Games with Imperfect Information

Games with Imperfect Information

From: AAAI Technical Report FS-93-02. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. Games with Imperfect Information Jean R. S. Blair, David Mutchler, and Cheng Liu Department of Computer Science University of Tennessee Knoxville, TN 37996-1301 {blair,mut chler, cl iu}~cs,utk. edu Abstract ¯ Parlor games like bridge, poker and Clue. An information set in a game tree is a set of nodes ¯ Economic models of (for example) labor and man- from which the rules of the game require that the same agement negotiation, in which variables like future alternative (i.e., move) be selected. Thus the nodes inflation rates are modeledprobabilistically. an information set are indistinguishable to the player moving from that set, thereby reflecting imperfect in- ¯ A distributed computation in which the cooper- formation, that is, information hidden from that player. ating processors (each with its own input) make Information sets arise naturally in (for example) card certain judgments whose efficacy is determined by gaines like poker and bridge. the collective input (which is modeled probabilis- tically). IIere we focus not on the solution concept for im- perfect information games (which has been studied at There exist many game-tree search algorithms for length), but rather on the computational aspects of perfect information games. Such algorithms include such games: how hard is it to compute solutions? We minimax [17], alpha-beta [8, 19], conspiracy numbers present two fundainental results for imperfect informa- [13, 16], and singular extensions [2]. nallard [3] pro- tion games. The first result shows that even if there vides game-tree search Mgorithms for perfect informa- is only a single player, we must seek special cases or tion games that include chance nodes, at which "na- heuristics. The second result complements the first, ture" determines the move, according to some fixed, providing an efficient algorithm for just such a special known probability distribution. Chess is the proto- case. Additionally, we show how our special case algo- typical example of a game with perfect information -- rithm can be used as a heuristic in the general case. both players have equal knowledge of the game state. Backgammonis also perfect information but includes chance nodes (i.e., dice rolls). 1 Introduction For games with perfect information, even with Tile development and analysis of game-tree search al- chance nodes, a simple modification of minimax com- gorithms dates back to the inception of AI and re- putes the value of the gametree [3]: mains an active area of research today. Games with imperfect information are an interesting and important chamce-mm (x) = class of games3 They have been studied at length in payoff (x) if x is a leaf the game theory literature. They include many impor- tant applications, for example: F { chance-ram(y) I Y is a child of x otherwise tThls research was supported by NSF under grants IRI 89- 10728 and CCR-9209803, and by AFOSRraider grant 90-0135. where function F is a max operator at nodes where Some of the results reported here form part of a paper that has bcen submitted to the journal Artificial Intelligence. Player 1 moves, min at nodes where Player 2 moves, 1A teclufical note for the game theorist: tttis paper discusses and average at chance nodes. (See [9, 10, 12] for the games with imperfcct inforination [10], as opposed to games extension to more than two players.) Thus a single with incomplete information [7]. (Sometimes the former is called traversal of the tree allows one to computethe value of decision-makhlg trader risk, the latter declsion-maklng under un- certainty.) hi imperfect inforination games, the players lack infor- the game tree, as well as the optimal moves(by record- matlon ozfly about the game’s lfistory. Ial incomplete information ing the max and min selections). games, the players also lack information about the game’s struc- ture. See [14, page 207] or [15, Chapter 2] for a more complete In this paper We show that games with imperfect discussion of this distinction. information are quite different from games with perfect 59 From: AAAI Technical Report FS-93-02. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. Informationset X Dealcards ~+ ""+~ ~~+ ... +~.._~ ,,, ~_+ ...~ Westplays ) Informationset Y." Figure 1: The top portion of the game tree for bridge. In information set X, ~Vest holds AQ8743q? 9 ~ KQ96& 32. In information set Y, North holds ..., South holds ..., and West has led ... information (even with chance nodes). In particular, 2 defines imperfect information and other terms more we answer the following questions: precisely. 1. How hard is it to solve imperfect information The North/South team plays next, selecting a card games, via game-tree search? from the North hand, after exposing the North hand (the so-called "dummy")to all four players. At this 2. Is there an analog to minimax for games with im- point, 27 cards are visible to the North/South team: perfect information? their own 26 cards plus the card West exposed. All the depth 2 nodes in which a particular set of 27 cards is visible to North/South are grouped into a 1.1 What is imperfect information? single information set. Thus, there are (~) informa- The card game bridge 2 is a good example of an im- tion sets at depth 2, each containing (~)(~3) nodes. perfect information game. Bridge is played by four For example, in one such information set, call it Y, North holds & KJ65 q)876 0 J72 & AK5, South holds players organized into two teams, traditionally labeled 92 q) QJ54 ~ 853 & J874, and West has led the tb A. North/South versus East/West. Figure 1 shows the top portion of the game tree for bridge. The root is a For each node in Y there are 13 alternatives, corre- chance node that represents dealing the shuffled deck sponding to the 13 cards the North/South team could of cards. At depth 1 there is a node, marked by a play from the North (dummy) hand. Again, the rules + sign, for each possible outcome. All of the depth 1 of the game require that North/South select the same nodes corresponding to a single hand that West may allernative from each node in sel Y. For example, have been dealt are grouped together in a single "infor- North/South could choose the alternative from each mation set," notated by drawing an ellipse around the node in Y that corresponds to playing 0 J. The game tree continues in like fashion. set of nodes. Thus, there are (~32) information sets depth 1, each containing (39)(~6)(11~) nodes. Consider The following example illustrates the computational one such information set, call it X, in which West holds difference between perfect information games and im- tb AQ8743q) 9 0 KQ96& 32. For each node in X there perfect information games. First consider game tree G1 are 13 alternatives (moves), corresponding to the on the left side of Figure 2; this is a one-player game cards West could play. Because West does not yet see with perfect information. Initially, a chance event oc- the other players’ hands, the rules of the game require curs, with two possible outcomes, A or B, each equally that West select the same allernative from each node likely. After outcomeA, the sole player can either con- in set X. This is called "imperfect information." For tinue to position C, or quit the game with payoff 0. example, West could choose the left alternative from Likewise, after outcome B, the player can either con- each node in X, corresponding to playing tbA. Section tinue to position D, or quit the game with payoff 0. From positions C and D, there are two choices, with 2~,Ve assume the reader is familiar with the gamebridge. Our payoffs -100 and 1 from C and 1 and -100 from D. exampleigaores the so-called "bidding"phase that precedesthe card-play. The player seeks to maximize the expected payoff. The 6O From: AAAI Technical Report FS-93-02. Compilation copyright © 1993, AAAI (www.aaai.org). All rights reserved. [] [] [] [] [] [] -100 1 1 -100 -100 1 1 -100 GameG1 Game G2 Figure 2: Twogame trees, with perfect and imperfect information, respectively. chanco-minimax algorithm correctly computes that the 2. ~¢Vegive an algorithm called IMP-minimax(for "im- value of this gameis 1; the optimal strategy is to move perfect information minimax") that is the natural left from nodes A, B, and D, and right from node C. analog to chance-minimax, but designed to reflect Nowconsider the game tree G2 on the right side of the presence of information sets. IMP-minimax Figure 2. This is again a one-player game, but here computes a strategy for games with imperfect in- we view the "player" as a team of two cooperating but formation in time linear in the size of the search uncomlnunicating agents. As in G1, the chance event tree. The strategy produced by this algorithm is happens first, then the first agent makesthe first deci- guaranteed to be an optimal strategy, if the im- sion (knowing the outcome of the chance event). But perfect information game has a single player and a in G~, the second agent makes the second decision not certain natural property called perfect recall. knowing the outcome of the chance event. Thus, the The above results are fundamental to an understand- second agent can choose only left or right from C and ing of game-tree search in imperfect information games. D; the rules of the gamerequire that the same decision The first result shows that even if there is only a single must bc made from both of these positions.

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