Research on Different Heuristics for Minimax Algorithm Insight from Connect-4 Game

Xiyu Kang, Yiqi Wang, Yanrui Hu
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引用次数: 5

Abstract

Minimax algorithm and machine learning technologies have been studied for decades to reach an ideal optimization in game areas such as chess and backgammon. In these fields, several generations try to optimize the code for pruning and effectiveness of evaluation function. Thus, there are well-armed algorithms to deal with various sophisticated situations in gaming occasion. However, as a traditional zero-sum game, Connect-4 receives less attention compared with the other members of its zero-sum family using traditional minimax algorithm. In recent years, new generation of heuristics is created to address this problem based on research conclusions, expertise and gaming experiences. However, this paper mainly introduced a self-developed heuristics supported by well-demonstrated result from researches and our own experiences which fighting against the available version of Connect-4 system online. While most previous works focused on winning algorithms and knowledge based approaches, we complement these works with analysis of heuristics. We have conducted three experiments on the relationship among functionality, depth of searching and number of features and doing contrastive test with sample online. Different from the sample based on summarized experience and generalized features, our heuristics have a basic concentration on detailed connection between pieces on board. By analysing the winning percentages when our version fights against the online sample with different searching depths, we find that our heuristics with minimax algorithm is perfect on the early stages of the zero-sum game playing. Because some nodes in the game tree have no influence on the final decision of minimax algorithm, we use alpha-beta pruning to decrease the number of meaningless node which greatly increases the minimax efficiency. During the contrastive experiment with the online sample, this paper also verifies basic characters of the minimax algorithm including depths and quantity of features. According to the experiment, these two characters can both effect the decision for each step and none of them can be absolutely in charge. Besides, we also explore some potential future issues in Connect-4 game optimization such as precise adjustment on heuristic values and inefficiency pruning on the search tree.
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从Connect-4博弈中挖掘Minimax算法的不同启发式方法研究
为了在国际象棋和双陆棋等游戏领域实现理想的优化,Minimax算法和机器学习技术已经研究了几十年。在这些领域,几代人试图优化代码的修剪和评估函数的有效性。因此,有很好的算法来处理游戏场合中的各种复杂情况。然而,作为一个传统的零和游戏,Connect-4与使用传统极小极大算法的零和家族的其他成员相比,受到的关注较少。近年来,基于研究结论、专业知识和游戏经验,新一代启发式算法应运而生。然而,本文主要介绍了一种自主开发的启发式算法,该算法得到了充分证明的研究结果和我们自己在对抗现有版本的Connect-4系统时的经验的支持。虽然以前的大多数工作都集中在获胜算法和基于知识的方法上,但我们用启发式分析来补充这些工作。我们对功能、搜索深度和特征数量之间的关系进行了三个实验,并在网上与样本进行了对比测试。与基于总结经验和广义特征的样本不同,我们的启发式算法基本上专注于板上零件之间的详细连接。通过分析我们的版本与具有不同搜索深度的在线样本对抗时的获胜百分比,我们发现我们的最小极大算法启发式在零和游戏的早期阶段是完美的。由于博弈树中的一些节点对极小极大算法的最终决策没有影响,我们使用阿尔法-贝塔修剪来减少无意义节点的数量,这大大提高了极大极小算法的效率。在与在线样本的对比实验中,本文还验证了极小极大算法的基本特征,包括特征的深度和数量。实验表明,这两个特征都可以影响每一步的决策,并且它们都不能绝对负责。此外,我们还探讨了Connect-4游戏优化中的一些潜在问题,如启发式值的精确调整和搜索树的低效修剪。
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