Alpha-Beta Pruning
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Game Theory with Translucent Players
Game Theory with Translucent Players Joseph Y. Halpern and Rafael Pass∗ Cornell University Department of Computer Science Ithaca, NY, 14853, U.S.A. e-mail: fhalpern,[email protected] November 27, 2012 Abstract A traditional assumption in game theory is that players are opaque to one another—if a player changes strategies, then this change in strategies does not affect the choice of other players’ strategies. In many situations this is an unrealistic assumption. We develop a framework for reasoning about games where the players may be translucent to one another; in particular, a player may believe that if she were to change strategies, then the other player would also change strategies. Translucent players may achieve significantly more efficient outcomes than opaque ones. Our main result is a characterization of strategies consistent with appro- priate analogues of common belief of rationality. Common Counterfactual Belief of Rationality (CCBR) holds if (1) everyone is rational, (2) everyone counterfactually believes that everyone else is rational (i.e., all players i be- lieve that everyone else would still be rational even if i were to switch strate- gies), (3) everyone counterfactually believes that everyone else is rational, and counterfactually believes that everyone else is rational, and so on. CCBR characterizes the set of strategies surviving iterated removal of minimax dom- inated strategies: a strategy σi is minimax dominated for i if there exists a 0 0 0 strategy σ for i such that min 0 u (σ ; µ ) > max u (σ ; µ ). i µ−i i i −i µ−i i i −i ∗Halpern is supported in part by NSF grants IIS-0812045, IIS-0911036, and CCF-1214844, by AFOSR grant FA9550-08-1-0266, and by ARO grant W911NF-09-1-0281. -
The Effective Minimax Value of Asynchronously Repeated Games*
Int J Game Theory (2003) 32: 431–442 DOI 10.1007/s001820300161 The effective minimax value of asynchronously repeated games* Kiho Yoon Department of Economics, Korea University, Anam-dong, Sungbuk-gu, Seoul, Korea 136-701 (E-mail: [email protected]) Received: October 2001 Abstract. We study the effect of asynchronous choice structure on the possi- bility of cooperation in repeated strategic situations. We model the strategic situations as asynchronously repeated games, and define two notions of effec- tive minimax value. We show that the order of players’ moves generally affects the effective minimax value of the asynchronously repeated game in significant ways, but the order of moves becomes irrelevant when the stage game satisfies the non-equivalent utilities (NEU) condition. We then prove the Folk Theorem that a payoff vector can be supported as a subgame perfect equilibrium out- come with correlation device if and only if it dominates the effective minimax value. These results, in particular, imply both Lagunoff and Matsui’s (1997) result and Yoon (2001)’s result on asynchronously repeated games. Key words: Effective minimax value, folk theorem, asynchronously repeated games 1. Introduction Asynchronous choice structure in repeated strategic situations may affect the possibility of cooperation in significant ways. When players in a repeated game make asynchronous choices, that is, when players cannot always change their actions simultaneously in each period, it is quite plausible that they can coordinate on some particular actions via short-run commitment or inertia to render unfavorable outcomes infeasible. Indeed, Lagunoff and Matsui (1997) showed that, when a pure coordination game is repeated in a way that only *I thank three anonymous referees as well as an associate editor for many helpful comments and suggestions. -
570: Minimax Sample Complexity for Turn-Based Stochastic Game
Minimax Sample Complexity for Turn-based Stochastic Game Qiwen Cui1 Lin F. Yang2 1School of Mathematical Sciences, Peking University 2Electrical and Computer Engineering Department, University of California, Los Angeles Abstract guarantees are rather rare due to complex interaction be- tween agents that makes the problem considerably harder than single agent reinforcement learning. This is also known The empirical success of multi-agent reinforce- as non-stationarity in MARL, which means when multi- ment learning is encouraging, while few theoret- ple agents alter their strategies based on samples collected ical guarantees have been revealed. In this work, from previous strategy, the system becomes non-stationary we prove that the plug-in solver approach, proba- for each agent and the improvement can not be guaranteed. bly the most natural reinforcement learning algo- One fundamental question in MBRL is that how to design rithm, achieves minimax sample complexity for efficient algorithms to overcome non-stationarity. turn-based stochastic game (TBSG). Specifically, we perform planning in an empirical TBSG by Two-players turn-based stochastic game (TBSG) is a two- utilizing a ‘simulator’ that allows sampling from agents generalization of Markov decision process (MDP), arbitrary state-action pair. We show that the em- where two agents choose actions in turn and one agent wants pirical Nash equilibrium strategy is an approxi- to maximize the total reward while the other wants to min- mate Nash equilibrium strategy in the true TBSG imize it. As a zero-sum game, TBSG is known to have and give both problem-dependent and problem- Nash equilibrium strategy [Shapley, 1953], which means independent bound. -
Games with Hidden Information
Games with Hidden Information R&N Chapter 6 R&N Section 17.6 • Assumptions so far: – Two-player game : Player A and B. – Perfect information : Both players see all the states and decisions. Each decision is made sequentially . – Zero-sum : Player’s A gain is exactly equal to player B’s loss. • We are going to eliminate these constraints. We will eliminate first the assumption of “perfect information” leading to far more realistic models. – Some more game-theoretic definitions Matrix games – Minimax results for perfect information games – Minimax results for hidden information games 1 Player A 1 L R Player B 2 3 L R L R Player A 4 +2 +5 +2 L Extensive form of game: Represent the -1 +4 game by a tree A pure strategy for a player 1 defines the move that the L R player would make for every possible state that the player 2 3 would see. L R L R 4 +2 +5 +2 L -1 +4 2 Pure strategies for A: 1 Strategy I: (1 L,4 L) Strategy II: (1 L,4 R) L R Strategy III: (1 R,4 L) Strategy IV: (1 R,4 R) 2 3 Pure strategies for B: L R L R Strategy I: (2 L,3 L) Strategy II: (2 L,3 R) 4 +2 +5 +2 Strategy III: (2 R,3 L) L R Strategy IV: (2 R,3 R) -1 +4 In general: If N states and B moves, how many pure strategies exist? Matrix form of games Pure strategies for A: Pure strategies for B: Strategy I: (1 L,4 L) Strategy I: (2 L,3 L) Strategy II: (1 L,4 R) Strategy II: (2 L,3 R) Strategy III: (1 R,4 L) Strategy III: (2 R,3 L) 1 Strategy IV: (1 R,4 R) Strategy IV: (2 R,3 R) R L I II III IV 2 3 L R I -1 -1 +2 +2 L R 4 II +4 +4 +2 +2 +2 +5 +1 L R III +5 +1 +5 +1 IV +5 +1 +5 +1 -1 +4 3 Pure strategies for Player B Player A’s payoff I II III IV if game is played I -1 -1 +2 +2 with strategy I by II +4 +4 +2 +2 Player A and strategy III by III +5 +1 +5 +1 Player B for Player A for Pure strategies IV +5 +1 +5 +1 • Matrix normal form of games: The table contains the payoffs for all the possible combinations of pure strategies for Player A and Player B • The table characterizes the game completely, there is no need for any additional information about rules, etc. -
Combinatorial Game Theory
Combinatorial Game Theory Aaron N. Siegel Graduate Studies MR1EXLIQEXMGW Volume 146 %QIVMGER1EXLIQEXMGEP7SGMIX] Combinatorial Game Theory https://doi.org/10.1090//gsm/146 Combinatorial Game Theory Aaron N. Siegel Graduate Studies in Mathematics Volume 146 American Mathematical Society Providence, Rhode Island EDITORIAL COMMITTEE David Cox (Chair) Daniel S. Freed Rafe Mazzeo Gigliola Staffilani 2010 Mathematics Subject Classification. Primary 91A46. For additional information and updates on this book, visit www.ams.org/bookpages/gsm-146 Library of Congress Cataloging-in-Publication Data Siegel, Aaron N., 1977– Combinatorial game theory / Aaron N. Siegel. pages cm. — (Graduate studies in mathematics ; volume 146) Includes bibliographical references and index. ISBN 978-0-8218-5190-6 (alk. paper) 1. Game theory. 2. Combinatorial analysis. I. Title. QA269.S5735 2013 519.3—dc23 2012043675 Copying and reprinting. Individual readers of this publication, and nonprofit libraries acting for them, are permitted to make fair use of the material, such as to copy a chapter for use in teaching or research. Permission is granted to quote brief passages from this publication in reviews, provided the customary acknowledgment of the source is given. Republication, systematic copying, or multiple reproduction of any material in this publication is permitted only under license from the American Mathematical Society. Requests for such permission should be addressed to the Acquisitions Department, American Mathematical Society, 201 Charles Street, Providence, Rhode Island 02904-2294 USA. Requests can also be made by e-mail to [email protected]. c 2013 by the American Mathematical Society. All rights reserved. The American Mathematical Society retains all rights except those granted to the United States Government. -
Game Tree Search
CSC384: Introduction to Artificial Intelligence Game Tree Search • Chapter 5.1, 5.2, 5.3, 5.6 cover some of the material we cover here. Section 5.6 has an interesting overview of State-of-the-Art game playing programs. • Section 5.5 extends the ideas to games with uncertainty (We won’t cover that material but it makes for interesting reading). Fahiem Bacchus, CSC384 Introduction to Artificial Intelligence, University of Toronto 1 Generalizing Search Problem • So far: our search problems have assumed agent has complete control of environment • State does not change unless the agent (robot) changes it. • All we need to compute is a single path to a goal state. • Assumption not always reasonable • Stochastic environment (e.g., the weather, traffic accidents). • Other agents whose interests conflict with yours • Search can find a path to a goal state, but the actions might not lead you to the goal as the state can be changed by other agents (nature or other intelligent agents) Fahiem Bacchus, CSC384 Introduction to Artificial Intelligence, University of Toronto 2 Generalizing Search Problem •We need to generalize our view of search to handle state changes that are not in the control of the agent. •One generalization yields game tree search • Agent and some other agents. • The other agents are acting to maximize their profits • this might not have a positive effect on your profits. Fahiem Bacchus, CSC384 Introduction to Artificial Intelligence, University of Toronto 3 General Games •What makes something a game? • There are two (or more) agents making changes to the world (the state) • Each agent has their own interests • e.g., each agent has a different goal; or assigns different costs to different paths/states • Each agent tries to alter the world so as to best benefit itself. -
Combinatorial Games
Midterm 1 Stat155 Game Theory Lecture 11: Midterm 1 Review “This is an open book exam: you can use any printed or written material, but you cannot use a laptop, tablet, or phone (or any device that can communicate). There are three questions, each consisting of three parts. Peter Bartlett Each part of each question carries equal weight. Answer each question in the space provided.” September 29, 2016 1 / 35 2 / 35 Topics Definitions: Combinatorial games Combinatorial games Positions, moves, terminal positions, impartial/partisan, progressively A combinatorial game has: bounded Two players, Player I and Player II. Progressively bounded impartial and partisan games The sets N and P A set of positions X . Theorem: Someone can win For each player, a set of legal moves between positions, that is, a set Examples: Subtraction, Chomp, Nim, Rims, Staircase Nim, Hex of ordered pairs, (current position, next position): Zero sum games Payoff matrices, pure and mixed strategies, safety strategies MI , MII X X . Von Neumann’s minimax theorem ⊂ × Solving two player zero-sum games Saddle points Equalizing strategies Players alternately choose moves. Solving2 2 games × Play continues until some player cannot move. Dominated strategies 2 n and m 2 games Normal play: the player that cannot move loses the game. × × Principle of indifference Symmetry: Invariance under permutations 3 / 35 4 / 35 Definitions: Combinatorial games Impartial combinatorial games and winning strategies Terminology: An impartial game has the same set of legal moves for both players: MI = MII . Theorem A partisan game has different sets of legal moves for the players. In a progressively bounded impartial A terminal position for a player has no legal move to another position. -
Recursion & the Minimax Algorithm Winning Tic-Tac-Toe How to Pass The
Recursion & the Minimax Algorithm Winning Tic-tac-toe Key to Acing Computer Science Anticipate the implications of your move. If you understand everything, ace your computer science course. Avoid moves which could enable your opponent to win. Otherwise, study & program something you don't understand, Attempt moves which would then see force your opponent to lose, so you win. Key to Acing Computer Science CompSci 4 Recursion & Minimax 27.1 CompSci 4 Recursion & Minimax 27.2 How to pass the buck: recursion! How could this approach work? Imagine this: What actually happens is that your friends doing most of You have all sorts of friends who are willing to help you do your work have friends of their own. Everyone your work with two caveats: eventually does a small part of the work and piece it o They won't do all of your work back together to do the work in its entirity. o They will only do the type of work you have to do In the last example, 100 total people would be working Example: on the homework, each person doing only one problem How would you do your homework consisting of 100 calculus each and passing on the rest. problems? Important: the person to do the last homework problem Easy – do the first problem yourself and ask your friend to do does it entirely without help. the rest CompSci 4 Recursion & Minimax 27.3 CompSci 4 Recursion & Minimax 27.4 The Parts of Recursion Example: Finding the Maximum ÿ Base Case – this is the simplest form of the problem ÿ Imagine you are given a stack of 1000 unsorted papers which can be solved directly. -
Lecture Notes Part 2
Claudia Vogel Mathematics for IBA Winter Term 2009/2010 Outline 5. Game Theory • Introduction & General Techniques • Sequential Move Games • Simultaneous Move Games with Pure Strategies • Combining Sequential & Simultaneous Moves • Simultaneous Move Games with Mixed Strategies • Discussion Claudia Vogel: Game Theory and Applications 2 Motivation: Why study Game Theory? • Games are played in many situation of every days life – Roomates and Families – Professors and Students – Dating • Other fields of application – Politics, Economics, Business – Conflict Resolution – Evolutionary Biology – Sports Claudia Vogel: Game Theory and Applications 3 The beginnings of Game Theory 1944 “Theory of Games and Economic Behavior“ Oskar Morgenstern & John Neumann Claudia Vogel: Game Theory and Applications 4 Decisions vs Games • Decision: a situation in which a person chooses from different alternatives without concerning reactions from others • Game: interaction between mutually aware players – Mutual awareness: The actions of person A affect person B, B knows this and reacts or takes advance actions; A includes this into his decision process Claudia Vogel: Game Theory and Applications 5 Sequential vs Simultaneous Move Games • Sequential Move Game: player move one after the other – Example: chess • Simultaneous Move Game: Players act at the same time and without knowing, what action the other player chose – Example: race to develop a new medicine Claudia Vogel: Game Theory and Applications 6 Conflict in Players‘ Interests • Zero Sum Game: one player’s gain is the other player’s loss – Total available gain: Zero – Complete conflict of players’ interests • Constant Sum Game: The total available gain is not exactly zero, but constant. • Games in trade or other economic activities usually offer benefits for everyone and are not zero-sum. -
Maximin Equilibrium∗
Maximin equilibrium∗ Mehmet ISMAILy March, 2014. This version: June, 2014 Abstract We introduce a new theory of games which extends von Neumann's theory of zero-sum games to nonzero-sum games by incorporating common knowledge of individual and collective rationality of the play- ers. Maximin equilibrium, extending Nash's value approach, is based on the evaluation of the strategic uncertainty of the whole game. We show that maximin equilibrium is invariant under strictly increasing transformations of the payoffs. Notably, every finite game possesses a maximin equilibrium in pure strategies. Considering the games in von Neumann-Morgenstern mixed extension, we demonstrate that the maximin equilibrium value is precisely the maximin (minimax) value and it coincides with the maximin strategies in two-player zero-sum games. We also show that for every Nash equilibrium that is not a maximin equilibrium there exists a maximin equilibrium that Pareto dominates it. In addition, a maximin equilibrium is never Pareto dominated by a Nash equilibrium. Finally, we discuss maximin equi- librium predictions in several games including the traveler's dilemma. JEL-Classification: C72 ∗I thank Jean-Jacques Herings for his feedback. I am particularly indebted to Ronald Peeters for his continuous comments and suggestions about the material in this paper. I am also thankful to the participants of the MLSE seminar at Maastricht University. Of course, any mistake is mine. yMaastricht University. E-mail: [email protected]. 1 Introduction In their ground-breaking book, von Neumann and Morgenstern (1944, p. 555) describe the maximin strategy1 solution for two-player games as follows: \There exists precisely one solution. -
Combinatorial Game Theory: an Introduction to Tree Topplers
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Fall 2015 Combinatorial Game Theory: An Introduction to Tree Topplers John S. Ryals Jr. Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Discrete Mathematics and Combinatorics Commons, and the Other Mathematics Commons Recommended Citation Ryals, John S. Jr., "Combinatorial Game Theory: An Introduction to Tree Topplers" (2015). Electronic Theses and Dissertations. 1331. https://digitalcommons.georgiasouthern.edu/etd/1331 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. COMBINATORIAL GAME THEORY: AN INTRODUCTION TO TREE TOPPLERS by JOHN S. RYALS, JR. (Under the Direction of Hua Wang) ABSTRACT The purpose of this thesis is to introduce a new game, Tree Topplers, into the field of Combinatorial Game Theory. Before covering the actual material, a brief background of Combinatorial Game Theory is presented, including how to assign advantage values to combinatorial games, as well as information on another, related game known as Domineering. Please note that this document contains color images so please keep that in mind when printing. Key Words: combinatorial game theory, tree topplers, domineering, hackenbush 2009 Mathematics Subject Classification: 91A46 COMBINATORIAL GAME THEORY: AN INTRODUCTION TO TREE TOPPLERS by JOHN S. RYALS, JR. B.S. in Applied Mathematics A Thesis Submitted to the Graduate Faculty of Georgia Southern University in Partial Fulfillment of the Requirement for the Degree MASTER OF SCIENCE STATESBORO, GEORGIA 2015 c 2015 JOHN S. -
CONNECT6 I-Chen Wu1, Dei-Yen Huang1, and Hsiu-Chen Chang1
234 ICGA Journal December 2005 NOTES CONNECT6 1 1 1 I-Chen Wu , Dei-Yen Huang , and Hsiu-Chen Chang Hsinchu, Taiwan ABSTRACT This note introduces the game Connect6, a member of the family of the k-in-a-row games, and investigates some related issues. We analyze the fairness of Connect6 and show that Connect6 is potentially fair. Then we describe other characteristics of Connect6, e.g., the high game-tree and state-space complexities. Thereafter we present some threat-based winning strategies for Connect6 players or programs. Finally, the note describes the current developments of Connect6 and lists five new challenges. 1. INTRODUCTION Traditionally, the game k-in-a-row is defined as follows. Two players, henceforth represented as B and W, alternately place one stone, black and white respectively, on one empty square2 of an m × n board; B is assumed to play first. The player who first obtains k consecutive stones (horizontally, vertically or diagonally) of his own colour wins the game. Recently, Wu and Huang (2005) presented a new family of k-in-a-row games, Connect(m,n,k,p,q), which are analogous to the traditional k-in-a-row games, except that B places q stones initially and then both W and B alternately place p stones subsequently. The additional parameter q is a key that significantly influences the fairness. The games in the family are also referred to as Connect games. For simplicity, Connect(k,p,q) denotes the games Connect(∞,∞,k,p,q), played on infinite boards. A well-known and popular Connect game is five-in-a-row, also called Go-Moku.