Week 1 Flashcards

1
Q

Characteristics of Games

A
  • Must make decisions in real time
  • There are other agents who you do not control
  • The benefits (or costs) of decisions you make depend on what other agents do

Strategy + interaction with other strategies = games

Blackjack is not a game since the dealer is using a fixed strategy, you know what they are going to do

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2
Q

s.g.

A

Such that

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3
Q

Game solving complexity

A

PSPACE (Harder than NP because game solving alternates existence with universal quantification)

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4
Q

Heuristic

A

Rules which are applied because they are found to have worked.

By trial and error

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5
Q

Notation for graphs

A

Nodes - represent the state of the puzzle

Edges - An edge from nodes i to j represent a direct move from state i to state j

Weights - c(i,j) represents positive distances (time or costs) associated with the move from i to j.
Otherwise use:
c(i,j) = 1 if there is a link i to j
0 otherwise

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6
Q

Dijkstras algorithm properties

A

Finds the shortest path from source to all nodes in the graph

Is complete - if there is a path from the source to the target this will find it

Finds the optimal or shortest path

Uninformed - doesn’t use any information you might have about the location of the goal

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7
Q

Human solving graph problems / Greedy Heuristic Search

A

Move to the state X seemingly “closest to the goal” with a heuristic function:
h(x) = estimated distance from x to the goal

Repeatedly move to the available node x’ connected to state x with the lowest value of h(x’)

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8
Q

Greedy Heuristic search properties / Human solving graph problems properties

A

Not complete - will not necessarily find a path even if one exists

Does not necessarily find the optimal path

Can be very fast

It is informed search: domain knowledge required to produce and evaluate a good heuristic

Can be made complete with backtracking

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9
Q

Dijkstra’s and Greedy prioritization

A

Dijkstra’s prioritises nodes closest to the source node

Greedy prioritises nodes closest to the goal, using a heuristic function to estimate the distance to the goal

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10
Q

A* algorithm

A

Combines Dijkstra and Greedy algorithms

g(x): The distance from the source s to the node x
- Dijkstras algorithm searches ordered on g(x)

h(x): the heuristic. An estimate of the distance of the node x to the goal t
- Greedy heuristic searches ordered on h(x)

A*: searches on their sum,
f(x) = g(x) + h(x)

The total estimated distance from source to goal through node x.

A* is essentially Dijkstra with f(x) replacing g(x)

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11
Q

What makes a good heuristic

A

Admissible
Monotonic
Informative

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12
Q

Admissible

A

For all nodes X, it is no longer than the true shortest distance to the goal t

h underestimates the distance to the goal

If the heuristic is admissible, when the goal is popped from the priority queue, the shortest path to the goal has been found

May still have to re-consider non-goal nodes if the heuristic is not monotonic

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13
Q

Monotonic

A

A heuristic is monotonic if h(x) <= h(y) + c(x,y)

If this is true for a heuristic when a node is popped from the priority queue the shortest distance to it has been found

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14
Q

Informative

A

Informative - As close as possible to the true distance without exceeding it

h0 is more informative than h1 if for all x, h0(x) >= h1(x) (so long as h0 and h1 are admissible

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