1 / 29

Turn-Based Games

Turn-Based Games. sources: http://www.game-research.com/ www.gamespot.com Wikipedia.org Russell & Norvig AI Book; Chapter 5 (and slides) My own. H é ctor Mu ñ oz-Avila. Turn-Based Strategy Games. Early strategy games was dominated by turn-based games Derivate from board games Chess

benoit
Download Presentation

Turn-Based Games

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Turn-Based Games • sources: • http://www.game-research.com/ • www.gamespot.com • Wikipedia.org • Russell & Norvig AI Book; Chapter 5 (and slides) • My own Héctor Muñoz-Avila

  2. Turn-Based Strategy Games • Early strategy games was dominated by turn-based games • Derivate from board games • Chess • The Battle for Normandy (1982) • Nato Division Commanders (1985) • Turn-based strategy: • game flow is partitioned in turns or rounds. • Turns separate analysis by the player from actions • “harvest, build, destroy” in turns • Two classes: • Simultaneous • Mini-turns

  3. Turn-Based Games Continues to be A Popular Game Genre • At least 3 sub-styles are very popular: • “Civilization”-style games • Civilization IV came out last week • Fantasy-style (RPG) • Heroes of Might and Magic series • Poker games • Poker Academy

  4. Some Historical Highlights • 1952 Turing design a chess algorithm. Around the same time Claude Shannon also develop a chess program • 1956 Maniac versus Human • 1970 Hamurabi. A game about building an economy for a kingdom • The Battle for Normandy (1982) • 1987 Pirates! • 1990 Civilization • 1995 HoMM • 1996 Civilization II • The best game ever? • … • 2005 Civilization IV • 2006 HoMM V

  5. Side-tracking: Game Design: Contradicting Principles • Principle: All actions can be done from a single screen. • Classical example: Civ IV • But: HoMM uses two interfaces: HoMM IV

  6. Coming back: How to Construct Good AI? • Idea: Lets just use A* and define a good heuristic for the game • Search space: a bipartite tree • After all didn’t we use it with the 9-puzzle game? • Problems with this idea: • Adversarial: we need to consider possible moves of our opponent (s) • Time limit: (think Chess)

  7. Types of AdversarialTBGs (from AI perspective) Chance Deterministic Chess, Go, rock-paper-scissors Perfect information Backgammon, monopoly Bridge, Poker Imperfect information Battleships, Stratego Civilization, HoMM

  8. Game tree (2-player, deterministic, turns) • Concepts: • State: node in search space • Operator: valid move • Terminal test: game over • Utility function: value for outcome of the game • MAX: 1st player, maximizing its own utility • MIN: 2nd player, minimizing Max’s utility

  9. Minimax • Finding perfect play for deterministic games • Idea: choose move to position with highest minimax value = best achievable payoff against best play • E.g., 2-play game:

  10. Minimax algorithm

  11. Properties of minimax • Complete? • Optimal? • Time complexity? • b: branching factor • m: # moves in a game Yes (if tree is finite) Yes (against an optimal opponent) O(bm) • For chess, b ≈ 35, m ≈100 for "reasonable" gamesTherefore, exact solution is infeasible

  12. Cutoff-test(state) evaluationFunction(state) Cutoff-test(state) evaluationFunction(state) Minimax algorithm with Imperfect Decisions

  13. Chess • weight: Piece  Number • (w1) Pawn  1 • (w2) Knight  3 • (w3) Bishop  3 • (w4) Rook  5 • (w5) Queen  9 • Function; state  Number • f1 = #(pawns,b)  #(pawns,w) • f2 = #(knight,b)  #(knight,w) • f3 = #(bishop,b)  #(bishop,w) • f4 = #(rook,b)  #(rook,w) • f5 = #(knight,b)  #(knight,w) Evaluation Function • Evaluation Function • Is an estimate of the actual utility • Typically represented as a linear function: EF(state) = w1f1(state) + w2f2(state) + … + wnfn(state) • Example:

  14. Evaluation Function (2) • Obviously, the quality of the AI player depends on the evaluation function • Conditions for evaluation functions: • If n is a terminal node, • Computing EF should not take long • EF should reflect chances of winning EF(n) = Utility(n) If EF(state) > 3 then is almost-certain that blacks win

  15. Cutting Off Search

  16. α-β pruning example

  17. α-β pruning example

  18. α-β pruning example

  19. α-β pruning example

  20. α-β pruning example

  21. Properties of α-β • Pruning does not affect final result • Good move ordering improves effectiveness of pruning • With "perfect ordering," time complexity = O(bm/2) doubles depth of search • A simple example of the value of reasoning about which computations are relevant (a form of metareasoning)

  22. α is the value of the best (i.e., highest-value) choice found so far at any choice point along the path for max If v is worse than α, max will avoid it  prune that branch Define β similarly for min Why is it called α-β?

  23. The α-β algorithm

  24. The α-β algorithm

  25. Resource limits Suppose we have 100 secs, explore 104 nodes/sec106nodes per move Standard approach: • cutoff test: e.g., depth limit (perhaps add quiescence search) • evaluation function = estimated desirability of position

  26. Evaluation functions • For chess, typically linear weighted sum of features Eval(s) = w1 f1(s) + w2 f2(s) + … + wn fn(s) • e.g., w1 = 9 with f1(s) = (number of white queens) – (number of black queens), etc.

  27. Cutting off search MinimaxCutoff is identical to MinimaxValue except • Terminal? is replaced by Cutoff? • Utility is replaced by Eval Does it work in practice? bm = 106, b=35  m=4 4-ply lookahead is a hopeless chess player! • 4-ply ≈ human novice • 8-ply ≈ typical PC, human master • 12-ply ≈ Deep Blue, Kasparov

  28. Deterministic games in practice • Checkers: Chinook ended 40-year-reign of human world champion Marion Tinsley in 1994. Used a precomputed endgame database defining perfect play for all positions involving 8 or fewer pieces on the board, a total of 444 billion positions. • Chess: Deep Blue defeated human world champion Garry Kasparov in a six-game match in 1997. Deep Blue searches 200 million positions per second, uses very sophisticated evaluation, and undisclosed methods for extending some lines of search up to 40 ply. • Othello: human champions refuse to compete against computers, who are too good. • Go: human champions refuse to compete against computers, who are too bad. In go, b > 300, so most programs use pattern knowledge bases to suggest plausible moves.

  29. Summary • Games are fun to work on! • They illustrate several important points about AI • perfection is unattainable  must approximate • good idea to think about what to think about

More Related