6. Search: Games, Minimax, and Alpha-Beta

MIT OpenCourseWare
10 Jan 201448:16

TLDRThe lecture delves into the history and strategies of computer chess, highlighting the evolution from the 1960s to Deep Blue's victory over the world chess champion in 1997. It explores various approaches to programming computers for chess, including the minimax algorithm with alpha-beta pruning for efficient game tree search. The discussion also touches on the philosophical implications of computers playing chess and whether it models human intelligence, concluding with the notion of 'bulldozer intelligence' versus human strategic thinking.

Takeaways

  • 😀 The script discusses the historical and philosophical perspectives on computers playing chess, referencing Hubert Dreyfus's initial skepticism and the eventual development of chess-playing computers.
  • 🏆 It highlights the 1997 match where IBM's Deep Blue defeated world chess champion Garry Kasparov, marking a significant milestone in AI and game theory.
  • 🤖 The speaker introduces various methods for programming a computer to play chess, emphasizing the limitations and the evolution towards more sophisticated algorithms like minimax with alpha-beta pruning.
  • 🌳 The concept of the game tree is explored, explaining how it represents all possible moves and countermoves in a game, which is crucial for algorithms like minimax.
  • 🔢 The minimax algorithm is described as a recursive technique for minimizing the possible loss for a worst-case scenario, which is fundamental in two-player, zero-sum games like chess.
  • 🔄 Alpha-beta pruning is introduced as an optimization of the minimax algorithm, which reduces the number of nodes to be evaluated by eliminating branches that cannot possibly influence the final decision.
  • 💡 The speaker discusses the importance of static evaluation functions in game-playing programs, which assign a score to the board configuration to determine the most advantageous move.
  • 🕒 The concept of progressive deepening is explained as a strategy to ensure that a game-playing program always has a valid move ready, even if it hasn't completed its search.
  • 📈 The script contrasts the 'bulldozer intelligence' of raw computational power, as seen in Deep Blue, with the more nuanced and pattern-recognition-based intelligence of human chess players.
  • 🤔 The discussion concludes with philosophical questions about the nature of intelligence and whether the algorithms used in AI chess programs model human thought processes or represent a different form of intelligence.

Q & A

  • In what year did Hubert Dreyfus write a paper claiming that computers can't play chess?

    -Hubert Dreyfus wrote a paper in 1963 with the heading titled, 'Computers Can't Play Chess.'

  • Who wrote a rebuttal to Dreyfus' paper, and what was the subject heading of the rebuttal?

    -Seymour Papert wrote a rebuttal to Dreyfus' paper, which had a subject heading, 'Dreyfus Can't Play Chess Either.'

  • What was the bet between David Levy and John McCarthy regarding computers and chess?

    -David Levy bet John McCarthy that no computer would beat the world champion within 10 years. McCarthy gave up after five years, realizing that no computer would win in the way he wanted.

  • When did Deep Blue beat the world chess champion, and what impact did this have on the interest in chess?

    -Deep Blue beat the world chess champion in 1997, and this victory made chess suddenly uninteresting to some.

  • What is the minimax algorithm, and how does it relate to game theory?

    -The minimax algorithm is a decision-making procedure used in game theory, where two players, a maximizing player and a minimizing player, make decisions based on the possible outcomes of the game. It is used to find the optimal move for a player by considering all possible moves and their consequences.

  • How does the alpha-beta algorithm improve upon the minimax algorithm?

    -The alpha-beta algorithm improves upon the minimax algorithm by cutting off large sections of the search tree that do not need to be evaluated. It uses two parameters, alpha and beta, to keep track of the best possible move for the maximizing player and the best possible move for the minimizing player, thus reducing the number of nodes that need to be evaluated.

  • What is the significance of the branching factor in game trees?

    -The branching factor in game trees represents the number of choices or possible moves at each level of the tree. It is significant because it affects the complexity of the game tree and the number of possible game outcomes, which in turn affects the efficiency of algorithms like minimax and alpha-beta.

  • What is progressive deepening, and how does it relate to game-playing algorithms?

    -Progressive deepening is a technique used in game-playing algorithms where the search tree is expanded level by level, starting from the root and moving towards the leaves. It ensures that the program always has a move ready, even if it doesn't have enough time to fully evaluate the entire tree.

  • How does the concept of 'dead horse principle' apply to the alpha-beta algorithm?

    -The 'dead horse principle' applies to the alpha-beta algorithm in the sense that it avoids unnecessary computations. Once a branch of the search tree can be determined as not leading to a better outcome, further evaluation of that branch is avoided, saving computational resources.

  • What is the difference between the intelligence demonstrated by Deep Blue and human intelligence in the context of playing chess?

    -Deep Blue demonstrated a form of 'bulldozer intelligence,' which relied on raw computational power to evaluate millions of positions per second. In contrast, human intelligence in chess involves pattern recognition, experience, and strategic thinking, rather than brute-force computation.

Outlines

00:00

😀 Early Doubts and Developments in Computer Chess

The paragraph discusses the early skepticism about computers playing chess, exemplified by Hubert Dreyfus's 1963 paper. Despite his assertion that computers couldn't play chess, Dreyfus lost to a chess machine, prompting a rebuttal. The narrative then shifts to the 1968 bet between David Levy and John McCarthy on AI's potential in chess, which McCarthy conceded in 1973. However, IBM's Deep Blue's victory over the world chess champion in 1997 contradicted McCarthy's expectations, marking a significant milestone in AI. The paragraph concludes by setting the stage for a discussion on game intelligence and the various methods to program a computer to play chess, hinting at the complexity and the evolution of AI in gaming.

05:02

🤔 Exploring Chess Strategies and Evaluation Mechanisms

This section delves into potential approaches for programming a computer to play chess. It starts by considering human-like strategic thinking, which remains an unsolved challenge. The paragraph then explores simpler methods like rule-based moves and lookahead evaluation, which involves assessing future board positions. The discussion introduces the concept of 'static value'评估, a function that assigns a numerical value to the board's current state without considering future moves. It explains how a linear scoring polynomial is often used for this evaluation, although it's acknowledged that more sophisticated methods might not require numerical rankings.

10:05

🌳 The Chess Game Tree and Its Branching Factor

The paragraph introduces the concept of a game tree in chess, which represents all possible sequences of moves. It defines 'branching factor' as the average number of choices at each level of the tree and 'depth' as the number of moves into the future. It calculates the number of terminal nodes using these parameters and discusses the impracticality of evaluating every possible game outcome, known as the British Museum algorithm, due to the enormous number of leaf nodes in a full chess game tree. The speaker humorously consults the audience for cosmic-scale calculations to illustrate the point, concluding that such an exhaustive search is infeasible even with vast computational resources.

15:07

🔍 Minimax Algorithm and Its Application in Chess

The discussion turns to the minimax algorithm, a technique for minimizing the maximum possible loss in zero-sum games like chess. It describes how the algorithm works by alternating between a maximizing player and a minimizing player to evaluate the best move. The paragraph uses a simplified game tree to illustrate the algorithm's process, where the values at the bottom of the tree are used to determine the best move at the top. The minimax algorithm is highlighted as a foundational approach in AI for decision-making in games.

20:08

🚀 Enhancing Minimax with Alpha-Beta Pruning

This section introduces the alpha-beta pruning technique, an optimization of the minimax algorithm that reduces the number of nodes evaluated in the search tree. The speaker explains how alpha-beta works by using two parameters, alpha and beta, to eliminate branches that cannot possibly influence the final decision. The paragraph provides a detailed example of how alpha-beta can prune the search space, thereby saving computational resources without affecting the outcome. The concept of 'deep cut off' is also introduced, which further enhances the efficiency of the search process.

25:12

🌐 Practical Application of Alpha-Beta in Complex Trees

The speaker demonstrates the application of the alpha-beta algorithm in a more complex game tree, highlighting how it can prune even more branches as the tree's depth and complexity increase. The paragraph emphasizes the significant computational savings achieved through alpha-beta, which is crucial for real-time decision-making in games. It also touches on the concept of move generation and how alpha-beta can reduce the number of moves that need to be considered, further enhancing efficiency.

30:14

📈 Progressive Deepening and Its Impact on Game Algorithms

The paragraph introduces progressive deepening, a technique where the search algorithm starts with a shallow search and gradually increases the depth, ensuring that a move is always available within a time constraint. It discusses the practical implications of varying branching factors and how progressive deepening provides a reliable method to have a valid move ready at any given time. The concept is illustrated with a binary game tree, and the speaker explains the mathematical rationale behind the insurance policy of having moves ready at different tree levels.

35:17

🏆 Deep Blue's Strategy: Minimax, Alpha-Beta, and Beyond

This section discusses how IBM's Deep Blue, which defeated world chess champion Garry Kasparov, utilized a combination of minimax, alpha-beta, and progressive deepening. It also mentions additional strategies employed by Deep Blue, such as parallel computing, an opening book, and special-purpose algorithms for the endgame. The paragraph emphasizes the importance of uneven tree development, where certain dynamic situations are explored more deeply, providing a more accurate assessment of the best move.

40:17

🤖 Comparing Human and AI Approaches to Chess

The final paragraph contrasts the raw computational power of AI like Deep Blue with the sophisticated pattern recognition and chess knowledge that human players use. It questions whether the AI's approach is a model of human intelligence or a different form of intelligence altogether. The speaker suggests that while AI can exhibit intelligence in gaming, it may not mirror the cognitive processes of human experts. The paragraph concludes the discussion by acknowledging the importance of understanding different forms of intelligence and their implications.

Mindmap

Keywords

💡Minimax

The minimax algorithm is a decision-making procedure used in artificial intelligence, particularly in the context of two-player games like chess. It aims to minimize the maximum possible loss, assuming the opponent will play to maximize the losses. In the video, the speaker explains how this algorithm works by considering all possible moves and counter-moves, evaluating the best outcome for the maximizing player and the worst for the minimizing player. The example given is a simplified game tree where the maximizing player tries to choose the path leading to the highest score, while the minimizing player tries to lead to the lowest score, reflecting the adversarial nature of gameplay.

💡Alpha-Beta Pruning

Alpha-beta pruning is an optimization technique for the minimax algorithm that reduces the number of nodes evaluated in the search tree. It does this by eliminating branches that cannot possibly influence the final decision. The video script illustrates how alpha and beta values act as thresholds that, when certain conditions are met, allow the algorithm to ignore parts of the tree, thereby saving computational resources. This technique is crucial for making AI game playing feasible within reasonable time frames, as it significantly cuts down on the number of evaluations needed.

💡Branching Factor

The branching factor in game theory refers to the number of possible moves or choices available at any given point in a game. In the context of the video, the branching factor is used to calculate the exponential growth of the game tree and to determine the complexity of searching through all possible game outcomes. A higher branching factor means more choices per move, leading to a more extensive search space, which is a critical consideration in the efficiency of game-playing algorithms.

💡Game Tree

A game tree is a tree structure used to represent all possible sequences of moves in a game from the current position to the end of the game. Each node represents a board position, and each branch represents a possible move. The video script describes how game trees are used in conjunction with the minimax algorithm and alpha-beta pruning to determine the optimal move in a game. The depth of the tree and the branching factor at each level are key elements in calculating the number of possible game outcomes and the computational effort required to evaluate them.

💡Static Evaluation Function

The static evaluation function is a heuristic used in game-playing AI to estimate the desirability of a particular board position without considering the sequence of moves that led to it. In the video, the speaker mentions that this function assigns a numerical value to the board configuration, which is then used by the minimax algorithm to decide the best move. The function takes into account various features of the game state, such as material balance, king safety, and pawn structure, to produce a score that guides the AI's decision-making.

💡Deep Blue

Deep Blue is the name of the computer chess program developed by IBM that famously defeated world chess champion Garry Kasparov in 1997. The video discusses how Deep Blue's victory marked a significant milestone in AI and game theory. It integrated advanced algorithms like minimax with alpha-beta pruning, along with massive parallel processing power, to evaluate a vast number of potential moves and counter-moves, showcasing a form of 'bulldozer intelligence' that relied on raw computational strength.

💡Progressive Deepening

Progressive deepening is a technique used in game-playing AI to ensure that a move is available within a given time constraint. It involves incrementally deepening the search tree, starting with a shallow search and gradually going deeper as time allows. The video script explains how this approach provides a balance between the depth of search and the time available, allowing the AI to have a valid move ready at any moment, even if the optimal search is not completed.

💡British Museum Algorithm

The British Museum Algorithm is a humorous reference to a brute-force search strategy that would evaluate every possible move and counter-move to the end of the game, akin to the comprehensive collection of the British Museum. The video script uses this term to illustrate the impracticality of evaluating every possible game outcome due to the sheer number of combinations in complex games like chess, highlighting the need for more efficient algorithms like minimax and alpha-beta pruning.

💡Heuristic

In the context of the video, a heuristic is a rule of thumb or an educated guess used to solve problems or make decisions when complete or absolute knowledge is difficult to acquire. Heuristics are used in AI to simplify the search for solutions by focusing on promising areas or moves. For example, the static evaluation function in a chess AI uses heuristics to estimate board positions, allowing the AI to make decisions more efficiently without having to explore every possible move.

💡Dead Horse Principle

The dead horse principle, as mentioned in the video, refers to the idea of not wasting resources on futile efforts. In the context of AI and game trees, it means not evaluating branches of the tree that are clearly not going to influence the final decision. This principle is exemplified by the alpha-beta pruning technique, which eliminates unnecessary computations, thus saving time and computational resources.

Highlights

In 1963, philosopher Hubert Dreyfus claimed computers couldn't play chess, but later lost to a chess machine.

David Levy bet in 1968 that no computer would beat the world chess champion within 10 years.

John McCarthy gave up on the bet by 1973, as it was clear computers wouldn't win by playing like humans.

Deep Blue defeated the world chess champion in 1997, making chess less interesting for some.

Game-play elements can model aspects of human intelligence or other forms of intelligence.

Computers can play chess by mimicking human board analysis and strategy, but this method is not well understood.

If-then rules can be used for game play, but they don't evaluate the board's state.

Looking ahead and evaluating possible board positions is a more effective approach than if-then rules.

Static value evaluation involves assessing the board without considering future moves.

Linear scoring polynomials are a popular method for forming static values in games.

The minimax algorithm involves looking ahead and alternating between maximizing and minimizing players.

Alpha-beta pruning is an enhancement of the minimax algorithm that reduces the search space.

Alpha and beta are parameters in the alpha-beta algorithm that help in cutting off branches of the search tree.

Deep Blue used minimax, alpha-beta, progressive deepening, and other strategies to beat world champions.

Progressive deepening ensures that a game-playing program always has a move ready.

Uneven tree development allows a game tree to be expanded dynamically based on promising moves.

Deep Blue's intelligence is a form of 'bulldozer intelligence', different from human strategic thinking.