Okay, welcome to the AI lecture.
I apologize for being so late.
I had to come by car, which
is always a bad idea in around eight.
Really crazy today.
So we are currently talking about
agents for game playing
where game means two player turn taking
fully deterministic
fully observable, what else, discrete, finite state games.
So everything that, for instance,
soccer isn't.
Okay?
Think about chess or tic-tac-toe or whatever.
And this is something where a
goal-based agent is clearly what we need.
Right?
Very simple situation.
The goal is to win the game.
We have a state space.
Unfortunately, state spaces are huge.
So we can't really keep up this pretense
of not being able to look into the states.
Okay?
So we're going to kind of keep that as a mental
way of thinking about it.
But we're going to allow ourselves to generate states and actions
as we need them.
Just as a practicality, not as a program, if you want.
And so we've defined
game problems
game search problems
as being kind of two copies of a search problem
that have the same states
but the states you see in front of
both players see in front of them.
But we have kind of max actions and min actions.
Max and min being the two players and max actions
take a max state and give a min state and the other way around.
The classical thing you would do when you are modeling a two-agent turn-taking game situations.
And so
we want to kind of look at the baseline algorithm.
Baseline in the sense that it gives us
a handle on how to let agents, goal-based agents, choose states.
So the idea is we're going to find
an algorithm for max, min being the obvious dual to that.
And we're going to
basically use the utility as something that guides our search.
That's kind of the idea.
And remember, we have an evaluation function.
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01:20:11 Min
Aufnahmedatum
2025-11-20
Hochgeladen am
2025-11-21 04:30:07
Sprache
en-US