AI Game Playing – Zeesun – Medium
Type of AI problems
- Fully Observable vs Partially Observable
- Deterministic vs Stochastic
- Discrete vs Continuous
- Benign (only one person is taking action) vs Adversarial
Minimax Algorithm
- Choose a winning strategy. In an isolation game, the winning strategy can be maximizing the possible moves at each level of the game tree.
- At each level of the game tree, it is assumed that player will choose the branch that maximizes the benefits (opponent will choose a branch to minimize the effect of the winning strategy)
Branching Factor
- how many branches each node will have on average
Depth-Limited Search
- Using the branch factor and the limitation of the number of nodes can be searched every turn, we can determine how deep the search can go
Quiescent Search
- If the decision varies a lot at two neighbor levels, that means a critical decision is made between those two levels
- Thus, we will use quiescent search to search deeper
Iterative Deepening
- After finishing searching depth N, then researching the tree with depth N+1
- Since time complexity is dominated by the last level search, iterative deepening will not increase time complexity compared to regular search
Horizon Effect
- Choices that are obvious to human beings might not be obvious for AI
Alpha Beta Pruning
- adversarial search algorithm, which seeks to decrease the number of nodes in the search tree.
- Improve efficiency
- It does not work well with multi-players
Thad's Asides
- AI = Clever Solutions to Exponential Problems
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