Adverserial search Flashcards

1
Q

Adversarial search

A

In adversarial search. the algo faces an opponent that tries to achieve the oppose goal.

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2
Q

Example of adversarial game

A

Tic tac toe (zero-cross)

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3
Q

Hostile agent

A

Other agent planning against us

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4
Q

Classic AI games

A

Deterministic, turn-taking, two player, perfect information

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5
Q

In adversarial search, we are not dealing with __________

A

In adversarial search, we are not dealing with luck factor games. Ex: Dice

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6
Q

Different adversarial search techniques

A

Minimax, Alpha-beta pruning

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7
Q

Minimax

A
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8
Q

Terms use in Minimax game (2 important)

A
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9
Q

Max in minimax

A

Max is us in game. Max attempts to maximise its score.

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10
Q

Min in minimax

A

Min is opponent in the game. Min attempts to minimize Max’s score

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11
Q

Which search use in Minimax algo

A

We use DFS (Depth First Search) for expanding the tree

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12
Q

Properties of Minimax
* Completeness
* Optimality
* TC
* SC

A

Completeness: Complete if tree is finite
Optimality:Optimal against an optimal opponent (Does even better when MIN not play optimally)
Time: Depth first exploration O(bᵐ), max depth of m with b legal moves at each point (impractical for real game)
Space: Depth First Exploration O(bm)

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13
Q

Alpha Beta pruning

A

Modified version of minimax
Ignore portions of search tree that make no difference to final choice

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14
Q

Initial value of alpha and beta

A

Alpha: Initially set to -∞ at maximising nodes. This represents the worst possible score for the maximising player, so any value will improve it
Beta: Initially set to +∞ at minimising nodes. This represents the worst possible score for the minimising player, so any value will improve it.

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15
Q

Main algo point of alpha beta pruning

A

In both min and max node, we return when alpha>=beta which compares with its parent node only.

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16
Q

Alpha beta pruning
* Time complexity (best case and worst case)
* Space complexity
* Completeness
* Optimality

A

Alpha beta pruning

  • Time complexity
    Best case: O(b^(d/2)) In best case it reduces the branching factor from b to sqrt(b), effectively allowing us t o explore only half the depth of the tree compared to mini max algo
    Worst case: O(b^d) In worst case, it is equivalent to minimax if no pruning occurs. This happens when moves are poorly ordered (worst moves exlored first)
  • Space complexity : O(d) Alpha beta pruning uses DFS, requiring space proportional to the depth of the tree d
  • Completeness: complete if the tree is finite. alpha-beta pruning will exlpore all necessary branches in a finite game tree to ensure a decision is made.
  • Optimality: optimal if the evaluation function is perfect. If the evaluation function represents the utility of a node, alpha beta pruning guarantees the same optimal decision as minimax.