AI Lecture 7
AI Lecture 7
March 6, 2023 1
Multi-agent environment: every agent needs to
consider the actions of the other agents, in
order to optimize its own welfare
Normally considered in terms of economies
Cooperative: Agents act collectively to
achieve a common goal
Competitive:
Agents compete against each other
Their goals are in conflict
Gives rise to the concept of adversarial
search problems – often known as games.
It’s a branch of economics
Views any MAE as a game provided that the
impact of each agent on the other is “significant”,
i.e., able to affect the actions of the other agent(s)
In AI, “game” is a specialized concept:
Deterministic, fully-observable environments
Two agents whose actions must alternate
Utility values at the end of the game are always
equal and opposite
+1 = Chess winner
-1 = Chess looser.
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Tackled by Konrad Zuse, Claude Shannon,
Norbert Wiener, Alan Turing
Have seen lot of successes recently, e.g.,
DeepBlue
Game states are easy to represent:
Agents restricted by a limited action rules
Outcomes defined by precise rules
Games: interesting because they are hard to
solve:
Chess: average branching factor of 35
If 50 moves by each player, search tree has
35100 nodes!
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In typical search problems, we optimize a
measure to acquire the goal: there is no
opponent
In games, there is an "Unpredictable" opponent
Need to specify a move for every possible
opponent reply
Stringent time constraints
Unlikely to find goal, must approximate
Requires some type of a decision to move the
search forward.
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This terminal state is one of the worst for This terminal state is one of the best for
MAX and one of the best for MIN MAX and one of the worst for MIN
This is a MAE
In discovering the sequence of optimal moves
by MAX, we have to consider that MIN is
taking moves as well
So, the optimal strategy will tell how should
MAX play against MIN (by considering the
moves of the latter), in order to win the game
Let us consider a shortened game tree of TIC-
TAC-TOE
Numbers are the utilities
Ply: a move by MAX followed by a move from
MIN.
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Move of MAX
Move of MIN
When it is the turn of MAX, it will always take
an action in order to maximize its utility,
because it’s winning configurations have high
utilities
When it is the turn of MIN, it will always take an
action in order to minimize its utility, because
it’s winning configurations have low utilities
In order to implement this, we need to define a
measure in each state that takes the move of
the opponent into account:
This measure is called Minimax.
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Minimax represents the utility of a state, given
that both MAX and MIN will play optimally till
the end of the game
In any state s, one or more actions are possible
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At each node, MAX will always select the action
with highest minimax value (it wants to reach
states with higher utilities)
At each node, MIN will always select the action
with lowest minimax value (it wants to reach
states with lower utilities).
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Depth-First
Exploration