This document summarizes key topics from an artificial intelligence lecture, including:
1) Game theory concepts like adversarial search, multi-agent environments, and zero-sum games were discussed.
2) Different types of games were described such as perfect/imperfect information, deterministic/non-deterministic games.
3) The minimax algorithm for optimal decision making in games was introduced.
- The document summarizes key topics in artificial intelligence covered in session 13 of a course, including adversarial search, constraint satisfaction problems, and propositional logic. It discusses multi-agent environments and examples of single-agent versus multi-agent problems. It also covers factors in game theory like pruning and heuristic evaluation functions. Different types of games are defined, including games with perfect and imperfect information. Zero-sum theory and formalization of adversarial search problems are explained. The next session will cover the minimax algorithm for optimal decisions in games.
The document describes a class of complex games called Simple War Games that are designed to be challenging for game playing programs. It also describes the WAR program, which can play any game in the Simple War Games class. The WAR program uses an algorithm inspired by ant behavior to efficiently evaluate moves and also incorporates a genetic algorithm to improve its strategies over time through learning. Sample games like SIMPLE and TANK that fall within the Simple War Games class are presented to illustrate the complexity and variety of games the class encompasses.
Libratus is an AI developed by researchers at Carnegie Mellon University that achieved superhuman performance at no-limit Texas hold'em poker by defeating top human professionals in a 120,000-hand poker competition. It uses a three-part approach: 1) It computes an abstraction of the full game to develop a "blueprint" strategy for early rounds; 2) When later rounds are reached, it constructs finer-grained abstractions in real-time and solves them while ensuring strategies fit the overall blueprint; 3) It enhances the blueprint by adding missing branches and strategies based on opponents' actual moves. This game-theoretic approach uses application-independent techniques and marks the first time an AI has defeated humans at this
Learning to Reason in Round-based Games: Multi-task Sequence Generation for P...Deren Lei
油
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. CounterStrike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.
This document summarizes a session on artificial intelligence topics taught by Asst. Prof. M. Gokilavani. The session covered game theory, optimal decision making in games, alpha-beta search, Monte Carlo tree search, stochastic games, partially observed games, constraint satisfaction problems, constraint propagation, backtracking search for CSPs, and local search for CSPs. It provided details on Monte Carlo tree search, including that it is a probabilistic search algorithm that combines tree search with reinforcement learning. It also explained key concepts like combinatorial games, game trees, and the four phases of how Monte Carlo tree search works: selection, expansion, simulation, and backpropagation.
3.3 Game TheoryGame theory is a branch of applied mathematics, w.docxgilbertkpeters11344
油
3.3 Game Theory
Game theory is a branch of applied mathematics, which deals with multi-person decision making situations. The basic assumption is that the decision makers pursue some well-defined objectives and take into account their knowledge or expectations of the other decision makers behavior. Many applications of game theory are related to economics, but it has been applied to numerous fields ranging from law enforcement [19] to voting decisions in European Union [20].
There are two main ways to capitalize game theory. It can be used to analyze existing systems or it can be used as a tool when designing new systems. Existing systems can be modeled as games. The models can be used to study the properties of the systems. For example, it is possible to analyze the effect of different kind of users on the system. The other approach is implementation theory, which is used when designing a new system. Instead of fixing a game and analyzing its outcome, the desired outcome is fixed and a game ending in that outcome is looked for. When a suitable game is discovered, a system fulfilling the properties of the game can be implemented.
Most game theoretical ideas can be presented without mathematics; hence we give only some formal definitions. Also, introduce one classical game, the prisoners dilemma which we use to demonstrate the concepts of game theory.
3.3.1 Prisoners Dilemma
In the prisoners dilemma, two criminals are arrested and charged with a crime. The police do not have enough evidence to convict the suspects, unless at least one confesses. The criminals are in separate cells, thus they are not able to communicate during the process. If neither confesses, they will be convicted of a minor crime and sentenced for one month. The police offer both the criminals a deal. If one confesses and the other does not, the confessing one will be released and the other will be sentenced for 9 months. If both confess, both will be sentenced for six months. The possible actions and corresponding sentences of the criminals are given in Table 3.1.
Criminal 2
Dont confess
Confess
Criminal 1
Dont confess
-1,-1
-9,0
Confess
0,-9
-6,-6
Table 3.1: Prisoners dilemma
3.3.2 Assumptions and Definitions
Game: A game consists of players, the possible actions of the players, and consequences of the actions. The players are decision makers, who choose how they act. The actions of the players result in a consequence or outcome. The players try to ensure the best possible consequence according to their preferences.
The preferences of a player can be expressed either with a utility function, which maps every consequence to a real number, or with preference relations, which define the ranking of the consequences. With mild assumptions, a utility function can be constructed if the preference relations of a player are known [21].
Rationality: The most fundamental assumption in game theory is rationality. Rational players are assumed to maximize their payoff. If t.
Game theory seeks to analyze competing situations that arise from conflicts of interest. It examines scenarios of conflict to identify optimal strategies for decision makers. Game theory assumes importance from a managerial perspective, as businesses compete for market share. The theory can help determine rational behaviors in competitive situations where outcomes depend on interactions between decision makers and competitors. It provides insights to help businesses convert weaknesses and threats into opportunities and strengths to maximize profits.
This document discusses adversarial search and game trees. It explains that adversarial search can model two-player zero-sum games where players take alternating turns maximizing or minimizing a score. Game trees represent the game as nodes for states and arcs for moves, branching into the future. The minimax algorithm recursively evaluates game trees from the leaves up, choosing the move leading to the highest score for the maximizing player and lowest for the minimizing player assuming optimal play. While effective for simple games, minimax is impractical for large games like chess without enhancements like alpha-beta pruning, evaluation functions, and depth limits.
The document provides information about game playing and constraint satisfaction problems (CSP). It discusses adversarial search techniques like minimax algorithm and alpha-beta pruning that are used for game playing. The minimax algorithm uses recursion to search through the game tree and find the optimal move. Alpha-beta pruning improves on minimax by pruning parts of the tree that are guaranteed not to affect the outcome. The document also mentions other topics like Monte Carlo tree search, stochastic games with elements of chance, and formalization of game state, actions, results, and utilities.
Game playing in artificial intelligent technique syeda zoya mehdi
油
The document discusses game artificial intelligence and techniques used to generate intelligent behavior in non-player characters in computer and video games. It covers topics like machine learning, reinforcement learning, pathfinding algorithms, and different data structures used to represent game boards and chess positions. Game AI aims to create behavior that feels natural to the player while obeying the rules of the game. Various computer science disciplines are required to develop effective game AI, and different types of games require different AI techniques.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
This document summarizes a lecture on artificial intelligence topics including game theory, constraint satisfaction problems, and stochastic games. The lecture covered optimal decision making in games, alpha-beta search, Monte Carlo tree search, partially observed games, constraint propagation, backtracking search for CSPs, local search for CSPs, and the structure of CSPs. It then discussed stochastic strategies, stochastic games such as backgammon which involve dice rolls, calculating expected values rather than definite values in stochastic games, and computing the expected value at chance nodes. Finally, it noted that partially observed games will be covered in the next session.
Here is an example of applying the dominance property to reduce a game theory payoff matrix:
B's Strategy
b1 b2
A's Strategy
a1 2 5
a2 4 1
a3 0 3
Analysis:
The row for strategy a3 is dominated by strategy a2. This is because all the payoffs in a3 (0 and 3) are less than the payoffs in a2 (4 and 1).
Therefore, based on the dominance rule for rows (X Y), we can eliminate row a3 from the matrix.
The reduced matrix is:
B's Strategy
b1 b2
A's Strategy
a1 2 5
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerOfir Shalev
油
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect
information, and a longstanding challenge problem in artificial intelligence.
We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving
44,000 hands of poker, DeepStack defeated with statistical significance professional
poker players in heads-up no-limit Texas holdem. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.
This document provides an overview of an adaptive AI engine project for real-time strategy (RTS) games. It discusses what game AI is, why an AI engine is needed, and the common structures of AI engines. It also outlines elements that require AI in RTS games, areas needing improvement, and common techniques used in AI engines, including decision making, planning, and learning approaches. The document notes that AI development has been slow in RTS games due to challenges like imperfect information and fast-paced action. It identifies several areas needing more research, such as adversarial planning, learning, and spatial/temporal reasoning. Recent papers on the topic focus on planning, reinforcement learning, genetic algorithms, and hybrid approaches.
1. Game playing is one of the most studied areas of artificial intelligence as games provide test beds for developing techniques that are useful in other domains.
2. Common techniques used in game AI include machine learning, pathfinding algorithms, behavior trees, and search algorithms like minimax and alpha-beta pruning.
3. Game AI has applications beyond entertainment, including in training simulators, economic simulations, and military simulations. Developments in game AI have contributed to advances in other fields like DNA sequencing and scheduling.
This slide show talks about my Graduation Project which is pending this year.My Graduation project will be around "Planning,Learning and Adaptation in Real-time Strategy Games".The Presentation consists of 2 main parts, one about the techniques used in game AI engines ,and the other about the latest research in Real-Time Strategy Games concerning learning and planning.My partner in this Project is AbdelRahman Al- Ogail.
one of the areas of Artificial Intelligence is Game Playing. Game playing
programs are often described as being a combination of search and knowledge. The board
games are very popular. Board games provide dynamic environments that make them ideal
area of computational intelligence theories. Othello is 8 8 board game and it has very huge
state space as 364 1028 total states. It is implemented by game search tree like Mini-max
algorithm, alpha-beta pruning. But it required more storage memory and more time to
compute best move among all valid moves. Evolutionary algorithms such as Genetic
algorithm are applied to the game playing because of the very large state space of the
problem. Game search tree algorithm like alpha- beta pruning is used to build efficient
computer player program. This paper mainly highlights on hybrid approach which is
combination of Genetic algorithm and alpha-beta pruning. Genetic algorithm is applied to
optimize search space of Othello game and building Genetic Weight Vector. This weight
vector is applied to game which played by alpha- beta pruning game search tree algorithm.
And we optimize search space of Othello and get best move in less amount of time.
Knownsense is the General Quiz conducted by Pragya the Official Quiz Club of the University of Engineering and Management Kolkata in collaboration with Ecstasia the official cultural fest of the University of Engineering and Management Kolkata
Game theory seeks to analyze competing situations that arise from conflicts of interest. It examines scenarios of conflict to identify optimal strategies for decision makers. Game theory assumes importance from a managerial perspective, as businesses compete for market share. The theory can help determine rational behaviors in competitive situations where outcomes depend on interactions between decision makers and competitors. It provides insights to help businesses convert weaknesses and threats into opportunities and strengths to maximize profits.
This document discusses adversarial search and game trees. It explains that adversarial search can model two-player zero-sum games where players take alternating turns maximizing or minimizing a score. Game trees represent the game as nodes for states and arcs for moves, branching into the future. The minimax algorithm recursively evaluates game trees from the leaves up, choosing the move leading to the highest score for the maximizing player and lowest for the minimizing player assuming optimal play. While effective for simple games, minimax is impractical for large games like chess without enhancements like alpha-beta pruning, evaluation functions, and depth limits.
The document provides information about game playing and constraint satisfaction problems (CSP). It discusses adversarial search techniques like minimax algorithm and alpha-beta pruning that are used for game playing. The minimax algorithm uses recursion to search through the game tree and find the optimal move. Alpha-beta pruning improves on minimax by pruning parts of the tree that are guaranteed not to affect the outcome. The document also mentions other topics like Monte Carlo tree search, stochastic games with elements of chance, and formalization of game state, actions, results, and utilities.
Game playing in artificial intelligent technique syeda zoya mehdi
油
The document discusses game artificial intelligence and techniques used to generate intelligent behavior in non-player characters in computer and video games. It covers topics like machine learning, reinforcement learning, pathfinding algorithms, and different data structures used to represent game boards and chess positions. Game AI aims to create behavior that feels natural to the player while obeying the rules of the game. Various computer science disciplines are required to develop effective game AI, and different types of games require different AI techniques.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
This document summarizes a lecture on artificial intelligence topics including game theory, constraint satisfaction problems, and stochastic games. The lecture covered optimal decision making in games, alpha-beta search, Monte Carlo tree search, partially observed games, constraint propagation, backtracking search for CSPs, local search for CSPs, and the structure of CSPs. It then discussed stochastic strategies, stochastic games such as backgammon which involve dice rolls, calculating expected values rather than definite values in stochastic games, and computing the expected value at chance nodes. Finally, it noted that partially observed games will be covered in the next session.
Here is an example of applying the dominance property to reduce a game theory payoff matrix:
B's Strategy
b1 b2
A's Strategy
a1 2 5
a2 4 1
a3 0 3
Analysis:
The row for strategy a3 is dominated by strategy a2. This is because all the payoffs in a3 (0 and 3) are less than the payoffs in a2 (4 and 1).
Therefore, based on the dominance rule for rows (X Y), we can eliminate row a3 from the matrix.
The reduced matrix is:
B's Strategy
b1 b2
A's Strategy
a1 2 5
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerOfir Shalev
油
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect
information, and a longstanding challenge problem in artificial intelligence.
We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving
44,000 hands of poker, DeepStack defeated with statistical significance professional
poker players in heads-up no-limit Texas holdem. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.
This document provides an overview of an adaptive AI engine project for real-time strategy (RTS) games. It discusses what game AI is, why an AI engine is needed, and the common structures of AI engines. It also outlines elements that require AI in RTS games, areas needing improvement, and common techniques used in AI engines, including decision making, planning, and learning approaches. The document notes that AI development has been slow in RTS games due to challenges like imperfect information and fast-paced action. It identifies several areas needing more research, such as adversarial planning, learning, and spatial/temporal reasoning. Recent papers on the topic focus on planning, reinforcement learning, genetic algorithms, and hybrid approaches.
1. Game playing is one of the most studied areas of artificial intelligence as games provide test beds for developing techniques that are useful in other domains.
2. Common techniques used in game AI include machine learning, pathfinding algorithms, behavior trees, and search algorithms like minimax and alpha-beta pruning.
3. Game AI has applications beyond entertainment, including in training simulators, economic simulations, and military simulations. Developments in game AI have contributed to advances in other fields like DNA sequencing and scheduling.
This slide show talks about my Graduation Project which is pending this year.My Graduation project will be around "Planning,Learning and Adaptation in Real-time Strategy Games".The Presentation consists of 2 main parts, one about the techniques used in game AI engines ,and the other about the latest research in Real-Time Strategy Games concerning learning and planning.My partner in this Project is AbdelRahman Al- Ogail.
one of the areas of Artificial Intelligence is Game Playing. Game playing
programs are often described as being a combination of search and knowledge. The board
games are very popular. Board games provide dynamic environments that make them ideal
area of computational intelligence theories. Othello is 8 8 board game and it has very huge
state space as 364 1028 total states. It is implemented by game search tree like Mini-max
algorithm, alpha-beta pruning. But it required more storage memory and more time to
compute best move among all valid moves. Evolutionary algorithms such as Genetic
algorithm are applied to the game playing because of the very large state space of the
problem. Game search tree algorithm like alpha- beta pruning is used to build efficient
computer player program. This paper mainly highlights on hybrid approach which is
combination of Genetic algorithm and alpha-beta pruning. Genetic algorithm is applied to
optimize search space of Othello game and building Genetic Weight Vector. This weight
vector is applied to game which played by alpha- beta pruning game search tree algorithm.
And we optimize search space of Othello and get best move in less amount of time.
Knownsense is the General Quiz conducted by Pragya the Official Quiz Club of the University of Engineering and Management Kolkata in collaboration with Ecstasia the official cultural fest of the University of Engineering and Management Kolkata
This presentation was provided by Jack McElaney of Microassist during the initial session of the NISO training series "Accessibility Essentials." Session One: The Introductory Seminar was held April 3, 2025.
URINE SPECIMEN COLLECTION AND HANDLING CLASS 1 FOR ALL PARAMEDICAL OR CLINICA...Prabhakar Singh Patel
油
1. Urine analysis provides important information about renal and metabolic function through physical, chemical, and microscopic examination of urine samples.
2. Proper collection, preservation and timely testing of urine samples is necessary to obtain accurate results and detect abnormalities that can indicate underlying diseases.
3.
Action of Muscles ppt by Priscilla Jasper Vedam Vemavarapu @ASRHMCjaspervedamvemavarap
油
Action of muscles-Anatomy
Contraction and relaxation
Muscle tone
Length and tension relationship
Types of muscle contraction
Active and passive insufficiency
Shunt and sprunt muscles
Agonists
Antagonists
Fixators
Synergists
Antifungal drug are those medicine that kill or stop the growth of fungi.AbuShahma9
油
Antifungal drugs are those medicine that kil aur stop the growth of fungi.
These are also called as anti myotic agent.
So, fungal infection are disease caused by fungus, dryness of skin or irritation cause of fungal infection.
Fungal infection are most common on your skin or nails.
They are treated with antifungal drugs.
The topic and research question forms the foundation of the entire systematic review.
A poorly defined topic/question leads to:
Unfocused search strategy
Irrelevant studies
Weak synthesis and conclusions
A Systematic Review:
Provides a clear and transparent process
Facilitates efficient integration of information for rational decision
making
Demonstrates where the effects of health care are consistent and
where they do vary
Minimizes bias (systematic errors) and reduce chance effects
Can be readily updated, as needed.
Meta-analysis can provide more precise estimates than individual
studies
Allows decisions based on evidence , whole of it and not partial
Unit No 4- Chemotherapy of Malignancy.pptxAshish Umale
油
In the Pharmacy profession there are many dangerous diseases from which the most dangerous is cancer. Here we study about the cancer as well as its treatment that is supportive to the students of semester VI of Bachelor of Pharmacy. Cancer is a disease of cells of characterized by Progressive, Persistent, Perverted (abnormal), Purposeless and uncontrolled Proliferation of tissues. There are many types of cancer that are harmful to the human body which are responsible to cause the disease condition. The position 7 of guanine residues in DNA is especially susceptible. Cyclophosphamide is a prodrug converted to the active metabolite aldophosphamide in the liver. Procarbazine is a weak MAO inhibitor; produces sedation and other CNS effects, and can interact with foods and drugs. Methotrexate is one of the most commonly used anticancer drugs. Methotrexate (MTX) is a folic acid antagonist. 6-MP and 6-TG are activated to their ribonucleotides, which inhibit purine ring biosynthesis and nucleotide inter conversion. Pyrimidine analogue used in antineoplastic, antifungal and anti psoriatic agents.
5-Fluorouracil (5-FU) is a pyrimidine analog. It is a complex diterpin taxane obtained from bark of the Western yew tree. Actinomycin D is obtained from the fungus of Streptomyces species. Gefitinib and Erlotinib inhibit epidermal growth factor receptor (EGFR) tyrosine kinase. Sunitinib inhibits multiple receptor tyrosine kinases like platelet derived growth factor (PDGF) Rituximab target antigen on the B cells causing lysis of these cells.
Prednisolone is 4 times more potent than hydrocortisone, also more selective glucocorticoid, but fluid retention does occur with high doses. Estradiol is a major regulator of growth for the subset of breast cancers that express the estrogen receptor (ER, ESR1).
Finasteride and dutasteride inhibit conversion of testosterone to dihydrotestosterone in prostate (and other tissues), have palliative effect in advanced carcinoma prostate; occasionally used. Chemotherapy in most cancers (except curable cancers) is generally palliative and suppressive. Chemotherapy is just one of the modes in the treatment of cancer. Other modes like radiotherapy and surgery are also employed to ensure 'total cell kill'.
How to Invoice Shipping Cost to Customer in Odoo 17Celine George
油
Odoo allows the invoicing of the shipping costs after delivery and this ensures that the charges are accurate based on the real time factors like weight, distance and chosen shipping method.
Anti-Viral Agents.pptx Medicinal Chemistry III, B Pharm SEM VISamruddhi Khonde
油
Antiviral agents are crucial in combating viral infections, causing a variety of diseases from mild to life-threatening. Developed through medicinal chemistry, these drugs target viral structures and processes while minimizing harm to host cells. Viruses are classified into DNA and RNA viruses, with each replicating through distinct mechanisms. Treatments for herpesviruses involve nucleoside analogs like acyclovir and valacyclovir, which inhibit the viral DNA polymerase. Influenza is managed with neuraminidase inhibitors like oseltamivir and zanamivir, which prevent the release of new viral particles. HIV is treated with a combination of antiretroviral drugs targeting various stages of the viral life cycle. Hepatitis B and C are treated with different strategies, with nucleoside analogs like lamivudine inhibiting viral replication and direct-acting antivirals targeting the viral RNA polymerase and other key proteins.
Antiviral agents are designed based on their mechanisms of action, with several categories including nucleoside and nucleotide analogs, protease inhibitors, neuraminidase inhibitors, reverse transcriptase inhibitors, and integrase inhibitors. The design of these agents often relies on understanding the structure-activity relationship (SAR), which involves modifying the chemical structure of compounds to enhance efficacy, selectivity, and bioavailability while reducing side effects. Despite their success, challenges such as drug resistance, viral mutation, and the need for long-term therapy remain.
How to manage Customer Tips with Odoo 17 Point Of SaleCeline George
油
In the context of point-of-sale (POS) systems, a tip refers to the optional amount of money a customer leaves for the service they received. It's a way to show appreciation to the cashier, server, or whoever provided the service.
GET READY TO GROOVE TO THE TUNES OF QUIZZING!
The Quiz Club of PSGCAS brings to you the foot-tapping, energetic "MUSIC QUIZ".
So energise yourself for a trivia filled evening.
QUIZMASTER : A POOJA JAIN, BA ECONOMICS (2023-26 BATCH), THE QUIZ CLUB OF PSGCAS
The Quiz club of PSGCAS brings you another fun-filled trivia ride. Presenting you a Business quiz with 20 sharp questions to feed your intellectual stimulus. So, sharpen your business mind for this quiz set
Quizmaster: Thanvanth N A, BA Economics, The Quiz Club of PSG College of Arts & Science (2023-26 batch)
Heuristic search algorithm in ai and machine learning
1. .
Heuristic Search Techniques
Artificial Intelligence
Final Year IT AS2024
Information Technology Department
College of Science and Technology
Royal University of Bhutan
2. .
Outline
Adversarial Search
Types of Games in AI
Game Theory
Terminologies
Pure Strategy
Mix Strategy
References
10/21/2024 2
Artificial Intelligence
3. .
Adversarial Search: game playing
It 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.
In previous topics, we have studied the search strategies which are only associated with a
single agent
Which aims to find the solution that often expressed in the form of a sequence of actions.
However, there might be some situations where more than one agent is searching for the
solution in the same search space.
This situation usually occurs in game playing.
Adversarial search problems are called games.
Therefore, 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.
10/21/2024 CST @ 3
Artificial Intelligence
4. .
Adversarial Search
It is a game-playing technique where the agents are surrounded by a competitive
environments.
They occur in multiagent competitive environments.
There is an opponent we cant control planning against us.
Game Vs. Search algorithms
Optimal solution is not a sequence of actions but a strategy (policy).
If opponent does A, agent does B, else if opponent does C, agent does D, etc.
Tedious and fragile if hard-coded (i.e., implemented with rules)
Good news is games are modeled as search problems and use heuristic evaluation
functions.
Two main factors which help to model and solve games in AI are:
1. Search Problem
2. Heuristic evaluation function
10/21/2024 CST @ 4
Artificial Intelligence
5. .
Key Concepts
Game Tree: A tree-like structure where nodes represent game states and edges represent
moves. The root is the current game state, and the branches represent possible future states.
Minimax Algorithm: A classic adversarial search algorithm used to find the optimal move for a
player, assuming that the opponent also plays optimally. The algorithm explores the entire
game tree by simulating possible moves, assigning a value to each outcome, and choosing the
move that maximizes the player's minimum gain (or minimizes the opponent's maximum gain).
Maximizer and Minimizer: In a two-player game, one player tries to maximize their score
(Maximizer), while the other tries to minimize the Maximizers score (Minimizer). In the game
tree, the Maximizers nodes choose the maximum value from child nodes, while the
Minimizers nodes choose the minimum.
Alpha-Beta Pruning: An optimization of the Minimax algorithm that reduces the number of
nodes evaluated in the game tree. It prunes branches that cannot influence the final decision,
thus speeding up the search process.
10/21/2024 CST @ 5
Artificial Intelligence
6. .
Classic Approaches
Minimax and Alpha-Beta Pruning: these are foundational techniques in traditional game-
playing AI. They are effective for games with relatively small state spaces and well-defined
rules, such as tic-tac-toe or chess.
Heuristic Evaluation Functions: In complex games where its impractical to search the
entire game tree (e.g., chess), heuristic evaluation functions estimate the value of a game
state. These functions are often based on expert knowledge, such as material advantage in
chess.
10/21/2024 CST @ 6
Artificial Intelligence
7. .
Modern Approaches
Monte Carlo Tree Search (MCTS): A probabilistic search algorithm that is particularly
effective in games with large and complex state spaces, like Go. MCTS builds a search tree
based on random sampling of the game space, gradually focusing on the most promising
moves.
Deep Learning and Reinforcement Learning: AI systems like AlphaGo use deep neural
networks and reinforcement learning to evaluate game states and make decisions. These
systems can learn strategies by playing against themselves millions of times, improving
with each iteration.
Neural Networks in Game Playing: Deep learning models, particularly convolutional
neural networks (CNNs), can be trained to evaluate game states and predict the best
moves. In AlphaGo, for example, two neural networks were used: one to evaluate the
board state (value network) and another to suggest moves (policy network).
10/21/2024 CST @ 7
Artificial Intelligence
8. .
Applications Beyond Games
The principles of adversarial search and game playing extend to various real-world
applications:
Cybersecurity: Adversarial search can be used in scenarios like intrusion detection, where
the defenders actions are modelled against potential attackers.
Business Strategy: Companies can model competitive markets as adversarial
environments, optimizing pricing, product placement, and marketing strategies.
Robotics: In scenarios where multiple robots or agents must compete or cooperate,
adversarial search techniques can optimize their strategies.
10/21/2024 CST @ 8
Artificial Intelligence
9. .
Challenges and Limitations
State Space Complexity: As the complexity of the game increases, the state space (all
possible configurations of the game) can become prohibitively large, making exhaustive
search impractical.
Computational Resources: Techniques like Alpha-Beta Pruning and MCTS reduce the need
for exhaustive searches, but they still require significant computational resources,
especially in real-time applications.
Generalization: While game-playing AI can achieve superhuman performance in specific
games, generalizing these strategies to other domains or more complex environments
remains a challenge.
10/21/2024 CST @ 9
Artificial Intelligence
10. .
Games
Games are considered as the hard topic in AI
Games are Big deal in AI.
Games are interesting to AI because they are too hard to solve.
Example: chess has a branching factor of 35, with 35100
nodes 10154
search spaces.
In games, we need to make some decision even when the optimal decision is
infeasible.
Types of games in AI:
10/21/2024 CST @ 10
Artificial Intelligence
Deterministic Non-deterministic
Perfect information Chess, Checkers, go, Othello Backgammon, monopoly
Imperfect
information
Battleships, blind, tic-tac-toe Bridge, poker, scrabble, nuclear
war
11. .
Types of games in AI
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.
Examples Chess, Checkers, Go, etc.
Imperfect Information
In a game if agents do not have all information about the game and not aware with
whats going on, such type of games are called the game with imperfect information,
Example tic-tac-toe, Battleship, blind, Bridge, etc.
10/21/2024 CST @ 11
Artificial Intelligence
12. .
Types of games in AI
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.
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.
10/21/2024 CST @ 12
Artificial Intelligence
13. .
Game Theory
Mathematically, Adversarial search is based on the concept of Game Theory.
According to game theory, a game is played between two players.
To complete the game, one has to win the game and the other looses automatically.
Game theory is the mathematical model which is used for making decision.
Generally decision making situations can be classified into three different
categories:
1. Deterministic situation
2. Probabilistic situation
3. Uncertainty situation
Terminologies of Game Theory:
10/21/2024 CST @ 13
Artificial Intelligence
14. .
Terminologies of Game Theory
1. Players Player A and Player B.
2. Strategies The course of actions to be taken by a player.
2.1 Pure Strategy
2.2 Mix Strategy
3. Payoff matrix
Two players A and B with three strategies
10/21/2024 CST @ 14
Artificial Intelligence
Player selects only one strategy: P1 = 0, P2 = 1, P3 = 0 total prob. = 1
Player selects more strategies: P1 = 0.45, P2 = 0.55, P3 = 0 total prob. = 1
20 10 22
30 40 38
15 18 25
1 2 3
Player B
Player
A
3
2
1
If player A selects strategy 1 and player B selects
strategy 2, the outcome is 10, etc.
Therefore, the payoff matrix is the outcomes of all
the possible combination of the
strategies
If the outcome is Positive, it is
gain to Player A and lost to
player B
Similarly, if the outcome is
Negative, it is gain to play B
but lost to Play A
15. .
Terminologies of Game Theory
4. Maximin Principle Maximizes the minimum guaranteed gain of Player A.
5. Minimax Principle Minimizes the maximum losses.
6. Saddle Point Maximin value = Minimax value
7. Value of the game If the game has a saddle point, then the value of the cell at the
saddle point is called the value of the game.
8. Two-person zero-sum game In a game with two players, if the gain of one player is
equal to the loss of another player then that game is called two-person zero-sum game.
10/21/2024 CST @ 15
Artificial Intelligence
20 10 22
30 40 38
15 18 25
1 2 3
Player B
Player
A
2
If both the players select second strategy (let say - 40), Player B gain
and the same amount is lost by Player A.
This is called Two-person zero-sum game
3
1
16. .
Game with Pure Strategies
Find the optimum strategies of the players in the following games:
10/21/2024 CST @ 16
Artificial Intelligence
25 20 35
50 45 55
58 40 42
1 2 3
Player B
Player
A
1
3
2
Step 1 Calculate Row MIN:
20
45
40
Maximin = 45
Step 2 Calculate Column MAX:
58
45
55
Minimax = 45
Player A is called Maximin player and Player B
is called Minimax player
Therefore:
Player A is maximizing it's minimum
guaranteed gain.
Player B is minimizing it's maximum
lost.
Intersecting point is 45 = Saddle Point
minimax = maximin
45 = 45
Therefore, value of the game V = 45
Hence, the game has a saddle point at the cell corresponding to Row 2 and Column 2.
Optimal probabilities:
A [P1, P2, P3] = A [0,1,0]
B [q1, q2, q3] = B [0,1,0]
Thus, this game is of pure strategy
Optimum strategy of A 2 and optimum strategy of B 2
17. .
Game with Mix Strategies: if no saddle point
Consider the following payoff matrix with respect to Player A and solve it
optimally
10/21/2024 CST @ 17
Artificial Intelligence
1 2
Player B
Player
A
1
2
Step 1 Calculate Row MIN:
7
5
Maximin = 7
Step 2 Calculate Column MAX:
9
11
Minimax = 9
Saddle Point
minimax != maximin
9 != 7
Therefore, this game has no saddle point
Proceed with mix strategy
Step 1 find oddments in both rows and columns
find the difference between First rows and write it in second row.
find the difference between second rows and write it in first row
Find the difference between first columns and write it in second column
Find the difference between second columns and write it in first column.
9 7
5 11
Confirm if there exist saddle
point.
18. .
Game with Mix Strategies: if no saddle point
Consider the following payoff matrix with respect to Player A and solve it
optimally
10/21/2024 CST @ 18
Artificial Intelligence
1 2
Player B
Player
A
1
2
Proceed with mix strategy
Step 1 find oddments in both rows and columns
find the difference between First rows and write it in second row.
find the difference between second rows and write it in first row
Find the difference between first columns and write it in second column
Find the difference between second columns and write it in first column.
9 7
5 11
Proceed with mix strategy
Step 2 find the probabilities
First row P1 and Second row P2
First cols q1 and Second col q2
Oddment
6
2
Oddment 4 4
Proceed with mix strategy
Step 2 find the probabilities
First row P1 = 6/(6+2) = 3/4 and Second row P2 = 2/(2+6) =
1/4
First cols q1 = 4/(4+4) =1/2 and Second col q2 = 4/(4+4) = 1/2
Value of the game v
1. (9 x 6) + (5 x 2) / (6 + 2) = 64/8 = 8
2. (7 x 6) + (11 x 2) / (6 + 2) = 64/8 = 8
3. (9 x 4) + (7 x 4) / (4 + 4) = 64/8 = 8
4. (5 x 4) + (11 x 4) / (4 + 4) = 64/8 = 8
Hence, the strategies of Player A (3/4,
1/4)
Player B (1/2,1/2)
V = 8
19. .
Solve following questions
Solve the following two-person zero-sum game with the following 3x2 payoff
matrix of player A.
10/21/2024 CST @ 19
Artificial Intelligence
B1 B2
Player B
Player
A
A1
A2
9 2
8 6
6 4
A3
What is optimum strategy of A and B?
What is Value of game?
Player B
Player
A
-5 2 0 7
5 6 4 8
4 0 2 -3
A1
A2
A3
B1 B2 B3 B4
Player B
Player
A
2 -1 8
-4 -3 4
-8 -4 0
1 -6 -2
q1
q2
q3
P1 P2 P3
q4
20. .
Solve following questions
Find range of p and q that will make the payoff matrix given below:
10/21/2024 CST @ 20
Artificial Intelligence
Player B
Player
A
2 4 7
10 7 q
4 p 8
A1
A2
A3
B1 B2 B3
Find R-min
2
7
4
Max-min = 7
Find C-max
10
7
8
Min-Max = 7
Range
7 q 8
Range
4 p 7
Optimum strategy of B is B2
Optimum strategy of A is A2
Game of value = 7
21. .
References
Lucci, S., & Kopec, D. (2016). Artificial Intelligence in the 21st Century: a Living Introduction
(2nd
ed.). Mercury Learning and Information.
https://www.javatpoint.com/ai-adversarial-search
https://www.youtube.com/watch?v=fSuqTgnCVRg
https://www.youtube.com/watch?v=YgqC8_WOZyY
10/21/2024 CST @ 21
Artificial Intelligence