Lecture 4 Flashcards

1
Q

What is adversarial search?

A

Adversarial search is a search method used in multi-agent environments where agents (players) have conflicting goals.

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2
Q

What makes adversarial search different from (un)informed search?

A

Adversarial search involves other players actively opposing the agent, requiring strategies that react to changing states.

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3
Q

What are the key components of a game environment in adversarial search?

A

Game environments can be deterministic or stochastic, with perfect or imperfect information.

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4
Q

What is the Minimax algorithm?

A

The Minimax algorithm is a backtracking algorithm that selects optimal moves by minimizing the opponent’s maximum payoff.

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5
Q

What assumption does the Minimax algorithm make about the players?

A

Minimax assumes both players play optimally, making the best possible decisions at every turn.

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6
Q

Why is Minimax considered a complete algorithm?

A

It explores all nodes in the game tree, ensuring it finds the optimal solution if one exists.

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7
Q

What is the time complexity of the Minimax algorithm?

A

The time complexity of Minimax is O(b^d), where b is the branching factor and d is the depth of the game tree.

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8
Q

Why is Minimax computationally expensive for games like chess?

A

Because the game tree for chess has an enormous branching factor and depth, evaluating all possible moves is computationally infeasible.

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9
Q

What is the purpose of alpha-beta pruning?

A

Alpha-beta pruning reduces the number of nodes evaluated in the Minimax algorithm by pruning branches that cannot influence the final decision.

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10
Q

How do the alpha and beta parameters work in alpha-beta pruning?

A

Alpha tracks the best value found for the MAX player, and beta tracks the best value for the MIN player.

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11
Q

What happens when alpha > beta during alpha-beta pruning?

A

When alpha > beta, the branch is pruned as it cannot influence the final decision.

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12
Q

How does move ordering affect the efficiency of alpha-beta pruning?

A

Good move ordering increases the effectiveness of pruning by reducing the number of nodes explored early.

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13
Q

How does alpha-beta pruning affect the time complexity of Minimax?

A

When pruning is optimal, the time complexity of Minimax with alpha-beta pruning becomes O(b^(d/2)).

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14
Q

What is the difference between a utility function and a heuristic evaluation?

A

A utility function assigns a numerical value to a state, while a heuristic estimates the quality of a state based on proximity to the goal.

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15
Q

Why are heuristics important in games with time constraints?

A

Heuristics allow the algorithm to make quick approximations of the best moves, which is critical in games with limited time for decision-making.

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16
Q

What is the horizon effect in depth-restricted Minimax?

A

The horizon effect occurs when important consequences of moves lie just beyond the depth limit of the search.

17
Q

What is the main trade-off when restricting the depth of Minimax?

A

The trade-off is between computational efficiency and missing potentially optimal moves beyond the restricted depth.

18
Q

How does alpha-beta pruning enable deeper searches compared to Minimax?

A

Alpha-beta pruning effectively doubles the search depth by reducing the number of nodes evaluated.