Game Playing in Artificial Intelligence
Game Playing in Artificial Intelligence
Game Playing in Artificial Intelligence
ARTIFICIAL
INTELLIGENCE
By:
P.MOHIT
16841A0542
CSE-4A
Introduction
• One of the most studied and most interesting areas of Artificial Intelligence is
Game Playing. They are fun, and HARD to create.
• Game playing was one of the first tasks undertaken in Artificial Intelligence.
• Game theory has its history from 1950, almost from the days when computers
became programmable.
• Initiators in the field of game theory in AI were Konard Zuse, Claude Shannon,
Norbert Wiener and Alan Turing.
Introduction contd...
• Since then, there has been a steady progress in the standard of play, to the
point that machines have been able to beat human champions in chess and
backgammon, and are also competitive in many other games.
• The main goal of Game Playing in AI is to develop the rational agents to match
or exceed human performance.
Why are games relevant to AI?
• Games are fun.
• They are limited and have well-defined rules.
• They provide advanced, existing test-beds for developing several ideas and
techniques that are useful elsewhere.
• They are one of the few domains that allow us to build agents.
• Studying games teaches us how to deal with other agents who’re trying to foil
our plans.
• Huge state spaces – Games are highly complex. Usually, there’s not enough
time to work out the perfect move. E.g Go & Chess .
• Nice, clean environment with clear criteria for success.
• Game playing is considered an intelligent human activity.
• AI has always been interested in abstract games.
• Games present an ideal environment where hostile agents may compete.
Types of Games played
• Strategy Games.
• Real-Time Strategy (RTS).
• Turn-Based Strategy (TBS) .
• Helicopter view.
• Role-Playing Games (RPG).
• Single-Player .
• Multi-Player (MMORPG).
• Action Games.
• First-Person Shooters (FPS).
• First-Person Sneakers.
• Sports Games.
• Simulations.
• Adventure Games.
• Puzzle Games.
History and Overview
• Minimax
- Developed by John von Neumann in 1928.
- This algorithm is used extensively in game theory.
• Samuel’s learning program (1959)
- The program learns through the manipulation of the summation of heuristics.
- If the program wins, it raises high heuristic values and lowers low ones. If it loses, it does the opposite.
• 1960s
- Progress and success in Game AI.
- Creating a successful AI meant coming up with the right rules for it to follow.
• 1970s-1980s
- Transition to games as entertainment.
- Using search based AI to emulate entertaining characters would be unnatural.
• Clumsy
- Game play is based more on skill than on rules.
• Early 1990s
- Increased realism becomes the primary focus of the game industry.
- A rift developed between the developers of popular games and AI researchers.
• Late 1990s
- To add intrigue, developers look again to AI.
The Minimax Rule
• MiniMax rule: Decision Making in Multi-agent Systems
• Idea: make the move for player MAX which has the most benefit assuming that
MIN makes the best move for MIN in response .
• The backed-up value of each node in the tree is determined by the values of its
children
• For a MAX node, the backed-up value is the maximum of the values of its
children (i.e. the best for MAX)
• For a MIN node, the backed-up value is the minimum of the values of its
children (i.e. the best for MIN)
Minimax Procedure
Consider a 2-ply (two step) game:
Max wants largest outcome --- Min wants smallest.
• Start with the current position as a MAX node.
• Expand the game tree a fixed number of ply (half-moves).
• Apply the evaluation function to the leaf positions.
• Calculate back-up up values bottom-up.
• Pick the move which was chosen to give the MAX value at the root.
Minimax Overview
• MinMax the heart of almost every computer board game
• But can work for games without perfect information or chance e.g Poker,
Monopoly.
• Fuzzy AI
- Rule based AI is not sufficient to model human intelligence
- Uncertain algorithms such as Genetic Algorithms and Neural Networks are
the future