<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Game Playing on Arshad Siddiqui</title><link>https://arshadhs.github.io/tags/game-playing/</link><description>Recent content in Game Playing on Arshad Siddiqui</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://arshadhs.github.io/tags/game-playing/index.xml" rel="self" type="application/rss+xml"/><item><title>Game Playing and Adversarial Search</title><link>https://arshadhs.github.io/docs/ai/060-artificial-and-computer-intelligence/070-game-playing-and-adversarial-search/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://arshadhs.github.io/docs/ai/060-artificial-and-computer-intelligence/070-game-playing-and-adversarial-search/</guid><description>&lt;h1 id="game-playing-and-adversarial-search">
 Game Playing and Adversarial Search
 
 &lt;a class="anchor" href="#game-playing-and-adversarial-search">#&lt;/a>
 
&lt;/h1>
&lt;p>Game-playing agents search in environments where other agents influence the outcome. In competitive games, a good move must account not only for what the agent wants to achieve, but also for the strongest response an opponent can make.&lt;/p>
&lt;ul>
&lt;li>
&lt;p>Searching to play games&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Minimax Algorithm&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Alpha-Beta Pruning&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Monte Carlo Tree Search&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Stochastic Games&lt;/p>
&lt;/li>
&lt;/ul>
&lt;h2 id="learning-objectives">
 Learning Objectives
 
 &lt;a class="anchor" href="#learning-objectives">#&lt;/a>
 
&lt;/h2>
&lt;ul>
&lt;li>formulate a game as an adversarial search problem&lt;/li>
&lt;li>construct a game tree with alternating MAX and MIN turns&lt;/li>
&lt;li>design and interpret a static evaluation function&lt;/li>
&lt;li>back up values using Minimax&lt;/li>
&lt;li>apply Alpha-Beta Pruning and identify cut-offs&lt;/li>
&lt;li>explain the four phases of Monte Carlo Tree Search&lt;/li>
&lt;li>calculate an MCTS selection score using UCB1&lt;/li>
&lt;li>evaluate chance outcomes in a stochastic game&lt;/li>
&lt;/ul>
&lt;h2 id="big-picture">
 Big Picture
 
 &lt;a class="anchor" href="#big-picture">#&lt;/a>
 
&lt;/h2>


&lt;pre class="mermaid">
flowchart TD
 A[&amp;#34;Game state&amp;#34;] --&amp;gt; B[&amp;#34;Generate legal moves&amp;#34;]
 B --&amp;gt; C[&amp;#34;Build game tree&amp;#34;]
 C --&amp;gt; D[&amp;#34;Evaluate leaves&amp;#34;]
 D --&amp;gt; E[&amp;#34;Choose robust action&amp;#34;]
 E --&amp;gt; A

 style A fill:#E1F5FE
 style B fill:#FFF9C4
 style C fill:#EDE7F6
 style D fill:#FFF9C4
 style E fill:#C8E6C9
&lt;/pre>

&lt;h2 id="1-normal-search-and-adversarial-search">
 1. Normal Search and Adversarial Search
 
 &lt;a class="anchor" href="#1-normal-search-and-adversarial-search">#&lt;/a>
 
&lt;/h2>
&lt;p>In normal search, the agent controls its own actions and the transition model determines what happens next. In adversarial search, another agent chooses actions that may reduce the first agent&amp;rsquo;s utility.&lt;/p></description></item></channel></rss>