Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5.

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Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5

Transcript of Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5.

Page 1: Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5.

Algoritmen en Datastructuren (ALDAT)

EVMINX4 Week 5

Page 2: Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5.

GamesSpel met 2 spelers, die elk afwisselend aan

de beurt zijn.Boter Kaas en Eieren (Tic-Tac-Toe).4 op een rij.ZeeslagDammen, Schaken, Go, …

Hoe vind je de beste zet?Bouw een game tree.Pas het min-max algoritme toe.Gebruik alfa-beta pruning om min-max sneller te

maken.

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Game tree

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Zie Handouts

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Game tree

Backtracking algoritme met minimax strategie!

Zie Handouts

Page 5: Algoritmen en Datastructuren (ALDAT) EVMINX4 Week 5.

TicTacToe::chooseMoveint TicTacToe::chooseMove(Side s, int& bestRow, int& bestColumn) { Side opp(s==COMPUTER ? HUMAN : COMPUTER); int value(s==COMPUTER ? HUMAN_WIN : COMPUTER_WIN); int simpleEval(positionValue()); if (simpleEval!=UNCLEAR) return simpleEval; for (int r(0); r<board.numrows(); ++r) for (int c(0); c<board.numcols(); ++c) if (squareIsEmpty(r, c)) { place(r, c, s); int dc; int reply(chooseMove(opp, dc, dc)); place(r, c, EMPTY); if (s==COMPUTER && reply>value || s==HUMAN &&

reply<value) { value=reply; bestRow=r; bestColumn=c; } } return value;}

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Tic-Tac-Toeaantal aanroepen chooseMove bij eerste zet

(computer begint)Maximaal: 1+9+9x8+9x8x7+ ... +

9x8x7x6x5x4x3x2x1 = 986410Stoppen als er een winnaar is =

549946Toepassen alpha-beta pruning =

18297Toepassen transposition table =

7954Zoek identieke stellingen (draaien en spiegelen)

= 5204

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Alfa-Beta pruning

Zie p. 398 (Weiss). After H2A is evaluated, C2, which is the minimum of the H2’s, is at best a draw. Consequently, it cannot be an improvement over C1. We therefore do not need to evaluate H2B, H2C, and H2D, and can proceed directly to C3.

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Minmax algoritme voorbeeld

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Alfa-beta pruning voorbeeld

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Alfa-beta pruningpair<int, int> cComp(int p, int a, int b, int d);pair<int, int> cHuman(int p, int a, int b, int d);

pair<int, int> cComp(int p, int a, int b, int d) { int bestPos(p); int value(positionValue(p)); if (value==UNCLEAR) { value=a; for (int i(1); i<3 && a<b; ++i) { pair<int, int> r(cHuman(2*p+i, a, b, d+1)); if (r.first>a) { value=r.first; a=value; bestPos=2*p+i; } } } return make_pair(value, bestPos);}

return pair = best value, best position.p=positiona=alfab=betad=dept

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Alfa-beta pruningpair<int, int> cComp(int p, int a, int b, int d);pair<int, int> cHuman(int p, int a, int b, int d);

pair<int, int> cHuman(int p, int a, int b, int d) { int bestPos(p); int value(positionValue(p)); if (value==UNCLEAR) { value=b; for (int i(1); i<3 && b>a; ++i) { pair<int, int> r(cComp(2*p+i, a, b, d+1)); if (r.first<b) { value=r.first; b=value; bestPos=2*p+i; } } } return make_pair(value, bestPos);}

return pair = best value, best position.p=positiona=alfab=betad=dept

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Alfa-beta pruningenum S {H, C};

pair<int, int> cMove(S s, int p, int a, int b, int d) { int bestPos(p); int value(positionValue(p)); if (value==UNCLEAR) { value=(s==C)?a:b; for (int i(1); i<3 && a<b; ++i) { pair<int, int> r( cMove((s==C)?H:C, 2*p+i, a, b, d+1) ); if (s==C&&r.first>a || s==H&&r.first<b) { value=r.first; if (s==C) a=value; else b=value; bestPos=2*p+i; } } return make_pair(value, bestPos);}

return pair = best value, best position.p=positiona=alfab=betad=depts=sideH= HumanC = Computer

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Alpha-beta pruningint TicTacToe::chooseMove(Side s, int& bestRow, int& bestColumn, int alpha, int beta) { Side opp(s==COMPUTER ? HUMAN : COMPUTER); int value(s==COMPUTER ? alpha : beta); int simpleEval(positionValue()); if (simpleEval!=UNCLEAR) return simpleEval; for (int r(0); r<board.numrows(); ++r) for (int c(0); c<board.numcols(); ++c) if (squareIsEmpty(r, c)) { place(r, c, s); int dc; int reply(chooseMove(opp, dc, dc, alpha, beta)); place(r, c, EMPTY); if (s==COMPUTER && reply>value || s==HUMAN && reply<value) { value=reply; if (s==COMPUTER) alpha=value; else beta=value; bestRow=r; bestColumn=c; if (alpha>=beta) return value; } } return value;}

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Transpostions

Zie p. 400 (Weiss). Two searches that arrive at identical positions.

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Transpositionsclass Position {public: Position(const matrix<int>& theBoard): board(theBoard) { } bool operator<(const Position& rhs) const;private: matrix<int> board;};

bool Position::operator<(const Position & rhs) const { for (int i(0); i<board.numrows(); ++i) for (int j(0); j<board.numcols(); ++j) if (board[i][j]!=rhs.board[i][j]) return board[i][j]<rhs.board[i][j]; return false;}

class TicTacToe {//...private: map<Position, int> transpositions;};

Position is een wrapper (inpakker) voor

matrix<int> board.

Waarom is dit nodig?

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Transpositionsint TicTacToe::chooseMove(Side s, int& bestRow, int& bestColumn, int alpha, int beta, int depth) { Position thisPosition(board); if (depth>=3 && depth<=5) { MapItr itr(transpositions.find(thisPosition)); if (itr!=transpositions.end()) return (*itr).second; }// idem ... int reply(chooseMove(opp, dc, dc, alpha, beta, depth+1));// idem ... if (alpha>=beta) goto Done; } }Done: if (depth>=3 && depth<=5) transpositions[thisPosition]=value; return value;}

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