Overview of the minimax method and examples of algorithms and implementations

Mathematics Machine Learning Artificial Intelligence Graph Data Algorithm Programming Digital Transformation Algorithms and Data structures Navigation of this blog

Overview of the Minimax Method

The minimax method is a type of search algorithm widely used in game theory and artificial intelligence, and will be the one used to select the optimal move in a perfect information game (a game in which both players know all information). Typical games include chess, shogi, Othello, and Go.

The following is an overview of the minimax method.

1. Construction of a search tree: A tree is constructed with nodes representing game states. The root node represents the current game state, each node represents the game state at that point in time, and the edges represent the player’s actions.

2. performing search: In the minimax method, the search tree is explored recursively. On each player’s turn, all possible moves are evaluated, then it is the next player’s turn and the same procedure is repeated.

3. optimal move selection: If the endgame state is reached, the evaluation value of that state is returned. Otherwise, the minimax method compares the evaluation value of each move in the current player’s turn and selects the optimal move.

4. recursive evaluation: Since the minimax method performs recursive search, the computational complexity may increase exponentially depending on the depth of the search tree and the evaluation of nodes.

5. game tree pruning: To improve the efficiency of search, pruning techniques are used. This reduces the portion of the tree that does not need to be explored, thus reducing computational cost.” Alpha-beta pruning, described in “Overview of Alpha-Beta Pruning and Examples of Algorithms and Implementations,” will be one of the primary branch pruning techniques in the minimax method.

The minimax method is a general-purpose method that can be applied to a very wide range of games and plays an important role in the development of efficient game players.

Examples of the application of the minimax method

The minimax method has been widely applied in a variety of games and problem domains, as it is used to select optimal moves in complete information games. Some applications of the minimax method are described below.

1. Chess and Shogi: The minimax method is widely used in board games such as chess and shogi. The player or AI builds a search tree from the current phase and finds the optimal move using the minimax method.

2. Othello: Othello is another typical game in which the minimax method is applied, where the player or AI predicts the best move of the opponent and selects the optimal move to counter it.

3. Go: Go is a very complex game, making it difficult to apply the minimax method as is, but it is used in conjunction with Monte Carlo Tree Search (MCTS) as described in “Overview of Monte Carlo Tree Search and Examples of Algorithms and Implementations“. MCTS is a different approach from the minimax method, but it can be used to find the best move as well.

4. Card Games: The minimax method is applied in several card games. For example, in some variants of trick-taking games and poker, the minimax method can be used to select the optimal play.

5. strategic decision problems: In problem domains other than games, minimax methods are also applied to strategic decision problems. For example, in domains such as business and strategic planning, the minimax method is used to find optimal strategies for decision making.

Example implementation of the minimax method

The following will be a simple example implementation of using the minimax method in Python to explore the game tree and find the optimal move. This example is for the tic-tac-toe (tic-tac-toe) game.

import math

# Main Function
def minimax(board, depth, is_maximizing):
    if board.is_winner('X'):
        return -1
    elif board.is_winner('O'):
        return 1
    elif board.is_draw():
        return 0

    if is_maximizing:
        best_score = -math.inf
        for move in board.get_available_moves():
            board.make_move(move, 'O')
            score = minimax(board, depth + 1, False)
            board.undo_move(move)
            best_score = max(score, best_score)
        return best_score
    else:
        best_score = math.inf
        for move in board.get_available_moves():
            board.make_move(move, 'X')
            score = minimax(board, depth + 1, True)
            board.undo_move(move)
            best_score = min(score, best_score)
        return best_score

# Board classes for tic-tac-toe game
class TicTacToeBoard:
    def __init__(self):
        self.board = [[' ' for _ in range(3)] for _ in range(3)]

    def is_winner(self, player):
        # Check Winning Conditions
        for i in range(3):
            if self.board[i][0] == self.board[i][1] == self.board[i][2] == player:
                return True
            if self.board[0][i] == self.board[1][i] == self.board[2][i] == player:
                return True
        if self.board[0][0] == self.board[1][1] == self.board[2][2] == player:
            return True
        if self.board[0][2] == self.board[1][1] == self.board[2][0] == player:
            return True
        return False

    def is_draw(self):
        for row in self.board:
            for cell in row:
                if cell == ' ':
                    return False
        return True

    def get_available_moves(self):
        moves = []
        for i in range(3):
            for j in range(3):
                if self.board[i][j] == ' ':
                    moves.append((i, j))
        return moves

    def make_move(self, move, player):
        self.board[move[0]][move[1]] = player

    def undo_move(self, move):
        self.board[move[0]][move[1]] = ' '

    def print_board(self):
        for row in self.board:
            print('|'.join(row))
        print('n')

# Execution of main function
if __name__ == "__main__":
    board = TicTacToeBoard()
    print("Initial Board:")
    board.print_board()

    best_score = -math.inf
    best_move = None
    for move in board.get_available_moves():
        board.make_move(move, 'O')
        score = minimax(board, 0, False)
        board.undo_move(move)
        if score > best_score:
            best_score = score
            best_move = move

    print("Best move:", best_move)

In this code, the minimax function implements the minimax method, the TicTacToeBoard class represents the board of the tic-tac-toe game, and methods such as is_winner, is_draw, and get_available_moves manage the game state The main function is the minimax function. Finally, the main function calculates the optimal move using the minimax method and outputs the move.

Challenges of the minimax method and how to respond to them

The minimax method is a powerful method for finding optimal moves in perfect information games, but several challenges exist. The following are some of the challenges of the minimax method and how to overcome them.

1. exploding search space:

Challenge: The size of the search tree increases exponentially with the complexity of the problem. This makes it computationally very expensive and difficult to find an efficient solution.
Solution: Optimization of algorithms such as branch-and-branch pruning methods and search restrictions is necessary, and the introduction of approximate solution methods and heuristics may also be considered.

2. limitations of recursive search:

Challenge: Recursive search causes stack overflow and out-of-memory problems when deep search is performed.
Solution: Methods such as iterative deepening can be used to avoid deep search and improve the efficiency of search. Also, improving branch pruning methods such as α-β branch pruning can improve the efficiency of search.

3. accuracy of locality evaluation:

Challenge: Insufficient accuracy of the station evaluation function degrades the performance of minimax methods. Especially in complex games and problems, it becomes difficult to design an appropriate evaluation function.
Solution: We can introduce more advanced phase evaluation functions or use machine learning techniques to learn evaluation functions. Also, combining multiple evaluation functions is expected to improve performance.

4. application to games with incomplete information

Challenge: The minimax method is applicable only to complete information games and cannot be directly applied to non-complete information games.
Solution: Use of other algorithms such as Monte Carlo Tree Search (MCTS) may be considered; MCTS can be applied to non-perfect information games and may be more effective than the minimax method.

Reference Information and Reference Books

For general machine learning algorithms including search algorithms, see “Algorithms and Data Structures” or “General Machine Learning and Data Analysis.

Algorithms” and other reference books are also available.

Introduction to Algorithms

Artificial Intelligence: A Modern Approach

コメント

タイトルとURLをコピーしました