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1.2 Adversarial Problems

Deterministic Games: Many possible formalizations, one is:

  • States: \(S\) (start at \(s_0\))
  • Players: \(P = \{1, \ldots, N\}\) (usually take turns)
  • Actions: \(A\) (may depend on player / state)
  • Transition Function: \(S \times A \to S\)
  • Terminal Test: \(S \to \{t, f\}\)
  • Terminal Utilities: \(S \times P \to \mathbb{R}\)

A solution for a player is a policy: \(S \to A\)

Zero-Sum Games vs. General-Sum Games

1.2.3 Heuristic Minimax

Depth-limited search: Replace terminal utilities with an evaluation function for non-terminal positions. More plies makes a BIG difference. Use iterative deepening for an anytime algorithm.

In practice: typically weighted linear sum of features:

\[ \operatorname{Eval}(s) = w_1 f_1(s) + w_2 f_2(s) + \cdots + w_n f_n(s) \]

e.g.

\[ f_1(s) = (\text{num white queens} - \text{num black queens}), \]

etc.

1.2.4 Game Theory

Normal Form Game: Approximate games as single shot, Represent only actions and utilities.

Pure vs Mixed Strategies: deterministic (\(p = 1\)) selection of actions vs. randomization over actions.

\[ u(\text{action}) = \sum_{\text{world}} p(\text{world}) \cdot u(\text{action}, \text{world}) \]

\[ u(s) = \sum_{a \in s} p(a) \cdot \sum_{\text{world}} p(\text{world}) \cdot u(a, \text{world}) \]

Best Response: Given the strategies of all other players \(s_{-i}\), a best response for player \(i\) is:

\[ \operatorname{BR}_i(s_{-i}) = \arg\max_{s_i} u_i(s_i, s_{-i}) \]

Nash Equilibrium: Nash Equilibria are strategy profiles \(\vec{s}\) where none of the participants benefit from unilaterally changing their decision.

\[ \forall i \quad u_i(\vec{s}) \geq u_i(\operatorname{neighbor}(\vec{s})) \]

Nash Equilibria always exist: If there are a finite number of players and each player has a finite number of actions, there always exists a Nash Equilibrium. The NE may be pure or it may be a mixed strategy.

Indifference Principle: In a mixed-strategy Nash equilibrium, every pure strategy played with positive probability must give the same expected payoff.

von Neumann Minimax Theorem: For every finite two-player zero-sum game:

\[ \max_{\sigma_1}\min_{\sigma_2} u(\sigma_1,\sigma_2) = \min_{\sigma_2}\max_{\sigma_1} u(\sigma_1,\sigma_2) \]

There exists a value \(v\) such that:

\[ v = \max_{\sigma_1}\min_{\sigma_2} u = \min_{\sigma_2}\max_{\sigma_1} u \]

The equilibrium strategies guarantee this value.

\[ u(\sigma_1,\sigma_2^*) \le v \le u(\sigma_1^*,\sigma_2) \]

Two-player zero-sum Nash equilibrium = Minimax solution

Game Types:

  • Perfect-information, zero-sum: Minimax or Alpha–Beta

  • General-sum games: Nash Equilibrium

  • Large game trees: Heuristic Search or Monte Carlo Tree Search

1.2.6 Principle of Maximum Expected Utility

A rational agent should choose the action that maximizes its expected utility, given its knowledge.

Utilities: Utilities are functions from outcomes (states of the world) to real numbers that describe an agent’s preferences. We hard-wire utilities and let behaviors emerge.

The Axioms of Rationality:

  • Orderability

    \[ (A \succ B) \lor (B \succ A) \lor (A \sim B) \]

  • Transitivity

    \[ (A \succ B) \land (B \succ C) \Rightarrow (A \succ C) \]

  • Continuity

    \[ A \succ B \succ C \Rightarrow \exists p \; [p, A;\ 1-p, C] \sim B \]

  • Substitutability

    \[ A \sim B \Rightarrow [p, A;\ 1-p, C] \sim [p, B;\ 1-p, C] \]

  • Monotonicity

    \[ A \succ B \Rightarrow \left( p \ge q \iff [p, A;\ 1-p, B] \succeq [q, A;\ 1-q, B] \right) \]

Rational preferences imply behavior describable as maximization of expected utility.