This class introduces classical game theory algorithms for zero sum games with alternate moves. “Zero sum” means that one player's victory is at the same time a defeat for the other player (sum of the rewards/penalties is equal zero). All presented algorithms will based on so called "game tree" representation.
Game tree, is (as name suggests) a directed acyclic graph where nodes represent possible game states, root is the initial state and edges are possible players' move changing the game state to another.
Below you can see a game tree of the 'tic-tac-toe' game, starting three moves before the ending.
We will use the 'ggp-base' framework, introduced together with the gdl language.
The simplest strategy is to perform the first legal move:
move = first_legal_move() perform(move)
This complicated algorithm is implementd in the ggp-base
, in org.ggp.base.player.gamer.statemachine.sample.SampleAlphabetGamer.java
class. The bot sorts the legal moves lexically, then performs the first one.
The few things should catch our attention:
SampleGamer.java
class, which implements all the boring communication stuffpublic Move stateMachineSelectMove(long timeout) throws Something
methods, which returns a move chosen by bot in the current turn.
getStateMachine();
returns state machine, simulating the game
getCurrentState();
return the current game state
getRole();
return player's role (as role
in gdl)
getLegalMoves(<state>,<role>)
returns list of the possible moves for the given state and player
Testing of the algorithm can be done in two ways:
org.ggp.base.apps.kiosk
), introduced on the previous class. We can select the bot there and play with it a sparing.org.ggp.base.app.server
) and Player (org.ggp.base.app.player
) apps: Create
button, you can also select player's type)SampleAlphabetGamer.java
create a SampleRandomGamer.java
bot, that performs random action. SampleAlphabetGamer.java
vs SampleRandomGamer.java
The more complicated algorithms search the game tree to find a better move. The strategy looking two moves ahead, could be:
Or:
current_move_candidate = null for every possible move: if is a winning move: choose the move if is a losing move: forget about it if is worse than the current_move_candidate forget about it simulate performing the move and for every opponent's move after that: if the move is a losing move (for you): forget about it current_move_candidate = current_move perform(current_move_candidate)
This strategy is implemented in the SampleSearchLightGamer.java
class.
It's worth to notice few things:
getNextState
which takes as arguments state and all the players' moves. Thanks to the empty (noop
) move, we can get the move via the getRandomJointMove
method.isTerminal(state);
checks if the state is teminal
getGoal(state, role);
returns the result of the game for the player. In the terminal states 100 means victory; 0, defeat. The intermediate values (e.g. 50) represent ties. In some games we can check this value to check which player is in a better situation.
SampleSearchLightGamer.java
vs SampleRandomGamer.java
.The MiniMax algorithm is a classical game-theory algorithms which results in an optimal move (as long as we have enough time to run it to the end). It assumes, that our opponent will always perform the best move (for him). The MiniMax player always chooses a move that minimizes our loss.
To learn more check the links below:
Please make sure that you understand the algorithm.
public class SampleMiniMaxGamer extends SampleGamer { // our role's index Integer roleIndex = 0; @Override public Move stateMachineSelectMove(long timeout) throws TransitionDefinitionException, MoveDefinitionException, GoalDefinitionException { long start = System.currentTimeMillis(); // find our player's index roleIndex = getStateMachine().getRoleIndices().get(getRole()); // find the best move Move selection = getBestMove(getCurrentState()); // just to satisfy the ggp interface, not important long stop = System.currentTimeMillis(); List<Move> moves = getStateMachine().getLegalMoves(getCurrentState(), getRole()); notifyObservers(new GamerSelectedMoveEvent(moves, selection, stop - start)); return selection; } // finds the best move using the MiniMax algorithm private Move getBestMove(MachineState state) throws MoveDefinitionException, TransitionDefinitionException, GoalDefinitionException{ List<List<Move>> moves = getStateMachine().getLegalJointMoves(state); Integer score = 0; Move bestMove = moves.get(0).get(roleIndex); for(List<Move> move : moves){ Integer result = getMinScore(move, getCurrentState()); if (result > score){ score = result; bestMove = move.get(roleIndex); } } return bestMove; } private Integer getMinScore(List<Move> jointMove, MachineState state) throws MoveDefinitionException, TransitionDefinitionException, GoalDefinitionException { // TODO: // 1) find a state after the move // 2) if the state is terminal, return result // 3) check all the possible moves // 4) find a move that gives as the minimum reward in the end // 5) return the best reward we can achieve from the resulting state return 0; } private Integer getMaxScore(List<Move> jointMove, MachineState state) throws MoveDefinitionException, TransitionDefinitionException, GoalDefinitionException { // TODO: // 1) find a state after the move // 2) if the state is terminal, return result // 3) check all the possible moves // 4) find a move that gives as the highest reward in the end // 5) return the best reward we can achieve from the resulting state return 100; } }
The MiniMax algorithm search all the tree's nodes which is unnecessary. To avoid it we can use so called Alpha-Beta cuts. The idea is that MiniMax doesn't have to check nodes, which are known to not have the better result than one we already have.
Ending of the video shows an example of the Alpha-Beta pruning.
Please make sure you understand the algorithm, it belongs to the branch and bound family, a popular optimization technique.
SampleAlphaBetaGamer.java
based on the MiniMax player. vs
SampleMiniMaxGamer.java''.