as a type of search problem
that has the following elements:
 S0: The initial state of the game, which describes how it is set up at the start.
 Player (s): Defines which player in a state has the move.
 Actions (s): Returns a state’s set of legal moves.
 Result (s, a): A transition model that defines a move’s outcome.
 Terminal-Test (s): A terminal test that returns true if the game is over but
false otherwise. Terminal states are those in which the game has come to a
conclusion.
 Utility (s, p): A utility function (also known as a payout function or
objective function ) determines the final numeric value for a game that
concludes in the terminal state s for player p. The result in chess is a win, a
loss, or a draw, with values of +1, 0, or 1/2. Backgammon’s payoffs range
from 0 to +192, but certain games have a greater range of possible
outcomes. A zero-sum game is defined (confusingly) as one in which the
total reward to all players is the same for each game instance. Chess is a
zero-sum game because each game has a payoff of 0 + 1, 1 + 0, or 1/2 +
1/2. “Constant-sum” would have been a preferable name, 22 but zero-sum
is the usual term and makes sense if each participant is charged 1.
The game tree for the game is defined by the beginning state, ACTIONS function, and
RESULT function—a tree in which the nodes are game states and the edges represent
movements. The figure below depicts a portion of the tic-tac-toe game tree (noughts
and crosses). MAX may make nine different maneuvers from his starting position.
The game alternates between MAXs setting an X and MINs placing an O until we
reach leaf nodes corresponding to terminal states, such as one player having three in a
row or all of the squares being filled. The utility value of the terminal state from the
perspective of MAX is shown by the number on each leaf node; high values are
thought to be beneficial for MAX and bad for MIN
The game tree for tic-tac-toe is relatively short, with just 9! = 362,880 terminal nodes.
However, because there are over 1040 nodes in chess, the game tree is better viewed
as a theoretical construct that cannot be realized in the actual world. But, no matter
how big the game tree is, MAX’s goal is to find a solid move. A tree that is
superimposed on the whole game tree and examines enough nodes to allow a player to
identify what move to make is referred to as a search tree.

A sequence of actions leading to a goal state—a terminal state that is a win—would be


the best solution in a typical search problem. MIN has something to say about it in an
adversarial search. MAX must therefore devise a contingent strategy that specifies M
A X’s initial state move, then MAX’s movements in the states resulting from every
conceivable MIN response, then MAX’s moves in the states resulting from every
possible MIN reaction to those moves, and so on. This is quite similar to the AND-OR
search method, with MAX acting as OR and MIN acting as AND. When playing an
infallible opponent, an optimal strategy produces results that are as least as excellent
as any other plan. We’ll start by demonstrating how to find the best plan.
We’ll move to the trivial game in the figure below since even a simple game like tic-
tac-toe is too complex for us to draw the full game tree on one page. MAX’s root node
moves are designated by the letters a1, a2, and a3. MIN’s probable answers to a1 are
b1, b2, b3, and so on. This game is over after MAX and MIN each make one move.
(In game terms, this tree consists of two half-moves and is one move deep, each of
which is referred to as a ply.) The terminal states in this game have utility values
ranging from 2 to 14.

Game’s Utility Function

The optimal strategy can be found from the minimax value of each node, which we
express as MINIMAX, given a game tree (n). Assuming that both players play
optimally from there through the finish of the game, the utility (for MAX) of being in
the corresponding state is the node’s minimax value. The usefulness of a terminal state
is obviously its minimax value. Furthermore, if given the option, MAX prefers to shift
to a maximum value state, whereas MIN wants to move to a minimum value state. So
here’s what we’ve got:
Optimal Decision Making in Multiplayer Games

Let’s use these definitions to analyze the game tree shown in the figure above. The
game’s UTILITY function provides utility values to the terminal nodes on the bottom
level. Because the first MIN node, B, has three successor states with values of 3, 12,
and 8, its minimax value is 3. Minimax value 2 is also used by the other two MIN
nodes. The root node is a MAX node, with minimax values of 3, 2, and 2, resulting in
a minimax value of 3. We can also find the root of the minimax decision: action a1 is
the best option for MAX since it leads to the highest minimax value.
This concept of optimal MAX play requires that MIN plays optimally as well—it
maximizes MAX’s worst-case outcome. What happens if MIN isn’t performing at its
best? Then it’s a simple matter of demonstrating that MAX can perform even better.
Other strategies may outperform the minimax method against suboptimal opponents,
but they will always outperform optimal opponents.

Minimax Algorithm in Game Theory | Set 1


(Introduction)



Minimax is a kind of backtracking algorithm that is used in decision making and game
theory to find the optimal move for a player, assuming that your opponent also plays
optimally. It is widely used in two player turn-based games such as Tic-Tac-Toe,
Backgammon, Mancala, Chess, etc.
In Minimax the two players are called maximizer and minimizer. The maximizer tries
to get the highest score possible while the minimizer tries to do the opposite and get
the lowest score possible.
Every board state has a value associated with it. In a given state if the maximizer has
upper hand then, the score of the board will tend to be some positive value. If the
minimizer has the upper hand in that board state then it will tend to be some negative
value. The values of the board are calculated by some heuristics which are unique for
every type of game.
Example:
Consider a game which has 4 final states and paths to reach final state are from root to
4 leaves of a perfect binary tree as shown below. Assume you are the maximizing
player and you get the first chance to move, i.e., you are at the root and your opponent
at next level. Which move you would make as a maximizing player considering
that your opponent also plays optimally?

Since this is a backtracking based algorithm, it tries all possible moves, then
backtracks and makes a decision.
 Maximizer goes LEFT: It is now the minimizers turn. The minimizer now
has a choice between 3 and 5. Being the minimizer it will definitely choose
the least among both, that is 3
 Maximizer goes RIGHT: It is now the minimizers turn. The minimizer now
has a choice between 2 and 9. He will choose 2 as it is the least among the
two values.
Being the maximizer you would choose the larger value that is 3. Hence the optimal
move for the maximizer is to go LEFT and the optimal value is 3.
Now the game tree looks like below :

The above tree shows two possible scores when maximizer makes left and right
moves.
Note: Even though there is a value of 9 on the right subtree, the minimizer will never
pick that. We must always assume that our opponent plays optimally.
Below is the implementation for the same.
Time complexity : O(b^d) b is the branching factor and d is count of depth or ply of
graph or tree.
Space Complexity : O(bd) where b is branching factor into d is maximum depth of
tree similar to DFS.

The idea of this article is to introduce Minimax with a simple example.


 In the above example, there are only two choices for a player. In general,
there can be more choices. In that case, we need to recur for all possible
moves and find the maximum/minimum. For example, in Tic-Tac-Toe, the
first player can make 9 possible moves.
 In the above example, the scores (leaves of Game Tree) are given to us. For
a typical game, we need to derive these values

Alpha-Beta Pruning
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an
optimization technique for the minimax algorithm.
o 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.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it
not only prune the tree leaves but also entire sub-tree.
o The two-parameter can be defined as:

a. 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 -∞.

b. 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 +∞.

o 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.

Note: To better understand this topic, kindly study the minimax algorithm.

Condition for Alpha-beta pruning:


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

1. 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. AD

Working of Alpha-Beta Pruning:


Let's take an example of two-player search tree to understand the working of Alpha-
beta pruning

Step 1: At the first step the, Max player will start first move from node A where α= -
∞ and β= +∞, these value of alpha and beta passed down to node B where again α=
-∞ and β= +∞, and Node B passes the same value to its child D.

Step 2: At Node D, the value of α will be calculated as its turn for Max. The value of α
is compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of α at
node D and node value will also 3.

Step 3: Now algorithm backtrack to node B, where the value of β will change as this
is a turn of Min, Now β= +∞, will compare with the available subsequent nodes
value, i.e. min (∞, 3) = 3, hence at node B now α= -∞, and β= 3.
In the next step, algorithm traverse the next successor of Node B which is node E,
and the values of α= -∞, and β= 3 will also be passed.

Step 4: At node E, Max will take its turn, and the value of alpha will change. The
current value of alpha will be compared with 5, so max (-∞, 5) = 5, hence at node E
α= 5 and β= 3, where α>=β, so the right successor of E will be pruned, and
algorithm will not traverse it, and the value at node E will be 5.
Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At
node A, the value of alpha will be changed the maximum available value is 3 as max
(-∞, 3)= 3, and β= +∞, these two values now passes to right successor of A which is
Node C.

At node C, α=3 and β= +∞, and the same values will be passed on to node F.

Step 6: At node F, again the value of α will be compared with left child which is 0,
and max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3 still
α remains 3, but the node value of F will become 1.
Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the
value of beta will be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3
and β= 1, and again it satisfies the condition α>=β, so the next child of C which is G
will be pruned, and the algorithm will not compute the entire sub-tree G.
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3.
Following is the final game tree which is the showing the nodes which are computed
and nodes which has never computed. Hence the optimal value for the maximizer is
3 for this example.
Move Ordering in Alpha-Beta pruning:
The effectiveness of alpha-beta pruning is highly dependent on the order in which
each node is examined. Move order is an important aspect of alpha-beta pruning.

It can be of two types:

o Worst ordering: In some cases, alpha-beta pruning algorithm does not prune
any of the leaves of the tree, and works exactly as minimax algorithm. In this
case, it also consumes more time because of alpha-beta factors, such a move
of pruning is called worst ordering. In this case, the best move occurs on the
right side of the tree. The time complexity for such an order is O(b m).
o Ideal ordering: The ideal ordering for alpha-beta pruning occurs when lots of
pruning happens in the tree, and best moves occur at the left side of the tree.
We apply DFS hence it first search left of the tree and go deep twice as
minimax algorithm in the same amount of time. Complexity in ideal ordering
is O(bm/2).

Rules to find good ordering:


Following are some rules to find good ordering in alpha-beta pruning:

o Occur the best move from the shallowest node.


o Order the nodes in the tree such that the best nodes are checked first.
o Use domain knowledge while finding the best move. Ex: for Chess, try order:
captures first, then threats, then forward moves, backward moves.
o We can bookkeep the states, as there is a possibility that states may repeat.

Stochastic Games in Artificial Intelligence





Many unforeseeable external occurrences can place us in unforeseen circumstances in
real life. Many games, such as dice tossing, have a random element to reflect this
unpredictability. These are known as stochastic games. Backgammon is a classic
game that mixes skill and luck. The legal moves are determined by rolling dice at the
start of each player’s turn white, for example, has rolled a 6–5 and has four alternative
moves in the backgammon scenario shown in the figure below.

This is a standard backgammon position. The object of the game is to get all of one’s
pieces off the board as quickly as possible. White moves in a clockwise direction
toward 25, while Black moves in a counterclockwise direction toward 0. Unless there
are many opponent pieces, a piece can advance to any position; if there is only one
opponent, it is caught and must start over. White has rolled a 6–5 and must pick
between four valid moves: (5–10,5–11), (5–11,19–24), (5–10,10–16), and (5–11,11–
16), where the notation (5–11,11–16) denotes moving one piece from position 5 to 11
and then another from 11 to 16.
Stochastic game tree for a backgammon position
White knows his or her own legal moves, but he or she has no idea how Black will
roll, and thus has no idea what Black’s legal moves will be. That means White won’t
be able to build a normal game tree-like in chess or tic-tac-toe. In backgammon, in
addition to M A X and M I N nodes, a game tree must include chance nodes. The
figure below depicts chance nodes as circles. The possible dice rolls are indicated by
the branches leading from each chance node; each branch is labelled with the roll and
its probability. There are 36 different ways to roll two dice, each equally likely, yet
there are only 21 distinct rolls because a 6–5 is the same as a 5–6. P (1–1) = 1/36
because each of the six doubles (1–1 through 6–6) has a probability of 1/36. Each of
the other 15 rolls has a 1/18 chance of happening.

The following phase is to learn how to make good decisions. Obviously, we want to
choose the move that will put us in the best position. Positions, on the other hand, do
not have specific minimum and maximum values. Instead, we can only compute a
position’s anticipated value, which is the average of all potential outcomes of the
chance nodes.
As a result, we can generalize the deterministic minimax value to an expected-
minimax value for games with chance nodes. Terminal nodes, MAX and MIN nodes
(for which the dice roll is known), and MAX and MIN nodes (for which the dice roll
is unknown) all function as before. We compute the expected value for chance nodes,
which is the sum of all outcomes, weighted by the probability of each chance action.

where r is a possible dice roll (or other random events) and RESULT(s,r) denotes the
same state as s, but with the addition that the dice roll’s result is r.
Partially observable games in
artificial intelligence
Partially Observable Games, often referred to as Partially
Observable Markov Decision Processes (POMDPs), are a class of
problems and models in artificial intelligence that involve
decision-making in situations where an agent's observations do
not provide complete information about the underlying state of
the environment. POMDPs are an extension of Markov Decision
Processes (MDPs) to scenarios where uncertainty and partial
observability are significant factors. They are commonly used to
model and solve problems in various domains, including
robotics, healthcare, finance, and game playing.

Key Characteristics of Partially Observable Games (POMDPs):

Partial Observability: In POMDPs, the agent's observations are


incomplete and do not directly reveal the true state of the
environment. This introduces uncertainty, as the agent must
reason about the possible states given its observations.

Hidden States: The environment's true state, also known as the


hidden state, evolves according to a probabilistic process. The
agent's observations provide noisy or incomplete information
about this hidden state.

Belief State: To handle partial observability, the agent


maintains a belief state, which is a probability distribution over
possible hidden states. The belief state captures the agent's
uncertainty about the true state of the environment.

Action and Observation: The agent takes actions based on its


belief state, and it receives observations that depend on the
hidden state. These observations help the agent update its
belief state and make decisions.

Objective and Policy: The agent's goal is to find a policy—a


mapping from belief states to actions—that maximizes a specific
objective, such as cumulative rewards or long-term expected
utility.

Solving Partially Observable Games (POMDPs):

Solving POMDPs is challenging due to the added complexity of


partial observability. Traditional techniques used for MDPs, such
as dynamic programming and value iteration, are not directly
applicable to POMDPs. Instead, specialized algorithms and
techniques are developed to address the partial observability:

Belief Space Methods: These methods work directly in the


space of belief states and involve updating beliefs based on
observations and actions. Techniques like the POMDP forward
algorithm and backward induction are used to compute optimal
policies.

Particle Filtering: Particle filters are used to maintain an


approximation of the belief state using a set of particles, each
representing a possible state hypothesis.

Point-Based Methods: These methods focus on selecting a


subset of belief states (points) that are critical for decision-
making. Techniques like PBVI (Point-Based Value Iteration) and
POMCP (Partially Observable Monte Carlo Planning) fall under
this category.

Approximate Solutions: Due to the complexity of exact


solutions, approximate methods such as online planning,
heuristic-based policies, and reinforcement learning techniques
are often employed to find near-optimal solutions.

Applications of Partially Observable Games:

Partially Observable Games have numerous real-world


applications, including:

Robotics: Robot navigation, exploration, and manipulation tasks


in uncertain and partially observable environments.

Healthcare: Optimal patient treatment scheduling and


management under uncertainty.

Financial Planning: Portfolio optimization, trading, and risk


management in financial markets.

Game Playing: Modeling opponents in games with hidden


information, such as poker and strategic board games.

Partially Observable Games (POMDPs) are a powerful framework


for modeling decision-making under uncertainty and partial
observability. They provide a way to represent and solve
problems where agents must reason about hidden states and
make optimal decisions based on incomplete observations.
State of the Art Game Programs
While developing game playing applications the incremental approach can be
taken. First stage is, human plays against human. In this stage program serve as
a representation. The program checks for legal moves. In second stage, human
plays against program in which legal and good moves are made by program.
The program acts as coach in this stage. In third stage, program plays against
program. The learning component of the program enhances by playing games.
In game playing good, evaluation function is crucial factor. A evaluation
function should consider all the factors like number of pieces, values associated
with each square on the board. Searching, looking ahead and exploring
alternatives should be tried using evaluation function.
Game Playing Case Studies
• Checkers (Samuels, Chinook) : Chinook ended 40-year-reign of human world
champion Marion Tinsley in 1994. It used an endgame database defining perfect
play for all positions involving 8 or fewer pieces on the board, a total of
443,748,401,247 positions. Checkers is now solved!
• Chess: Deep Blue defeated human world champion Gary Kasparov in a six-
game match in 1997. Deep Blue examined 200 million positions per second,
used very sophisticated evaluation and undisclosed methods for extending some
lines of search up to 40 ply. Current programs are even better, if less historic.
• Othello (Logistello): In 1997, Logistello defeated human champion by six
games to none. Human champions refuse to compete against computers, which
are too good.
• Go (Goemate, Go4++): Human champions are beginning to be challenged by
machines, though the best humans still beat the best machines. In Go, b> 300,
so most programs use pattern knowledge bases to suggest plausible moves,
along with aggressive pruning.
• Backgammon (Tesauro's TD-gammon): Neural-net learning program TD
Gammon is one of world's top 3 players.
Human against program - Incremental Addition to the "Smartness" of the
program:
1. Play randomly (but legal, may involve a non-trivial amount of
knowledge/computation).
2. Have a static value associated with each square on the board.
3. Have a dynamic value associated with each square on the board.
4. Have an evaluation function taking other factors into account (for example,
no. of pieces).
5. Search/look-ahead/exploring alternatives (using evaluation function) and look
one more ahead. look several moves ahead using minimax, alpha_beta.

Constraint Satisfaction Problems in


Artificial Intelligence
These section examines the constraint optimization methodology, another form or
real concern method. By its name, constraints fulfilment implies that such an issue
must be solved while adhering to a set of restrictions or guidelines.

Whenever a problem is actually variables comply with stringent conditions of


principles, it is said to have been addressed using the solving multi - objective
method. Wow what a method results in a study sought to achieve of the intricacy
and organization of both the issue.

Three factors affect restriction compliance, particularly regarding:

o V: It refers to a group of parameters, or X.


o D: The variables are contained within a collection several domain. Every
variables has a distinct scope.
o C(constraint): It is a set of restrictions that the collection of parameters must
abide by.

In constraint satisfaction, domains are the areas wherein parameters were located
after the restrictions that are particular to the task. Those three components make up
a constraint satisfaction technique in its entirety. The pair "scope, rel" makes up the
number of something like the requirement. The scope is a tuple of variables that
contribute to the restriction, as well as rel is indeed a relationship that contains a list
of possible solutions for the parameters should assume in order to meet the
restrictions of something like the issue.

Issues with Contains A certain amount Solved

For a constraint satisfaction problem (CSP), the following conditions must be met:

o States area
o fundamental idea while behind remedy.

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The definition of a state in phase space involves giving values to any or all of the
parameters, like as

X1 = v1, X2 = v2, etc.

There are 3 methods to economically beneficial to something like a parameter:

1. Consistent or Legal Assignment: A task is referred to as consistent or legal if it


complies with all laws and regulations.
2. Complete Assignment: An assignment in which each variable has a number
associated to it and that the CSP solution is continuous. One such task is
referred to as a completed task.
3. A partial assignment is one that just gives some of the variables values.
Projects of this nature are referred to as incomplete assignment.

Domain Categories within CSP


The parameters utilize one of the two types of domains listed below:
o Discrete Domain: This limitless area allows for the existence of a single state
with numerous variables. For instance, every parameter may receive a endless
number of beginning states.
o It is a finite domain with continous phases that really can describe just one
area for just one particular variable. Another name for it is constant area.

Types of Constraints in CSP


Basically, there are three different categories of limitations in regard towards the
parameters:

o Unary restrictions are the easiest kind of restrictions because they only limit
the value of one variable.
o Binary resource limits: These restrictions connect two parameters. A value
between x1 and x3 can be found in a variable named x2.
o Global Resource limits: This kind of restriction includes a unrestricted amount
of variables.

The main kinds of restrictions are resolved using certain kinds of resolution
methodologies:

o In linear programming, when every parameter carrying an integer value only


occurs in linear equation, linear constraints are frequently utilised.
o Non-linear Constraints: With non-linear programming, when each variable (an
integer value) exists in a non-linear form, several types of restrictions were
utilised.

Note: The preferences restriction is a unique restriction that operates in the actual world.

Think of a Sudoku puzzle where some of the squares have initial fills of certain
integers.

You must complete the empty squares with numbers between 1 and 9, making sure
that no rows, columns, or blocks contains a recurring integer of any kind. This solving
multi - objective issue is pretty elementary. A problem must be solved while taking
certain limitations into consideration.

The integer range (1-9) that really can occupy the other spaces is referred to as a
domain, while the empty spaces themselves were referred as variables. The values of
the variables are drawn first from realm. Constraints are the rules that determine how
a variable will select the scope.

Example – variable= v1 and v2

Let domain is A and B resp.

Then constraint is (scope,relationship)

So here scope is variables (v1,v2) and rel is (v1!=v2)

C=((v1,v2),v1!=v2)

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