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Title: http://csiweb.ucd.ie/Staff/acater/comp4031.htmlArtificial Intelligence for Games and Puzzles


1
COMP4031/COMP4631 2006-7Artificial
Intelligence for Games and PuzzlesDr. Arthur
Cater
2
Course Web Page - http//csiweb.ucd.ie/Staff/acate
r/comp4031.html
  • As time progresses, Lecture Notes and Assignments
    will be added. Watch for them!
  • Assessment will be partly by examination (60)
    and partly by programming assignment (2x 20).
  • Assignment 1 (20 of unit) set in week 4 and
    due in week 8.
  • Assignment 2 (20 of unit) set in week 7 and
    due in week 11.

3
What sort of Games and Puzzles?
  • There are two broad categories of multi-player
    games
  • Parlour Games of a primarily intellectual
    character
  • Chess, Poker, Draughts, Backgammon, Connect-Four,
  • Physical attributes of a player (dexterity,
    strength, steadiness, speed) have no real bearing
    on the game
  • Games of a sports character
  • Soccer, Tennis, finger-twitching computer
    games,
  • Physical attributes are important (too)
  • We will deal almost exclusively with the
    primarily intellectual games, and their close
    kin, combinatorial puzzles.

4
Is this just frivolous?
  • Certainly it should be some fun interesting,
    entertaining, challenging. Further,
  • Studies of game playing have led historically to
    valuable spin-offs
  • In mid-17th Century, mathematicians Pascal,
    Fermat, and others laid the foundations of
    probability theory, and hence statistics, arising
    from a study of gambling games (though beaten by
    Cardan by a century)
  • In 20th Century, von Neumann and others
    formulated game theory, which now has
    applications in economics and commerce - being
    used to design auctions for telecoms bandwidth
    for example, and guiding corporate takeover
    strategy
  • AI for games has direct commercialisation
    possibilities
  • chess machines, in-flight entertainment consoles,
    computer games with AI-driven opposition

5
Is this just frivolous? (2)
  • Games provide a proving ground for AI (and
    cognitive science) theories of mentality
  • perception, representation, reasoning, learning,
    modelling, risk assessment,
  • There may be prizes to be won
  • 1m Ing prize for Go sadly no longer available
  • Prize for beating Taiwanese junior Go champion
  • Prize for Arimaa
  • There is fame and prestige in beating champions,
    winning tournaments
  • There are still scientific open problems to be
    solved

6
Parlour Games The Three Games
  • Three particular traditional games show up a
    further significant division among competitive
    parlour games
  • Chess - last man standing type of game
  • There are many games with this flavour. They are
    characterised by a race to achieve some goal,
    often involving capture or destruction or
    immobilisation of the opponent.
  • Backgammon - the gods help those who help
    themselves type of game
  • In games with this flavour, there is a chance
    element, depending usually on dice or cards. More
    skilled players will nevertheless usually win.
  • Go - take the lions share type of game
  • In games with this flavour, players compete for
    shares of a resource of some kind. To win you
    need not win everything, but through
    give-and-take, just win a greater share than the
    opponent.

7
Last-Man-Standing game Chess
  • Chess is the dominant intellectual game in the
    west. In AI it is the most heavily researched
    game by far. After about 50 years work, a chess
    machine was developed which beat the reigning
    world champion, Garry Kasparov.
  • Two players each have six kinds of piece, each
    with its own movement rules. Players alternate
    play, moving one piece at a time, sometimes
    capturing and removing an opponents piece.
  • Win by checkmate, where the opponent has legal
    moves but none of them will prevent immediate
    capture of the king.
  • Note a mirror-image symmetry, top-to-bottom with
    colrev - colour reversal of pieces.

8
Last-Man-Standing game Draughts / Checkers
  • Draughts (Checkers) is played on a chessboard, or
    a similar board 10x10.
  • A program beat the then world champion, Tinsley,
    in ill health, in the 1990s.
  • There is initially just one kind of piece, which
    can move one square along diagonals in a forward
    direction. Upon reaching the far edge they are
    promoted to kings, able to go backward too.
  • A piece may capture an opponent piece by hopping
    over it to a vacant square beyond. Many captures
    in one move are possible.
  • Win by capturing all the opponents pieces.
  • Note a rotational symmetry, with colrev.

9
Puzzle Eternity
  • There are 209 playing pieces, all of different
    shapes but covering the same area. They have
    jagged edges with a small number of angles and
    straight-line lengths.
  • They are assemblies of six tridrafters -
    30o-60o-90o triangles. The pieces are in reality
    all the same colour and can be used either way
    up. Each piece therefore has 12 possible
    manifestations.
  • The puzzle is to fit them together to fill
    perfectly a particular shape of board - shown
    here as the lined blue dodecahedron. The board
    has mirror symmetry along 2 axes and 6-way
    rotational symmetry.

10
Game with chance element Backgammon
  • White tries to move pieces anticlockwise to end
    in the bottom right, Red tries to move clockwise
    to top right. (Logically, it is just a straight
    line, wrapped over to be compact)
  • Players in turn roll two dice. Each die roll
    allows one piece to be advanced the given number
    of points, to land on a point that is empty,
    occupied by friendly pieces, or occupied by only
    one enemy piece - a blot. The blot is removed
    and must begin from an imaginary off-board point
    before the starting point. This can cost moves.
  • Win by getting all pieces, first into the final 6
    points, then to (or beyond) another imaginary
    off-board point beyond the end.
  • Gambling for money is usual.

11
Lions-Share game Go
  • Players take turns to place one stone on any
    unoccupied intersection of a (usually) 19x19
    board, which is initially empty.
  • Blocks of same-colour strongly-connected stones
    are captured and removed if they are surrounded
    so that they have no adjacent empty intersection.
  • Capturing stones is part of the game, but not its
    object. One wins mainly by surrounding empty
    space in which opponent stones could not survive.
  • Rules are very simple, good play is very hard.
  • Note 4-rotation mirror symmetry.

12
  • If you are not already familiar with it, spend a
    few minutes on the 9-dot problem
  • Draw four straight lines, joined end-to-end, to
    pass through all nine dots.
  • (Do not ask me questions about this now! )

13
Points of difference between various games (
puzzles)
  • Finger-twitching or not
  • Number of players 1, 2, many
  • Chance element or not
  • Racing To Finish or Sharing Out
  • Zero-Sum or not
  • Mathematically Solved or not
  • Kinds of symmetry
  • Perfect Information or not
  • Past moves, or current state
  • Options of other players
  • Simultaneous move or not
  • Impartial rules or not

14
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15
Last-Man-Standing game Nine Mens Morris
  • Beginning with an empty board, in phase 1 players
    alternately put a new peg (man) onto an empty
    intersection. If they get 3 in a row - a mill -
    they capture an opponents man.
  • When both players have placed all 9 men, phase 2
    begins. A player may slide a man to an adjacent
    connected empty intersection, capturing an enemy
    man if making a new mill.
  • A player with exactly 3 men left may jump a man
    to any empty intersection, capturing if making a
    new mill. Win by reducing opponent to 2 men.
  • Note 4-way rotational symmetry, combined with two
    forms of mirror symmetry, without requiring
    colrev.

16
Last-Man-Standing race game Tic-Tac-Toe
(NoughtsCrosses)
  • A very simple example of a game where there is no
    capturing, merely a race to achieve an objective.
  • There is often no winner a draw occurs when no
    player may make a move.
  • 4-way rotational symmetry with mirror symmetry.

17
Last-Man-Standing race game Connect-Four
  • Players take turns to place one piece of their
    colour on the topmost empty cell of one of seven
    columns.
  • There is no capturing. Win by being first to get
    four pieces of your colour in a row, either
    vertically horizontally or diagonally.
  • There is only one mirror symmetry, left-to-right.

18
Last-Man-Standing race game Go-Moku / Five In A
Row
  • Players take turns to put a piece of their colour
    onto (almost) any empty point in a large grid
    sometimes infinite, sometimes a 19x19 Go board,
  • The winner is the first to get five pieces in a
    row.
  • Note 4-rotational mirror symmetry.

19
Last-Man-Standing race game Fox and Hounds / Fox
and Geese
  • Played on an 8x8 chessboard.
  • One player controls the four hounds, which can
    move one square along diagonals in a
    forwards-only direction. The other player
    controls the fox, which moves one square along
    diagonals either forwards or backwards. No two
    pieces can occupy the same square.
  • Hounds win by trapping the fox. Fox wins by
    slipping through the line of hounds.
  • Note there is no symmetry.
  • Also the players are bound by different rules of
    movement. The rules are partisan not impartial.

20
Last-Man-Standing game Roshambo /
Rock-Paper-Scissors
  • Two players simultaneously pick one of three
    options,
  • Rock wins over scisssors
  • Scissors wins over paper
  • Paper wins over Rock
  • There is arguably a 3-rotational cyclic symmetry
    here.
  • This is the first multi-player game we have seen
    to not feature turn-taking.

21
Last-Man-Standing race game Nim
  • Players take turns to remove 1, 2, or 3 items all
    from the same row. The one to take the last item
    is the winner.
  • (Alternative rule the one to take the last item
    is the loser.)
  • There is some symmetry, since all rows are
    interchangeable, even though not all positions
    generated by symmetry are reachable.
  • The game is solved there is an algorithm that
    can be followed for winning.

22
Puzzles Last-Man-Standing games versus the
rules Solitaire
  • Start with pieces occupying all pits except the
    central one. You may jump a piece over another
    into an empty pit, removing the piece you jumped.
  • You succeed (win) if you end with just one piece
    remaining, in the central pit.
  • You lose if you cannot move.
  • Note 4-way rotational mirror symmetry, and also
    a symmetry between the two ends of the game the
    finish is like the start, with empty and filled
    pits interchanged.

23
Puzzle Logic puzzles
  • You are given pieces of information from which
    you should be easily able to deduce pairs of
    attributes that could not go together, as well as
    pairs that do go together.
  • Ultimately, you will be left with a few
    alternatives that must be enumerated in order to
    find the one consistent solution.
  • There is typically a concealed symmetry, which
    can be made explicit with a tabular
    representation.
  • Five men went to five separate cities on five
    different days by five modes of transport.
  • Mr. Brown went on the train..
  • Mr. Green went to Galway.
  • The bus went on Saturday.
  • .
  • Who went where, how, and when?

24
Puzzle Kakuro
  • There is a grid like a crossword.
  • Each word across or down must be filled with
    digits 1 - 9, summing to a specified total,
    without duplicates.
  • Some words can be filled only by certain
    combinations of digits eg
  • 7 in 3 cells 124
  • 34 in 5 cells 46789
  • In easy kakuro puzzles there are several cells
    where highly-constrained words meet so you can
    get started by fixing a few cell values.

25
Game of Chance Yahtzee
  • Any number can play.
  • Roll 5 dice per turn, up to three times in a
    turn, keeping as many as you like from previous
    roll that turn.
  • Add the pips on qualifying dice to make a score
    in one of the non-bonus categories. You may
    ultimately be forced score zero for some
    categories.
  • At the end, add your scores and bonuses, player
    with highest score wins.

26
Game of chance and bluff Liar Dice
  • For two or more players.
  • The first rolls the five dice, keeping them
    hidden, and passes them to the next player with a
    description of their goodness. Each player may
    then secretly re-roll all some or none, and pass
    them on with an ever more impressive description.
  • A player may choose not to accept the description
    given them. If the dice are at least as good as
    described, they lose otherwise the player caught
    lying loses.

27
Game of chance Russian Roulette
  • Not recommended.
  • There is no winner, only a loser.
  • It is not, in game-theoretic terms, a zero-sum
    game.

28
Lions-Share game Mancala / Awari / Kalah
  • Each player controls the pits on one side of the
    board. On your turn, pick up the stones from one
    of your pits and add one of them to each
    succeeding pit in an anticlockwise direction. If
    the last pit you reach now has 2 or 3 stones,
    remove them, and then do likewise for the
    preceding pit and so on.
  • The winner is the one who captures the majority
    of the stones.
  • Note rotational 2-symmetry all pieces alike.

29
Lions-Share game Othello / Reversi
  • Players begin with two pieces each as shown. They
    take turns, adding one new piece of their colour.
    All enemy pieces in a vertical/diagonal/horizontal
    line between the new piece and another friendly
    piece are replaced with friendly pieces.
  • In practice, 2-sided pieces are used.
  • A player who cannot move misses a turn.
  • Win by having more pieces than the opponent.
  • 4-way rotational mirror symmetry.

30
Lions-share games of chance Poker, Bridge,
Whist, Piquet,
  • The use of playing cards, shuffled and dealt in
    secret, introduces an element of chance.
  • Some are strictly many-player games (poker,
    bridge), some are 2-player (Piquet, Nomination
    Whist).
  • Id call Poker a lions-share game because
    although there is an outright winner of a single
    deal, there are usually many deals in a session.
    The winner is the one who wins most money
    overall.
  • In Bridge, Whist, etc, there are several tricks
    to be shared out among the players or teams and
    winning is determined in terms of the share won -
    perhaps set against a contract.

31
Lions-share game Diplomacy
  • 2 to 7 players control Army and Navy pieces for
    seven countries. Every other turn, players may
    lose pieces or acquire pieces depending on their
    being the last to occupy certain provinces.
  • Attacks may be made on pieces occupying
    provinces, with both offence and defence
    fortified by neighbouring pieces. Moves are
    written secretly and revealed simultaneously.
    Conspiracy and treachery are both encouraged.
  • The winner is the first to control more than half
    of the salient provinces.
  • No symmetry alliances are important.

32
Games in the real world
  • Many real-world situations and problems can be
    viewed as games of a sort
  • Players have a choice of actions,
  • Players have conflicting goals,
  • Players may move sequentially or simultaneously,
  • Alliances may prosper,
  • Treachery may occur,
  • Understanding of the goals of others may be
    useful in predicting their actions and planning
    actions of ones own.
  • Parlour games offer environments in which various
    kinds of simplification can be made in order to
    focus attention on particular AI issues
    perception, representation, reasoning, learning,
    opponent modelling, and risk assessment.
  • Stock Market
  • War
  • Passing legislation
  • Hustling
  • Cartels
  • Fight for market share
  • Biological evolution
  • Industrial relations
  • Democratic elections
  • Takeover negotiations

33
Points of difference between various games (
puzzles)
  • Finger-twitching or not
  • Number of players 1, 2, many
  • Chance element or not
  • Racing To Finish or Sharing Out
  • Zero-Sum or not
  • Mathematically Solved or not
  • Kinds of symmetry
  • Perfect Information or not
  • Past moves, or current state
  • Options of other players
  • Simultaneous move or not
  • Impartial rules or not

34
The End
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