Tic Tac Toe - BFS Like Algorithm - hashmap

I was thinking of my own algorithm to implement Tic Tac toe. It is going to be a computer against system. The algorithm that I thought of implementing would be a hashmap that contains all the winning nodes for each selected node of the user. The system will poll the hash map for the key which the user chose and will select one of the winning move choices randomly. The choices that were selected earlier by the user or the system can be removed or set as boolean true. This would mostly be a blocking based algorithm. Any thoughts or comments on this are welcome.
System Hash map
<1,<2,3,4,7,5,9>>
<2,<1,3,5,8>>
<3,<1,2,6,9,5,7>>
<4,<1,7,5,6>>
<5,<2,8,4,6>>
<6,<3,9,5,4>>
<7,<1,4,8,9,5,3>>
<8,<2,5,7,9>>
The System would randomly select one of the entries of the hash map based on the user's key selection. I know this is not a very scalable approach but I would like to know some comments on this. Each already selected entry by the system/user can be set as false / removed so thats probably not a concern.

Your approach would probably work, but this is not quite a very good solution.
Instead of passing to the system a hard-coded hash containing game states and their respective winning moves, i'd rather implement an algorithm, so the computer could calculate the best moves by itself. Some well known algorithms you might consider:
Minimax
Negamax
Alpha-beta pruning
Also, by using an algorithm, you'll add scalability to your program.

Related

Should the Monte Carlo tree in calculating the previous bestMove be used to feed the next Monte Carlo search?

I have seen some MCTS implementation online and how they are used in a game.
A best move is calculated each move based on the state at that moment.
If you have a sequence of moves in a game between human and computer like:
turn_h1,turn_c1,turn_h2,turn_c2,turn_h3,turn_c3,....turn_hn,turn_cn
turn_h(i)=human, turn_c(i)=computer and i the i-th move of a player (human/computer).
And for each computer's turn i there is a corresponding state that is used to determine the i-th best move with MCTS.
Question: Should the tree built in the (i-1)-th turn(bestmove) be used for the i-th turn(MCTS bestmove)?
I mean, should the tree which was the result of the best move in state (n-1) be used as input for determining the best move at the i-th state?
Other words can I re-use already constructed tree-nodes from previous turns/bestmoves calculations, so that I do not need to build the whole tree again?
I have created a sequence of turns in pseudo-code just to make clear what what I mean with using the (i-1)th state(tree) to feed the next MCST bestmove. (of course in real world the logic below would be implemented as an iteration/loop construct):
#start game
initial_game_state.board= initialize_board()
#turn 1
#human play
new_game_state_1 = initial_game_state.board.make_move(move_1)
#computer play
move_1 = MCTS.determine_bestmove(new_game_state_1)
new_game_state_2 = game_state_1.board.make_move(move_1)
#turn 2
#human play
new_game_state_3 = new_game_state_2.board.make_move(move_2)
#computer play
move_3 = MCTS.determine_bestmove(new_game_state_3)
new_game_state_4 = new_game_state_4.board.makeMove(move_3)
#turn 3
# ....
Yes you can do this. This is commonly referred to as "tree reuse" (at least, that's how I usually call it).
You would start out your MCTS call (except for the very first one, in which there is no "previous tree" yet) by navigating from the root node to the node that corresponds to the one you have actually reached in the "real" game.
Note that, in a two-player alternating-move game, this does not only involve a move that your MCTS agent made, but also a move made by the opponent. Due to how MCTS work, if the opponent "surprised" your MCTS agent by selecting a move that MCTS didn't predict, it is likely that this leads to a subtree of the previous tree that had relatively few visits. In this case, tree reuse won't have much effect. But in cases where the opponent doesn't surprise you, and plays exactly what MCTS already predicted during the previous search, you may end up getting a relatively large subtree to initialise your new search with.
As for if you "should" do this, as is the literal wording in your question... you don't have to. There are many MCTS implementations out there which don't do this. I'd generally recommend it anyway. It's not too difficult to implement. It generally won't give a big boost in performance (because the playing strength of MCTS tends to scale sub-linearly with increases in "thinking time"), but it definitely shouldn't hurt either, and may give a small boost in playing strength.
Note that, in nondeterministic games, if you implement an "open-loop" variant of MCTS (without explicit chance nodes), the part of the subtree that you're "re-using" will be partially based on outdated information. In such games, it may be beneficial to discount all the statistics gathered in your previous search (i.e. multiply all your visit counts and accumulated scores by a number between 0 and 1) before starting the new search process.
Important implementation detail: when re-using the previous tree, if your new root node (which used to be a node in the middle of your previous tree) has a reference/pointer back to its parent node, make sure to set it to null. If you forget about this, all search trees of all your previous searches will fully persist in memory throughout an entire game, and you'll likely run out of memory quickly.

Hypothesis search tree

I have a object with many fields. Each field has different range of values. I want to use hypothesis to generate different instances of this object.
Is there a limit to the number of combination of field values Hypothesis can handle? Or what does the search tree hypothesis creates look like? I don't need all the combinations but I want to make sure that I get a fair number of combinations where I test many different values for each field. I want to make sure Hypothesis is not doing a DFS until it hits the max number of examples to generate
TLDR: don't worry, this is a common use-case and even a naive strategy works very well.
The actual search process used by Hypothesis is complicated (as in, "lead author's PhD topic"), but it's definitely not a depth-first search! Briefly, it's a uniform distribution layered on a psudeo-random number generator, with a coverage-guided fuzzer biasing that towards less-explored code paths, with strategy-specific heuristics on top of that.
In general, I trust this process to pick good examples far more than I trust my own judgement, or that of anyone without years of experience in QA or testing research!

String Matching Algorithms

I have a python app with a database of businesses and I want to be able to search for businesses by name (for autocomplete purposes).
For example, consider the names "best buy", "mcdonalds", "sony" and "apple".
I would like "app" to return "apple", as well as "appel" and "ple".
"Mc'donalds" should return "mcdonalds".
"bst b" and "best-buy" should both return "best buy".
Which algorithm am I looking for, and does it have a python implementation?
Thanks!
The Levenshtein distance should do.
Look around - there are implementations in many languages.
Levenshtein distance will do this.
Note: this is a distance, you have to calculate it to every string in your database, which can be a big problem if you have a lot of entries.
If you have this problem then record all the typos the users make (typo=no direct match) and offline build a correction database which contains all the typo->fix mappings. some companies do this even more clever, eg: google watches how users correct their own typos and learns the mappings from this.
Soundex or Metaphone might work.
I think what you are looking for is a huge field of Data Quality and Data Cleansing. I fear if you could find a python implementation regarding this as it has to be something which cleanses considerable amount of data in db which could be of business value.
Levensthein distance goes in the right direction but only half the way. There are several tricks to get it to use the half matches as well.
One would be to use a subsequence dynamic time warping (DTW is actually a generalization of levensthein distance). For this you relax the start and end cases when calcualting the cost matrix. If you only relax one of the conditions you can get autocompletion with spell checking. I am not sure if there is a python implementation available, but if you want to implement it for yourself it should not be more than 10-20 LOC.
The other idea would be to use a Trie for speed up, which can do DTW/Levensthein on multiple results simultaniously (huge speedup if your database is large). There is a paper on Levensthein on Tries at IEEE, so you can find the algorithm there. Again for this you would need to relax the final boundary condition, so you get partial matches. However since you step down in the trie you just need to check when you have fully consumed the input and then return all leaves.
check this one http://docs.python.org/library/difflib.html
it should help you

game search tree, Do I have to build the tree first?

in game search tree there are many algorithms to get the optimal solution, like minimax algorithm. I start learn how to solve this problem with minimax algorithm, the algorithm clear. but I'm confused about the tree itself, in games like tic tac toe number of node not very huge, but on others like chess there are many nodes. i think this need large space in memory. So is there any algorithms to evaluate and build tree in the same time?
A tree of game states is not normally built as a complete data structure. Instead, states are evaluated as they are created, and most are discarded in the process. Often, a linked-list from the state being evaluated back to the current state of the game is maintained. But if one move is shown to be much better than another, then the entire line for the poor move will be discarded, so it will occupy no space in memory.
One simple way to search the state space for a game like chess is to do the search recursively to a given depth. In that case, very few game states actually exist at one time, and those that do exist are simply referenced on the call-stack. More sophisticated algorithms will create a larger tree, but (especially for chess) none will maintain a tree of all possible states. For chess, a breadth-first search may be better, using a queue rather than a stack, and this will maintain only states at a certain depth in the tree. Even better would be a priority queue in which the best states are stored for further evaluation, and the worst states are discarded completely.

What is the best approach to compute efficiently the first intersection between a viewing ray and a set of objects?

For instance:
An approach to compute efficiently the first intersection between a viewing ray and a set of three objects: one sphere, one cone and one cylinder (other 3D primitives).
What you're looking for is a spatial partitioning scheme. There are a lot of options for dealing with this, and lots of research spent in this area as well. A good read would be Christer Ericsson's Real-Time Collision Detection.
One easy approach covered in that book would be to define a grid, assign all objects to all cells it intersects, and walk along the grid cells intersecting the line, front to back, intersecting with each object associated with that grid cell. Keep in mind that an object might be associated with more grid-cells, so the intersection point computed might actually not be in the current cell, but actually later on.
The next question would be how you define that grid. Unfortunately, there's no one good answer, and you need to consider what approach might fit your scenario best.
Other partitioning schemes of interest are different tree structures, such as kd-, Oct- and BSP-trees. You could even consider using trees combined with a grid.
EDIT
As pointed out, if your set is actually these three objects, you're definately better of just intersecting each one, and just pick the earliest one. If you're looking for ray-sphere, ray-cylinder, etc, intersection tests, these are not really hard and a quick google should supply all the math you might possibly need. :)
"computationally efficient" depends on how large the set is.
For a trivial set of three, just test each of them in turn, it's really not worth trying to optimise.
For larger sets, look at data structures which divide space (e.g. KD-Trees). Whole chapters (and indeed whole books) are dedicated to this problem. My favourite reference book is An Introduction to Ray Tracing (ed. Andrew. S. Glassner)
Alternatively, if I've misread your question and you're actually asking for algorithms for ray-object intersections for specific types of object, see the same book!
Well, it depends on what you're really trying to do. If you'd like to produce a solution that is correct for almost every pixel in a simple scene, an extremely quick method is to pre-calculate "what's in front" for each pixel by pre-rendering all of the objects with a unique identifying color into a background item buffer using scan conversion (aka the z-buffer). This is sometimes referred to as an item buffer.
Using that pre-computation, you then know what will be visible for almost all rays that you'll be shooting into the scene. As a result, your ray-environment intersection problem is greatly simplified: each ray hits one specific object.
When I was doing this many years ago, I was producing real-time raytraced images of admittedly simple scenes. I haven't revisited that code in quite a while but I suspect that with modern compilers and graphics hardware, performance would be orders of magnitude better than I was seeing then.
PS: I first read about the item buffer idea when I was doing my literature search in the early 90s. I originally found it mentioned in (I believe) an ACM paper from the late 70s. Sadly, I don't have the source reference available but, in short, it's a very old idea and one that works really well on scan conversion hardware.
I assume you have a ray d = (dx,dy,dz), starting at o = (ox,oy,oz) and you are finding the parameter t such that the point of intersection p = o+d*t. (Like this page, which describes ray-plane intersection using P2-P1 for d, P1 for o and u for t)
The first question I would ask is "Do these objects intersect"?
If not then you can cheat a little and check for ray collisions in order. Since you have three objects that may or may not move per frame it pays to pre-calculate their distance from the camera (e.g. from their centre points). Test against each object in turn, by distance from the camera, from smallest to largest. Although the empty space is the most expensive part of the render now, this is more effective than just testing against all three and taking a minimum value. If your image is high res then this is especially efficient since you amortise the cost across the number of pixels.
Otherwise, test against all three and take a minimum value...
In other situations you may want to make a hybrid of the two methods. If you can test two of the objects in order then do so (e.g. a sphere and a cube moving down a cylindrical tunnel), but test the third and take a minimum value to find the final object.

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