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[(COMP472)Artificial Intelligence] - Adversarial Search | MiniMax | Alpha-Beta Pruning 본문
[(COMP472)Artificial Intelligence] - Adversarial Search | MiniMax | Alpha-Beta Pruning
paka_corn 2023. 10. 24. 03:22[ Adversarial Search ]
: a strategy used in artificial intelligence for decision-making in competitive scenarios, such as games. It involves representing the problem as a game tree, using the Minimax algorithm, evaluation functions, and techniques like
(ex) chess, checkers, and in various real-world domains like business strategy, auctions, and negotiations.
< Minimax >
: Alpha-Beta Pruning to find optimal or near-optimal strategies.
2 oppenents
- Max tries to win
- MIN tries to minimize MAX’s score
- Heuristic Function for 2-player games
-> e(n) is a heuristic that estimates how favorable a node n is for MAX with respect to MIN
-> e(n) > 0 : MAX 이길확률 높음, e(n) < 0 : MIN이길확률 높음, e(n) =0 neutral
With Minimax, we look at all nodes at depth n
-> Exhaustive Minimax Search
- Only for small games
- a strategy that explores all possible moves and their outcomes in a game to find the optimal decision
< Minimax – alpha-beta pruning >
: With alpha-beta pruning, we ignore branches that could not possibly contribute to the final decision
- Optimization of Minimax
- Ignores (cuts off/prunes) branches of the tree that cannot contribute to the solution
- Reduces branching factor
- Allows deeper search with same effort
=> Beta-cutoff : 최대 점수 선택, 이미 저장한 점수보다 작으면 그 노드 제외
=> Alpha cutoff : 최소 점수 선택, 이미 저장한 점수보다 크면 그 노드 제외