CS 2360 - May 7, 1998

Lecture 12 -- Game Search


Making your search smarter

Searches like what we've seen so far are, in a word, dumb.  
They don't know which next state might be any better than any 
other next state.  These searches can be methodical (e.g., 
look at the first on the list) or random (e.g., Calvin's 
decision: "Arbitrarily, I choose left.").  These searches 
settle for finding the goal state, but they don't care about 
how many steps it takes to get from the initial state to the 
goal state.

Usually, however, we don't have time to burn.  We'd like to 
strive to find the goal state in as few steps as we can.  
That is, we'd like to try to find the "optimal path" from the 
initial state to the goal state, and we can help ourselves 
out here if we can put a little more "intelligence" into our 
search.

One time-honored way of doing this is to find a method to 
measure the "goodness" of a state -- that is, to determine 
how close a given state is to the goal state.  If we could 
make that evaluation consistently and correctly, then when we 
look at a list of states in trying to decide which to use 
next to generate new states, we could pick the state closest 
to the goal, instead of just picking the first one we see or 
picking one at random.

Most of the time, though, such measurements of a state's 
goodness are just estimates.  If the estimate is wrong, you 
could spend a lot of time and effort searching paths that 
will never get you to the goal, or at least that will give 
you less optimal solutions.  The better the ability to 
estimate goodness, the better is the chance for optimality.  
But unless the estimate is always right, there's no guarantee 
of success.  These measures of goodness are one example of 
something called "heuristics":  techniques that aid in the 
discovery of solutions to problems most of the time, but 
don't guarantee that they'll lead to solutions all of the 
time.


Heuristics and the 8-tile puzzle

Let's look again at the 8-tile puzzle we saw earlier.
There we described a dumb, exhaustive, brute-force, depth-
first search for finding the goal state.  Could you do 
better?  Probably yes.  If you could come up with a way to 
estimate how close any given arrangement of tiles was to the 
goal, you could always choose to explore the state that was 
nearest the goal.  To do this, you'd have to figure out a way 
to codify the metrics for this evaluation in such a way that 
a computer could use them.  One heuristic might be to just 
count the number of tiles that are in the place they belong.  
So if your goal state looks like this:

                  1 2 3
                  8   4
                  7 6 5

and your start state followed by the next possible states 
looks like this:

                  2 8 3
                  1 6 4
                  7   5
                   /|\
                  / | \
                 /  |  \
                /   |   \
               /    |    \
              /     |     \
             /      |      \
            /       |       \
          2 8 3   2 8 3   2 8 3
          1 6 4   1   4   1 6 4
            7 5   7 6 5   7 5

          score   score   score
            3       6       3

which of these next states is closer to the goal using our 
heuristic?  The middle state has six tiles in the right 
place (this assumes that we're going to count the empty space as
a tile), while the other two states have only three tiles in 
the right place.  So for our next step in the search, we'd 
choose to generate all the states possible from that middle 
state.  Then we'd apply our evaluation heuristic again, and 
so on.  Of course, we could get more sophisticated with our 
heuristic measures.  For example, we could try to estimate 
how many moves it would take to get all the tiles in their 
appropriate places instead of just counting how many were 
already in the right place.  That might give us a better 
measure of goodness, or it might just cause us to spend extra 
time computing the goodness without any real return on the 
investment, or it might just completely mislead the search.  
We'd have to play with it for awhile to see if it would help 
us.


Game Search

For a single agent in a relatively non-hostile world, the 
search for the path from some start state to some goal state 
is not especially difficult, and in fact, it's sort of dull.  
But the world isn't always peaceful---sometimes, there are 
other agents out there trying to keep you from reaching your 
goal, and at the same time those other agents are trying to 
achieve some goal of their own.  We see this kind of stuff 
everywhere:  in the executive boardroom, on the athletic 
field, sometimes even in the classroom.  And when we try to 
model this kind of competitive behavior on a computer, we 
have to keep in mind that while our computerized "good guy" 
is going to try to move toward the goal in as optimal a 
fashion as possible, the computerized "bad guy" is going to do
everything it can to keep us from getting there.  Thus, the 
question in a competitive or adversarial situation is no 
longer "what's my optimal path to the goal?", but is instead 
"what's my path to the goal when someone else is trying stop 
me?"

The fundamental change in the nature of that question results 
in a fundamental change to the way we do state-space search 
in adversarial situations, thus giving rise to something 
called "adversarial search".  And since we frequently use 
this kind of search when we build intelligent game-playing 
programs, this kind of search is frequently called "game 
search".

The principle of game search is to first generate the state 
space (or "game tree") some number of levels deep, where each 
level corresponds to one player's move (or, more accurately, 
the set of all moves that the player could possibly make at 
that point).  After generating the state space for that 
number of levels, the nodes at the bottom level are evaluated 
for goodness.  (In the context of game playing, those nodes 
are often called "boards", each one representing one possible 
legal arrangement of game pieces on the game board.)

The estimate of the goodness of a board is a little bit 
different than before, but not much.  Since we have to worry 
about the opponent, we set up our estimation function so that 
it returns a spectrum of values, just like before, but now 
the two extremes are boards that are great for us (i.e., we 
win) and boards that are great for our opponent (i.e., we 
lose).  We apply our estimation function to those lowest 
level boards, and propagate the numerical values upward to 
help us determine which is the best move to make.


The joy of hex

In order to explore the wild and wacky world of adversarial 
or game search, we're going to have to introduce a game.  
It's a simple game for two players, and it's called hexapawn, 
for reasons which will become obvious.

The rules of hexapawn (at least in it's original form), are 
as follows:

The game is played on a 3x3 board.  Each player begins with 
three pawns lined up on opposite sides of the board.  There 
are three white pawns and three black pawns, which gives us a 
grand total of six pawns, hence the name hexapawn.  White 
always moves first, just like in chess.  The players take 
turns moving their pawns.  A pawn can move one square forward 
to an empty square, or it can move one square diagonally 
ahead (either to the left or right) to a square occupied by 
an opponent's pawn, in which case the opponent's pawn is 
removed from the board.  One player wins when one of these 
three conditions is true:  1) one of that player's pawns has 
reached the opposite end of the board, 2) the opponent's 
pawns have all been removed from the board, or 3) it's the 
opponent's turn to move but the opponent can't move any 
pawns.

It's not a very exciting game for human players, but it's 
reasonably stimulating for humans who are required to write 
programs to get computers to play this game, such as 
yourselves.  (It's not entirely clear how the computers feel 
about it.)  Hexapawn also serves as a very nice mechanism for 
demonstrating the principles of game search with heuristics.


Hexapawn: catch the fever

Let's look at the beginning of a sample game of hexapawn and 
see how we might get a computer to play the game.  We'll let 
our opponent take the side of the white pawns, and we'll play 
the black pawns.  The initial board configuration will be 
represented like this:

                                   W W W                   
                                   - - -                   
                                   B B B                   

As we said, white always gets to move first.  This gives 
white three possible initial moves, which are represented in 
this way:

                                   W W W                   
                                   - - -                   
                                   B B B                   
                                  /  |  \                  
                                 /   |   \                 
                                /    |    \                
                               /     |     \               
                              /      |      \              
                             /       |       \             
                           - W W   W - W   W W -           
                           W - -   - W -   - - W           
                           B B B   B B B   B B B           

But of course, white doesn't get to make all three moves.  
White has to choose one and go with it.  So let's say that 
white opts for that move on the left.  Our resulting state 
space then looks like this:

                                   W W W                   
                                   - - -                   
                                   B B B                   
                                  /                        
                                 /                         
                                /                          
                               /                           
                              /                            
                             /                             
                           - W W                           
                           W - -                           
                           B B B                           

Everything was fine up until now.  Now it's our turn.  What 
will we do?  Well, what we'd like to do is look at all of our 
possible next moves and make the best one, right?  Sure.  So 
let's see what our options are on this move:

                                   W W W                   
                                   - - -                   
                                   B B B                   
                                  /                        
                                 /                         
                                /                          
                               /                           
                              /                            
                             /                             
                           - W W                           
                           W - -                           
                           B B B                           
                           / | \                           
                        /    |    \                        
                     /       |       \                     
                  /          |          \                  
               /             |             \               
            /                |                \            
         /                   |                   \         
       - W W               - W W               - W W       
       B - -               W B -               W - B       
       B - B               B - B               B B -       

Can we tell from just this which possible next move is the 
best one?  Maybe.  That one on the left looks sort of nice, 
since it leaves us with one more pawn than our opponent.  But 
we really can't tell just by looking at these different 
boards which move is likely to lead to a win for us.  Maybe 
we could get a better idea of which of our three possible 
moves is the best one by looking even further ahead to see 
what white might do on the next turn:

                                   W W W                   
                                   - - -                   
                                   B B B                   
                                  /                        
                                 /                         
                                /                          
                               /                           
                              /                            
                             /                             
                           - W W                           
                           W - -                           
                           B B B                           
                           / | \                           
                        /    |    \                        
                     /       |       \                     
                  /          |          \                  
               /             |             \               
            /                |                \            
         /                   |                   \         
       - W W               - W W               - W W       
       B - -               W B -               W - B       
       B - B               B - B               B B -       
     /   |   \              / \              /   |   \     
    /    |    \            /   \            /    |    \    
   /     |     \          /     \          /     |     \   
  /      |      \        /       \        /      |      \  
- - W  - - W  - W -    - W -   - W -    - W W  - - W  - - W
W - -  B W -  B - W    W B W   W W -    - - B  W W B  W - W
B - B  B - B  B - B    B - B   B - B    B W -  B B -  B B -
                         ^                ^
                         |                |
                       white            white
                       wins             wins

Well now, maybe we know a little more than before.  In fact, 
we can see two boards there that indicate victory for our 
opponent, and we could probably make some reasonable attempts 
at estimating how close the other boards might be to either a 
win or a loss for us.  However, we could also look ahead yet 
another move, and then another, and so on until we had mapped 
out all the possibilities.  The problem with doing this is 
that it's going to cost us lots of computational resources.  
This may not be a big deal when we're playing hexapawn with 
only three pawns on a side, but it will be a big deal if we 
extended the game to eight pawns on a side, for example.  Or 
maybe instead of hexapawn variations, we're playing something 
like chess.  Now the computational expense will be far too 
prohibitive, so we're going to have to settle on some 
arbitrary cutoff for looking ahead in this or any game.  
Since I'm running out of room to display all the possible 
boards at the same level, let's make life easy for me and set 
our arbitrary cutoff for looking ahead at two levels or two 
moves ahead.

The static board evaluation function

Above it was noted that two of those bottom-level boards were 
wins for white.  But what about those other boards?  What do 
they indicate for us?  Will they lead to wins or losses for 
us?  How can we estimate that?  How can we get a computer to 
estimate that?

Providing that estimate is the job of something called the 
"static board evaluation function".  A static board 
evaluation function takes as input the current state of a 
game (i.e., the board) and returns a value corresponding to 
the "goodness" of that current state or board.  By "goodness" 
we mean how close that board is to a victory for us---the 
closer, the better.  A simple static board evaluation 
function might return, say, a positive number if the board is 
good for us, a negative number if the board is not good for 
us (but is consequently good for our opponent), and maybe a 
zero if the board is neither bad nor good for either player.

How might we design such a function?  Here's a weak first 
attempt at one.  Since we're playing on the black side of the 
board, we'll have the function return a +10 if the board is 
such that black wins.  And we'll have it return a -10 if 
white wins.  (If we were playing on the white side of the 
board, we'd want it to return a +10 if white won, and a -10 
if black won.)  Since we win if we can get one of our pawns 
across the board to the other side, we should have the 
function take that into account too.  So if neither side has 
won, let's have our function return the number of black pawns 
with clear paths in front of them minus the number of white 
pawns in front of them.  Oh, and since we win if our 
opponent's pawns are all removed from the board, let's have 
the function incorporate that.  We'll have the function count 
the number of black pawns on the board, subtract the number 
of white pawns, add that number to the previous number, and 
return that result.  There, that wasn't so bad, was it?

Next week, we'll see how you use the information generated
by your static board evaluation function.



Copyright 1998 by Kurt Eiselt.  All rights reserved.

Last revised: May 7, 1998