Combinatorial Games: Selected Bibliography with a Succinct Gourmetintroduction
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Parity Games: Descriptive Complexity and Algorithms for New Solvers
Imperial College London Department of Computing Parity Games: Descriptive Complexity and Algorithms for New Solvers Huan-Pu Kuo 2013 Supervised by Prof Michael Huth, and Dr Nir Piterman Submitted in part fulfilment of the requirements for the degree of Doctor of Philosophy in Computing of Imperial College London and the Diploma of Imperial College London 1 Declaration I herewith certify that all material in this dissertation which is not my own work has been duly acknowledged. Selected results from this dissertation have been disseminated in scientific publications detailed in Chapter 1.4. Huan-Pu Kuo 2 Copyright Declaration The copyright of this thesis rests with the author and is made available under a Creative Commons Attribution Non-Commercial No Derivatives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or redistribution, researchers must make clear to others the licence terms of this work. 3 Abstract Parity games are 2-person, 0-sum, graph-based, and determined games that form an important foundational concept in formal methods (see e.g., [Zie98]), and their exact computational complexity has been an open prob- lem for over twenty years now. In this thesis, we study algorithms that solve parity games in that they determine which nodes are won by which player, and where such decisions are supported with winning strategies. We modify and so improve a known algorithm but also propose new algorithmic approaches to solving parity games and to understanding their descriptive complexity. -
Learning Board Game Rules from an Instruction Manual Chad Mills A
Learning Board Game Rules from an Instruction Manual Chad Mills A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science University of Washington 2013 Committee: Gina-Anne Levow Fei Xia Program Authorized to Offer Degree: Linguistics – Computational Linguistics ©Copyright 2013 Chad Mills University of Washington Abstract Learning Board Game Rules from an Instruction Manual Chad Mills Chair of the Supervisory Committee: Professor Gina-Anne Levow Department of Linguistics Board game rulebooks offer a convenient scenario for extracting a systematic logical structure from a passage of text since the mechanisms by which board game pieces interact must be fully specified in the rulebook and outside world knowledge is irrelevant to gameplay. A representation was proposed for representing a game’s rules with a tree structure of logically-connected rules, and this problem was shown to be one of a generalized class of problems in mapping text to a hierarchical, logical structure. Then a keyword-based entity- and relation-extraction system was proposed for mapping rulebook text into the corresponding logical representation, which achieved an f-measure of 11% with a high recall but very low precision, due in part to many statements in the rulebook offering strategic advice or elaboration and causing spurious rules to be proposed based on keyword matches. The keyword-based approach was compared to a machine learning approach, and the former dominated with nearly twenty times better precision at the same level of recall. This was due to the large number of rule classes to extract and the relatively small data set given this is a new problem area and all data had to be manually annotated. -
Adversarial Search (Game)
Adversarial Search CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2019 Soleymani “Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5 Most slides have been adopted from Klein and Abdeel, CS188, UC Berkeley. Outline } Game as a search problem } Minimax algorithm } �-� Pruning: ignoring a portion of the search tree } Time limit problem } Cut off & Evaluation function 2 Games as search problems } Games } Adversarial search problems (goals are in conflict) } Competitive multi-agent environments } Games in AI are a specialized kind of games (in the game theory) 3 Adversarial Games 4 Types of Games } Many different kinds of games! } Axes: } Deterministic or stochastic? } One, two, or more players? } Zero sum? } Perfect information (can you see the state)? } Want algorithms for calculating a strategy (policy) which recommends a move from each state 5 Zero-Sum Games } Zero-Sum Games } General Games } Agents have opposite utilities } Agents have independent utilities (values on outcomes) (values on outcomes) } Lets us think of a single value that one } Cooperation, indifference, competition, maximizes and the other minimizes and more are all possible } Adversarial, pure competition } More later on non-zero-sum games 6 Primary assumptions } We start with these games: } Two -player } Tu r n taking } agents act alternately } Zero-sum } agents’ goals are in conflict: sum of utility values at the end of the game is zero or constant } Perfect information } fully observable Examples: Tic-tac-toe, -
Complexity in Simulation Gaming
Complexity in Simulation Gaming Marcin Wardaszko Kozminski University [email protected] ABSTRACT The paper offers another look at the complexity in simulation game design and implementation. Although, the topic is not new or undiscovered the growing volatility of socio-economic environments and changes to the way we design simulation games nowadays call for better research and design methods. The aim of this article is to look into the current state of understanding complexity in simulation gaming and put it in the context of learning with and through complexity. Nature and understanding of complexity is both field specific and interdisciplinary at the same time. Analyzing understanding and role of complexity in different fields associated with simulation game design and implementation. Thoughtful theoretical analysis has been applied in order to deconstruct the complexity theory and reconstruct it further as higher order models. This paper offers an interdisciplinary look at the role and place of complexity from two perspectives. The first perspective is knowledge building and dissemination about complexity in simulation gaming. Second, perspective is the role the complexity plays in building and implementation of the simulation gaming as a design process. In the last section, the author offers a new look at the complexity of the simulation game itself and perceived complexity from the player perspective. INTRODUCTION Complexity in simulation gaming is not a new or undiscussed subject, but there is still a lot to discuss when it comes to the role and place of complexity in simulation gaming. In recent years, there has been a big number of publications targeting this problem from different perspectives and backgrounds, thus contributing to the matter in many valuable ways. -
Best-First Minimax Search Richard E
Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move. -
Exploding Offers with Experimental Consumer Goods∗
Exploding Offers with Experimental Consumer Goods∗ Alexander L. Brown Ajalavat Viriyavipart Department of Economics Department of Economics Texas A&M University Texas A&M University Xiaoyuan Wang Department of Economics Texas A&M University August 29, 2014 Abstract Recent theoretical research indicates that search deterrence strategies are generally opti- mal for sellers in consumer goods markets. Yet search deterrence is not always employed in such markets. To understand this incongruity, we develop an experimental market where profit-maximizing strategy dictates sellers should exercise one form of search deterrence, ex- ploding offers. We find that buyers over-reject exploding offers relative to optimal. Sellers underutilize exploding offers relative to optimal play, even conditional on buyer over-rejection. This tendency dissipates when sellers make offers to computerized buyers, suggesting their persistent behavior with human buyers may be due to a preference rather than a miscalculation. Keywords: exploding offer, search deterrence, experimental economics, quantal response equi- librium JEL: C91 D21 L10 M31 ∗We thank the Texas A&M Humanities and Social Science Enhancement of Research Capacity Program for providing generous financial support for our research. We have benefited from comments by Gary Charness, Catherine Eckel, Silvana Krasteva and seminar participants of the 2013 North American Economic Science Association and Southern Economic Association Meetings. Daniel Stephenson and J. Forrest Williams provided invaluable help in conducting the experimental sessions. 1 Introduction One of the first applications of microeconomic theory is to the consumer goods market: basic supply and demand models can often explain transactions in centralized markets quite well. When markets are decentralized, often additional modeling is required to explain the interactions of consumers and producers. -
Game Complexity Vs Strategic Depth
Game Complexity vs Strategic Depth Matthew Stephenson, Diego Perez-Liebana, Mark Nelson, Ahmed Khalifa, and Alexander Zook The notion of complexity and strategic depth within games has been a long- debated topic with many unanswered questions. How exactly do you measure the complexity of a game? How do you quantify its strategic depth objectively? This seminar answered neither of these questions but instead presents the opinion that these properties are, for the most part, subjective to the human or agent that is playing them. What is complex or deep for one player may be simple or shallow for another. Despite this, determining generally applicable measures for estimating the complexity and depth of a given game (either independently or comparatively), relative to the abilities of a given player or player type, can provide several benefits for game designers and researchers. There are multiple possible ways of measuring the complexity or depth of a game, each of which is likely to give a different outcome. Lantz et al. propose that strategic depth is an objective, measurable property of a game, and that games with a large amount of strategic depth continually produce challenging problems even after many hours of play [1]. Snakes and ladders can be described as having no strategic depth, due to the fact that each player's choices (or lack thereof) have no impact on the game's outcome. Other similar (albeit subjective) evaluations are also possible for some games when comparing relative depth, such as comparing Tic-Tac-Toe against StarCraft. However, these comparative decisions are not always obvious and are often biased by personal preference. -
Adversarial Search (Game Playing)
Artificial Intelligence Adversarial Search (Game Playing) Chapter 5 Adapted from materials by Tim Finin, Marie desJardins, and Charles R. Dyer Outline • Game playing – State of the art and resources – Framework • Game trees – Minimax – Alpha-beta pruning – Adding randomness State of the art • How good are computer game players? – Chess: • Deep Blue beat Gary Kasparov in 1997 • Garry Kasparav vs. Deep Junior (Feb 2003): tie! • Kasparov vs. X3D Fritz (November 2003): tie! – Checkers: Chinook (an AI program with a very large endgame database) is the world champion. Checkers has been solved exactly – it’s a draw! – Go: Computer players are decent, at best – Bridge: “Expert” computer players exist (but no world champions yet!) • Good place to learn more: http://www.cs.ualberta.ca/~games/ Chinook • Chinook is the World Man-Machine Checkers Champion, developed by researchers at the University of Alberta. • It earned this title by competing in human tournaments, winning the right to play for the (human) world championship, and eventually defeating the best players in the world. • Visit http://www.cs.ualberta.ca/~chinook/ to play a version of Chinook over the Internet. • The developers have fully analyzed the game of checkers and have the complete game tree for it. – Perfect play on both sides results in a tie. • “One Jump Ahead: Challenging Human Supremacy in Checkers” Jonathan Schaeffer, University of Alberta (496 pages, Springer. $34.95, 1998). Ratings of human and computer chess champions Typical case • 2-person game • Players alternate moves • Zero-sum: one player’s loss is the other’s gain • Perfect information: both players have access to complete information about the state of the game. -
Learning Near-Optimal Search in a Minimal Explore/Exploit Task
Explore/exploit tradeoff strategies with accumulating resources 1 Explore/exploit tradeoff strategies in a resource accumulation search task [revised/resubmitted to Cognitive Science] Ke Sang1, Peter M. Todd1, Robert L. Goldstone1, and Thomas T. Hills2 1 Cognitive Science Program and Department of Psychological and Brain Sciences, Indiana University Bloomington 2 Department of Psychology, University of Warwick REVISION 7/5/2018 Contact information: Peter M. Todd Indiana University, Cognitive Science Program 1101 E. 10th Street, Bloomington, IN 47405 USA phone: +1 812 855-3914 email: [email protected] Explore/exploit tradeoff strategies with accumulating resources 2 Abstract How, and how well, do people switch between exploration and exploitation to search for and accumulate resources? We study the decision processes underlying such exploration/exploitation tradeoffs by using a novel card selection task. With experience, participants learn to switch appropriately between exploration and exploitation and approach optimal performance. We model participants’ behavior on this task with random, threshold, and sampling strategies, and find that a linear decreasing threshold rule best fits participants’ results. Further evidence that participants use decreasing threshold-based strategies comes from reaction time differences between exploration and exploitation; however, participants themselves report non-decreasing thresholds. Decreasing threshold strategies that “front-load” exploration and switch quickly to exploitation are particularly effective -
CS 561: Artificial Intelligence
CS 561: Artificial Intelligence Instructor: Sofus A. Macskassy, [email protected] TAs: Nadeesha Ranashinghe ([email protected]) William Yeoh ([email protected]) Harris Chiu ([email protected]) Lectures: MW 5:00-6:20pm, OHE 122 / DEN Office hours: By appointment Class page: http://www-rcf.usc.edu/~macskass/CS561-Spring2010/ This class will use http://www.uscden.net/ and class webpage - Up to date information - Lecture notes - Relevant dates, links, etc. Course material: [AIMA] Artificial Intelligence: A Modern Approach, by Stuart Russell and Peter Norvig. (2nd ed) This time: Outline (Adversarial Search – AIMA Ch. 6] Game playing Perfect play ◦ The minimax algorithm ◦ alpha-beta pruning Resource limitations Elements of chance Imperfect information CS561 - Lecture 7 - Macskassy - Spring 2010 2 What kind of games? Abstraction: To describe a game we must capture every relevant aspect of the game. Such as: ◦ Chess ◦ Tic-tac-toe ◦ … Accessible environments: Such games are characterized by perfect information Search: game-playing then consists of a search through possible game positions Unpredictable opponent: introduces uncertainty thus game-playing must deal with contingency problems CS561 - Lecture 7 - Macskassy - Spring 2010 3 Searching for the next move Complexity: many games have a huge search space ◦ Chess: b = 35, m=100 nodes = 35 100 if each node takes about 1 ns to explore then each move will take about 10 50 millennia to calculate. Resource (e.g., time, memory) limit: optimal solution not feasible/possible, thus must approximate 1. Pruning: makes the search more efficient by discarding portions of the search tree that cannot improve quality result. 2. Evaluation functions: heuristics to evaluate utility of a state without exhaustive search. -
Optimal Symmetric Rendezvous Search on Three Locations
Optimal Symmetric Rendezvous Search on Three Locations Richard Weber Centre for Mathematical Sciences, Wilberforce Road, Cambridge CB2 0WB email: [email protected] www.statslab.cam.ac.uk/~rrw1 In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. The game is played in discrete steps, at each of which each player can either stay where he is or move to a different location. The players share no common labelling of the locations. We wish to find a strategy such that, if both players follow it independently, then the expected number of steps until they are in the same location is minimized. Informal versions of the rendezvous problem have received considerable attention in the popular press. The problem was proposed by Steve Alpern in 1976 and it has proved notoriously difficult to analyse. In this paper we prove a 20 year old conjecture that the following strategy is optimal for the game on three locations: in each block of two steps, stay where you, or search the other two locations in random order, doing these with probabilities 1=3 and 2=3 respectively. This is now the first nontrivial symmetric rendezvous search game to be fully solved. Key words: rendezvous search; search games; semidefinite programming MSC2000 Subject Classification: Primary: 90B40; Secondary: 49N75, 90C22, 91A12, 93A14 OR/MS subject classification: Primary: Games/group decisions, cooperative; Secondary: Analysis of algorithms; Programming, quadratic 1. Symmetric rendezvous search on three locations In the symmetric rendezvous search game played on n locations two players are initially placed at two distinct locations. -
Minimax AI Within Non-Deterministic Environments
Minimax AI within Non-Deterministic Environments by Joe Dan Davenport, B.S. A Thesis In Computer Science Submitted to the Graduate Faculty Of Texas Tech University in Partial Fulfillment of The Requirements for The Degree of MASTER OF SCIENCE Approved Dr. Nelson J. Rushton Committee Chair Dr. Richard Watson Dr. Yuanlin Zhang Mark Sheridan, Ph.D. Dean of the Graduate School August, 2016 Copyright 2016, Joe Dan Davenport Texas Tech University, Joe Dan Davenport, August 2016 Acknowledgements There are a number of people who I owe my sincerest thanks for arriving at this point in my academic career: First and foremost I wish to thank God, without whom many doors that were opened to me would have remained closed. Dr. Nelson Rushton for his guidance both as a scientist and as a person, but even more so for believing in me enough to allow me to pursue my Master’s Degree when my grades didn’t represent that I should. I would also like to thank Dr. Richard Watson who originally enabled me to come to Texas Tech University and guided my path. I would also like to thank Joshua Archer, and Bryant Nelson, not only for their companionship, but also for their patience and willingness to listen to my random thoughts; as well as my manger, Eric Hybner, for bearing with me through this. Finally I would like to thank some very important people in my life. To my Mother, I thank you for telling me I could be whatever I wanted to be, and meaning it. To Israel Perez for always being there for all of us.