Game Playing 1 - Minimax, Alpha-beta Pruning | Stanford CS221: AI (Autumn 2019) | Summary and Q&A

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January 8, 2020
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Game Playing 1 - Minimax, Alpha-beta Pruning | Stanford CS221: AI (Autumn 2019)

TL;DR

This analysis examines different types of game policies, such as expectimax and minimax, and their properties in determining optimal strategies.

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Key Insights

  • 🎮 Expectimax and minimax are two popular policies used in game playing algorithms that involve maximizing or minimizing values based on opponent strategies.
  • 👾 The evaluation function can be used to approximate the value of a game state by incorporating domain-specific knowledge.
  • 👾 Game trees provide a visual representation of decisions and outcomes in a game, allowing for efficient analysis of possible strategies.

Transcript

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Questions & Answers

Q: What is the difference between state-based models and search problems in games?

State-based models are used to represent the different outcomes and decisions in a game, while search problems focus on finding optimal solutions within the game state space.

Q: What is the key difference between MDPs and games?

MDPs involve decision-making under uncertainty and reinforcement learning, while games involve strategic interactions between multiple decision-making agents.

Q: How is the utility function defined in games?

In games, the utility function represents the agent's payoffs or rewards. It is often defined as a value that is positive for winning, negative for losing, and zero for a draw.

Q: Can a policy be both deterministic and stochastic?

Yes, a deterministic policy always chooses the same action given a state, while a stochastic policy has a probability distribution over actions in a particular state.

Summary & Key Takeaways

  • The content discusses the concept of games and different types of games, such as state-based games and turn-taking games.

  • Various game policies were explored, including expectimax and minimax, to determine the optimal strategy for players.

  • The concept of game trees, where each node represents a decision point for a player, was explained.

  • The analysis also covered how to compute values for game states and the use of evaluation functions and pruning techniques to enhance computational efficiency.

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