Module 10

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Module 10

Game Playing, Mini-Max search algorithm, Alpha-Beta Pruning


Game playing in artificial intelligence refers to the development and application of algorithms
that enable computers to engage in strategic decision-making within the context of games.
Game playing algorithms in AI, can be broadly classified into two main categories: rule-based
systems and machine learning-based systems.
1. In rule-based systems, decisions are based on a deterministic process where each move
is evaluated against the predefined rules. Rule-based approaches are particularly
effective in games with well-defined rules and relatively simple decision trees, such as
Tic-Tac-Toe.
2. Machine learning-based systems, on the other hand, represent a paradigm shift in game
playing in AI. Instead of relying on fixed rules, these systems utilize algorithms to learn
from experience and adapt their strategies accordingly. These algorithms process vast
amounts of data generated through gameplay, identifying patterns, correlations, and
optimal moves.

Mini-Max Algorithm in Artificial Intelligence


The Mini-Max algorithm is a cornerstone of game playing in artificial intelligence, allowing AI
agents to make strategic decisions in competitive games.
It operates on the principle that in a two-player, zero-sum game, one player's gain is balanced by
the other player's loss.
This powerful algorithm enables AI players to assess different moves and select the one that
maximizes their advantage while considering their opponent's optimal response.

Pseudo-code for MinMax Algorithm:


function minimax(node, depth, maximizingPlayer) is
if depth ==0 or node is a terminal node then
return static evaluation of node

if MaximizingPlayer then // for Maximizer Player


maxEva= -infinity
for each child of node do
eva= minimax(child, depth-1, false)
maxEva= max(maxEva,eva) //gives Maximum of the values
return maxEva

else // for Minimizer player


minEva= +infinity
for each child of node do
eva= minimax(child, depth-1, true)
minEva= min(minEva, eva) //gives minimum of the values
return minEva

Working of Min-Max Algorithm:

o The working of the minimax algorithm can be easily described using an example. Below
we have taken an example of game-tree which is representing the two-player game.
o In this example, there are two players one is called Maximizer and other is called
Minimizer.
o Maximizer will try to get the Maximum possible score, and Minimizer will try to get the
minimum possible score.
o This algorithm applies DFS, so in this game-tree, we have to go all the way through the
leaves to reach the terminal nodes.
o At the terminal node, the terminal values are given so we will compare those value and
backtrack the tree until the initial state occurs. Following are the main steps involved in
solving the two-player game tree:

Step-1: In the first step, the algorithm generates the entire game-tree and apply the utility
function to get the utility values for the terminal states. In the below tree diagram, let's take A is
the initial state of the tree. Suppose maximizer takes first turn which has worst-case initial value
=- infinity, and minimizer will take next turn which has worst-case initial value = +infinity.

o Step 2: Now, first we find the utilities value for the Maximizer, its initial value is -∞, so we
will compare each value in terminal state with initial value of Maximizer and determines
the higher nodes values. It will find the maximum among the all.
o For node D max(-1,- -∞) => max(-1,4)= 4
o For Node E max(2, -∞) => max(2, 6)= 6
o For Node F max(-3, -∞) => max(-3,-5) = -3
o For node G max(0, -∞) = max(0, 7) = 7
Step 3: In the next step, it's a turn for minimizer, so it will compare all nodes value with +∞, and
will find the 3rd layer node values.

o For node B= min(4,6) = 4


o For node C= min (-3, 7) = -3

Step 4: Now it's a turn for Maximizer, and it will again choose the maximum of all nodes value
and find the maximum value for the root node. In this game tree, there are only 4 layers, hence
we reach immediately to the root node, but in real games, there will be more than 4 layers.

o For node A max(4, -3)= 4


Limitation of the minimax Algorithm:

The main drawback of the minimax algorithm is that it gets really slow for complex games such
as Chess, go, etc. This type of games has a huge branching factor, and the player has lots of choices
to decide. This limitation of the minimax algorithm can be improved from alpha-beta pruning.

Alpha-Beta Pruning
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an optimization
technique for the minimax algorithm.
o As we have seen in the minimax search algorithm that the number of game states it has to
examine are exponential in depth of the tree. Since we cannot eliminate the exponent, but
we can cut it to half. Hence there is a technique by which without checking each node of
the game tree we can compute the correct minimax decision, and this technique is
called pruning. This involves two threshold parameter Alpha and beta for future
expansion, so it is called alpha-beta pruning. It is also called as Alpha-Beta Algorithm.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only prune
the tree leaves but also entire sub-tree.
o The two-parameter can be defined as:
a. Alpha: The best (highest-value) choice we have found so far at any point along
the path of Maximizer. The initial value of alpha is -∞.
b. Beta: The best (lowest-value) choice we have found so far at any point along the
path of Minimizer. The initial value of beta is +∞.
o The Alpha-beta pruning to a standard minimax algorithm returns the same move as the
standard algorithm does, but it removes all the nodes which are not really affecting the
final decision but making algorithm slow. Hence by pruning these nodes, it makes the
algorithm fast.

The main condition which required for alpha-beta pruning is: α>=β
Pseudo-code for Alpha-beta Pruning:

function minimax(node, depth, alpha, beta, maximizingPlayer) is


if depth ==0 or node is a terminal node then
return static evaluation of node

if MaximizingPlayer then // for Maximizer Player


maxEva= -infinity
for each child of node do
eva= minimax(child, depth-1, alpha, beta, False)
maxEva= max(maxEva, eva)
alpha= max(alpha, maxEva)
if beta<=alpha
break
return maxEva

else // for Minimizer player


minEva= +infinity
for each child of node do
eva= minimax(child, depth-1, alpha, beta, true)
minEva= min(minEva, eva)
beta= min(beta, eva)
if beta<=alpha
break
return minEva

Working of Alpha Beta Pruning:

Let's take an example of two-player search tree to understand the working of Alpha-beta pruning

Step 1: At the first step the, Max player will start first move from node A where α= -∞ and β= +∞,
these value of alpha and beta passed down to node B where again α= -∞ and β= +∞, and Node B
passes the same value to its child D.
Step 2: At Node D, the value of α will be calculated as its turn for Max. The value of α is
compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of α at node D and
node value will also 3.

Step 3: Now algorithm backtrack to node B, where the value of β will change as this is a turn of
Min, Now β= +∞, will compare with the available subsequent nodes value, i.e. min (∞, 3) = 3,
hence at node B now α= -∞, and β= 3

In the next step, algorithm traverse the next successor of Node B which is node E, and the values
of α= -∞, and β= 3 will also be passed.

Step 4: At node E, Max will take its turn, and the value of alpha will change. The current value of
alpha will be compared with 5, so max (-∞, 5) = 5, hence at node E α= 5 and β= 3, where α>=β, so
the right successor of E will be pruned, and algorithm will not traverse it, and the value at node E
will be 5.
Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At node A, the
value of alpha will be changed the maximum available value is 3 as max (-∞, 3)= 3, and β= +∞,
these two values now passes to right successor of A which is Node C.

At node C, α=3 and β= +∞, and the same values will be passed on to node F.

Step 6: At node F, again the value of α will be compared with left child which is 0, and max(3,0)=
3, and then compared with right child which is 1, and max(3,1)= 3 still α remains 3, but the node
value of F will become 1.

Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the value of beta will
be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3 and β= 1, and again it satisfies
the condition α>=β, so the next child of C which is G will be pruned, and the algorithm will not
compute the entire sub-tree G.
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3. Following is
the final game tree which is the showing the nodes which are computed and nodes which has
never computed. Hence the optimal value for the maximizer is 3 for this example.

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