Paranoid algorithm

Last updated

In combinatorial game theory, the paranoid algorithm is an algorithm that aims to improve the alpha-beta pruning capabilities of the maxn algorithm by making the player p chosen to maximize the score "paranoid" of the other players by assuming they are cooperating to minimize p's score, thus minimizing any n-player game to a 2-player game by making the opposing player the sum of the other player's scores. This returns the game to a zero-sum game and makes it analyzable via any optimization techniques usually applied in pair with the minimax theorem. [1] It performs notably faster than the maxn algorithm because of those optimizations. [2]

See also

Related Research Articles

Minimax is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty.

Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player combinatorial games. It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision.

In computational intelligence (CI), an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. An EA uses mechanisms inspired by biological evolution, such as reproduction, mutation, recombination, and selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the fitness function determines the quality of the solutions. Evolution of the population then takes place after the repeated application of the above operators.

In the context of combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a deterministic algorithm, such as backward induction or retrograde analysis can be used. Randomized algorithms and minmax algorithms such as MCTS can be used in cases where a complete game tree is not feasible.

A fitness function is a particular type of objective function that is used to summarise, as a single figure of merit, how close a given design solution is to achieving the set aims. Fitness functions are used in software architecture and evolutionary algorithms (EA), such as genetic programming and genetic algorithms to guide simulations towards optimal design solutions.

The expectiminimax algorithm is a variation of the minimax algorithm, for use in artificial intelligence systems that play two-player zero-sum games, such as backgammon, in which the outcome depends on a combination of the player's skill and chance elements such as dice rolls. In addition to "min" and "max" nodes of the traditional minimax tree, this variant has "chance" nodes, which take the expected value of a random event occurring. In game theory terms, an expectiminimax tree is the game tree of an extensive-form game of perfect, but incomplete information.

Negamax search is a variant form of minimax search that relies on the zero-sum property of a two-player game.

Principal variation search is a negamax algorithm that can be faster than alpha–beta pruning. Like alpha–beta pruning, NegaScout is a directional search algorithm for computing the minimax value of a node in a tree. It dominates alpha–beta pruning in the sense that it will never examine a node that can be pruned by alpha–beta; however, it relies on accurate node ordering to capitalize on this advantage.

In game theory, an n-player game is a game which is well defined for any number of players. This is usually used in contrast to standard 2-player games that are only specified for two players. In defining n-player games, game theorists usually provide a definition that allow for any (finite) number of players. The limiting case of is the subject of mean field game theory.

Uniform machine scheduling is an optimization problem in computer science and operations research. It is a variant of optimal job scheduling. We are given n jobs J1, J2, ..., Jn of varying processing times, which need to be scheduled on m different machines. The goal is to minimize the makespan - the total time required to execute the schedule. The time that machine i needs in order to process job j is denoted by pi,j. In the general case, the times pi,j are unrelated, and any matrix of positive processing times is possible. In the specific variant called uniform machine scheduling, some machines are uniformly faster than others. This means that, for each machine i, there is a speed factor si, and the run-time of job j on machine i is pi,j = pj / si.

In mathematical optimization theory, duality or the duality principle is the principle that optimization problems may be viewed from either of two perspectives, the primal problem or the dual problem. If the primal is a minimization problem then the dual is a maximization problem. Any feasible solution to the primal (minimization) problem is at least as large as any feasible solution to the dual (maximization) problem. Therefore, the solution to the primal is an upper bound to the solution of the dual, and the solution of the dual is a lower bound to the solution of the primal. This fact is called weak duality.

Distributed constraint optimization is the distributed analogue to constraint optimization. A DCOP is a problem in which a group of agents must distributedly choose values for a set of variables such that the cost of a set of constraints over the variables is minimized.

Logic optimization is a process of finding an equivalent representation of the specified logic circuit under one or more specified constraints. This process is a part of a logic synthesis applied in digital electronics and integrated circuit design.

Subgradient methods are convex optimization methods which use subderivatives. Originally developed by Naum Z. Shor and others in the 1960s and 1970s, subgradient methods are convergent when applied even to a non-differentiable objective function. When the objective function is differentiable, sub-gradient methods for unconstrained problems use the same search direction as the method of steepest descent.

Multi-objective optimization or Pareto optimization is an area of multiple-criteria decision making that is concerned with mathematical optimization problems involving more than one objective function to be optimized simultaneously. Multi-objective is a type of vector optimization that has been applied in many fields of science, including engineering, economics and logistics where optimal decisions need to be taken in the presence of trade-offs between two or more conflicting objectives. Minimizing cost while maximizing comfort while buying a car, and maximizing performance whilst minimizing fuel consumption and emission of pollutants of a vehicle are examples of multi-objective optimization problems involving two and three objectives, respectively. In practical problems, there can be more than three objectives.

<span class="mw-page-title-main">Computer Othello</span> Abstract strategy game

Computer Othello refers to computer architecture encompassing computer hardware and computer software capable of playing the game of Othello. It was notably included in Microsoft Windows from 1.0 to XP, where it is simply known as Reversi.

In algorithmic game theory, a succinct game or a succinctly representable game is a game which may be represented in a size much smaller than its normal form representation. Without placing constraints on player utilities, describing a game of players, each facing strategies, requires listing utility values. Even trivial algorithms are capable of finding a Nash equilibrium in a time polynomial in the length of such a large input. A succinct game is of polynomial type if in a game represented by a string of length n the number of players, as well as the number of strategies of each player, is bounded by a polynomial in n.

Truthful job scheduling is a mechanism design variant of the job shop scheduling problem from operations research.

Lexicographic max-min optimization is a kind of multi-objective optimization. In general, multi-objective optimization deals with optimization problems with two or more objective functions to be optimized simultaneously. Lexmaxmin optimization presumes that the decision-maker would like the smallest objective value to be as high as possible; subject to this, the second-smallest objective should be as high as possible; and so on. In other words, the decision-maker ranks the possible solutions according to a leximin order of their objective function values.

References

  1. Sturtevant, Nathan; Korf, Richard (30 July 2000). "On Pruning Techniques for Multi-Player Games" (PDF). AAAI-00 Proceedings: 201–207.
  2. Sturtevant, Nathan (2003). "A Comparison of Algorithms for Multi-player Games". Lecture Notes in Computer Science. Berlin, Heidelberg: Springer Berlin Heidelberg. pp. 108–122. doi:10.1007/978-3-540-40031-8_8. ISBN   978-3-540-20545-6.