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

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.

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.

How does Monte Carlo Search Tree work?

Trying to learn MCST using YouTube videos and papers like this one.
http://www0.cs.ucl.ac.uk/staff/D.Silver/web/Applications_files/grand-challenge.pdf
However I am not having much of a luck understanding the details beyond the high level theoretical explanations. Here are some quotes from the paper above and questions I have.
Selection Phase: MCTS iteratively selects the highest scoring child node of the current state. If the current state is the root node, where did these children come from in the first place? Wouldn't you have a tree with just a single root node to begin with? With just a single root node, do you get into Expansion and Simulation phase right away?
If MCTS selects the highest scoring child node in Selection phase, you never explore other children or possibly even a brand new child whilst going down the levels of the tree?
How does the Expansion phase happen for a node? In the diagram above, why did it not choose leaf node but decided to add a sibling to the leaf node?
During the Simulation phase, stochastic policy is used to select legal moves for both players until the game terminates. Is this stochastic policy a hard-coded behavior and you are basically rolling a dice in the simulation to choose one of the possible moves taking turns between each player until the end?
The way I understand this is you start at a single root node and by repeating the above phases you construct the tree to a certain depth. Then you choose the child with the best score at the second level as your next move. The size of the tree you are willing to construct is basically your hard AI responsiveness requirement right? Since while the tree is being constructed the game will stall and compute this tree.
Selection Phase: MCTS iteratively selects the highest scoring child node of the current state. If the current state is the root node, where did these children come from in the first place? Wouldn't you have a tree with just a single root node to begin with? With just a single root node, do you get into Expansion and Simulation phase right away?
The selection step is typically implemented not to actually choose among nodes which really exist in the tree (having been created through the Expansion step). It is typically ipmlemented to choose among all possible successor states of the game state matching your current node.
So, at the very beginning, when you have just a root node, you'll want your Selection step to still be able to select one out of all the possible successor game states (even if they don't have matching nodes in the tree yet). Typically you'll want a very high score (infinite, or some very large constant) for game states which have never been visited yet (which don't have nodes in the tree yet). This way, your Selection Step will always randomly select among any states that don't have a matching node yet, and only really use the exploration vs. exploitation trade-off in cases where all possible game states already have a matching node in the tree.
If MCTS selects the highest scoring child node in Selection phase, you never explore other children or possibly even a brand new child whilst going down the levels of the tree?
The ''score'' used by the Selection step should typically not just be the average of all outcomes of simulations going through that node. It should typically be a score consisting of two parts; an "exploration" part, which is high for nodes that have been visited relatively infrequently, and an "exploitation" part, which is high for nodes which appear to be good moves so far (where many simulations going through that node ended in a win for the player who's allowed to choose a move to make). This is described in Section 3.4 of the paper you linked. The W(s, a) / N(s, a) is the exploitation part (simply average score), and the B(s, a) is the exploration part.
How does the Expansion phase happen for a node? In the diagram above, why did it not choose leaf node but decided to add a sibling to the leaf node?
The Expansion step is typically implemented to simply add a node corresponding to the final game state selected by the Selection Step (following what I answered to your first question, the Selection Step will always end in selecting one game state that has never been selected before).
During the Simulation phase, stochastic policy is used to select legal moves for both players until the game terminates. Is this stochastic policy a hard-coded behavior and you are basically rolling a dice in the simulation to choose one of the possible moves taking turns between each player until the end?
The most straightforward (and probably most common) implementation is indeed to play completely at random. It is also possible to do this differently though. You could for example use heuristics to create a bias towards certain actions. Typically, completely random play is faster, allowing you to run more simulations in the same amount of processing time. However, it typically also means every individual simulation is less informative, meaning you actually need to run more simulations for MCTS to play well.
The way I understand this is you start at a single root node and by repeating the above phases you construct the tree to a certain depth. Then you choose the child with the best score at the second level as your next move. The size of the tree you are willing to construct is basically your hard AI responsiveness requirement right? Since while the tree is being constructed the game will stall and compute this tree.
MCTS does not uniformly explore all parts of the tree to the same depth. It has a tendency to explore parts which appear to be interesting (strong moves) deeper than parts which appear to be uninteresting (weak moves). So, typically you wouldn't really use a depth limit. Instead, you would use a time limit (for example, keep running iterations until you've spent 1 second, or 5 seconds, or 1 minute, or whatever amount of processing time you allow), or an iteration count limit (for example, allow it to run 10K or 50K or any number of simulations you like).
Basically, Monte Carlo is : try randomly many times(*) and then keep the move that led to the best outcome most of the times.
(*) : the number of times and the depth depends on the speed of the decision you want to acheive.
So the root node is always the current game state with immediate children being your possible moves.
If you can do 2 moves (yes/no, left/right,...) then you have 2 sub-nodes.
If you cannot do any moves (it may happen depending on the game) then you do not have any decision to make, then Montec Carlo is useless for this move.
If you have X possible moves (chess game) then each possible move is a direct child node.
Then, (in a 2 player game), evey level is alternating "your moves", "opponent moves" and so on.
How to traverse the tree should be random (uniform).
Your move 1 (random move of sub-level 1)
His move 4 (random move of sub-level 2)
Your move 3 (random move of sub-level 3) -> win yay
Pick a reference maximum depth and evaluate how many times you win or lose (or have a sot of evaluation function if the game is not finished after X depth).
You repeat the operation Y times (being quite large) and you select the immediate child node (aka: your move) that leads to you winning most of the times.
This is to evaluate which move you should do now. After this, the opponent moves and it is your turn again. So you have to re-create a tree with the root node being the new current situation and redo the Monte Carlo technique to guess what is your best possible move. And so on.

Why Red Black trees preferred over AVL trees for memory management in Linux?

The vm_area_struct structure used to link various sections of a memory mapped executable file is stored as a red black tree. Now, as far as I know and the post here mentions too Difference between red-black trees and AVL trees AVL trees performs faster lookup than RB trees.
This tree is indexed by virtual addresses referred to by the process and is created when the process begins its execution. I expect this tree to be used vastly for lookup and at times for insertion and deletion. If, this is the case then why is AVL tree not preferred over RB tree as an implementation for the same.
Also, if my understanding is incorrect and that the tree involves a lot of insertions and deletions, as well, in comparison to lookup, please provide reference to support this claim.
I have seen some articles on tldp mentioning that earlier AVL tree was used for the same. Please explain on what grounds has this change been brought around?
This is addressed in the documentation directory in the kernel source repository.
Documentation/rbtree.txt
Red-black trees are similar to AVL trees, but provide faster realtime
bounded worst case performance for insertion and deletion (at most two
rotations and three rotations, respectively, to balance the tree),
with slightly slower (but still O(log n)) lookup time.

Union find in python3

I know how to implement union find in general, but I was thinking of whether there would be a way to utilize the set structure in python to achieve the same result.
For example, we can union sets pretty easily. But I'm not sure how to determine if two elements are in the same set using just sets.
So, I am wondering if there is a data structure in python that would support such operation, other than the usual implementation?
You could always solve this problem by visualizing it as a tree and its nodes connecting to each other via the root, and then looking up the tree if you want to know if two nodes are connected. If the two nodes you are comparing has the same root (they are in the same tree), than they are connected.
To connect two nodes, just go to the root of each tree they are in, and make one root become the parent of the other.
This video will give you a great intuition about it:
https://www.youtube.com/watch?v=YIFWCpquoS8&list=PLUX6FBiUa2g4YWs6HkkCpXL6ru02i7y3Q&index=1
The connection between the tree nodes can be made via pointers in a language which supports it, but if your language dont (python), than you can create your own pointers by storing positions and links via an array.
The array would be such that its positions would represent your nodes, and the values inside it represents the connection of the specific node to its root. On the beginning, the position in the array is filled with the node number because the nodes has initially no parent, but as you connect nodes, the roots changes, and the array has to represent this. Actually, the value stored there is the identificator of the root.
But try visualizing the problem visually first instead of thinking of arrays and too much mathematical artificats. Visually dealing with it makes the solution sound banal, and can be a good guidance while writing code.
I say this because I have watched the video from Robert Sedgewick I just posted, with a graphical simulation of the solution, and implemented myself without paying too much attention to the code on his book. The intuition the video gave me is much more valuable than any mathematics.
It will help you to encapsulate the nodes into a class, with the following methods:
climbTreeFromNodeUpToRoot
setNewParentToThisNodeAndUpdateHeights
The first method, as the name says, takes you from a node and goes up the tree until finding the root of it, which is then returned.
If you compare two nodes with this method (actually, the roots returned by it), you know easily if they are connected by just comparing their roots.
Once you want to connected them, you go up the trees of both nodes, and ask one root to take the other one as its parent.
The trees can grow very big in height (sorry I dont use the official nomeclature, but this is the one that makes sense to me), so this simple approach will get very slow when you have to climb the tree at a later time.
To prevent trees from becoming to high, dont just set one root as the parent to another without criterium, but attach the smallest tree (in terms of height, not quantity of elements) to the highest one.
For this, you need to know the heights of each tree, and this information you can store on their respective root (via an extra array in your case, or an extra pointer from each node in other languages). This information should be updated everytime another tree connects to it.
It is not possible for a tree to know that she just got a new tree attached to it, so its important that every tree attaching to a second one informs the second as to update its height.
This information can be sent to the root of the second tree, and later used to judge (as writen before) which tree is the smallest. Remember, attaching a small tree to a big one instead of the opposite will save you incredible amounts of time.
Do you want something like this?
myset = ...
all(elt in myset for elt in (a,b))

C++/OpenGL chess game program design advice

I'm making a chess game, rendered with OpenGL.
I'm not looking for somebody to tell me all of the answers, I would like to figure the code out on my own, but pointing me to the right concepts is what I really need. At this point, I'm not sure where to start. Here is what I've figured out:
An enumeration, TurnState, with the following values:
playerOneTurn
playerTwoTurn
Stopped
An enumeration, GameState, with the following values:
playerOneCheck
playerTwoCheck
playerOnecCheckMate
PlayerTwoCheckMate
InitializingGame
Tie
NormalPlay
An abstract class, Player, and a subclass, Computer.
A class, ChessGame, with the following fields:
Player p1, p2
TurnState turnState
GameState gameState
A class, Move, with the following fields:
*Piece
Location origin
Location destination
A class, Location, with the following fields:
row
col
*ChessBoard
A class, ChessBoard, with one method, isValid, which takes a Move and checks if the move is valid or not.
An abstract class, ChessPieces, with the following methods:
GetValue() // returns an int value of the piece (for scoring)
GetPosition() // returns the current position of a piece
getIsSelected() // returns a boolean, true if selected, false if unselected
move() // moves the piece in a way dependent upon what piece
And the following subclasses:
Pawn
Rook
Queen
King
Knight
As to the AI part of the chess game:
To get a chess AI, or any sort of turn based game AI, you will need to calculate the "value" of the game in a given turn (that's important) (i.e. you assign each piece a value and sum the values for player1 and player2 and then you do score = player1score - player2score, so negative values will benefit player 2 and positive ones, player 1, that's just a basic example and not a very efficient one, but it's the most basic way to explain what the "value" of the game would be).
After you can calculate that you need to be able to calculate every possible move of a player given a certain configuration of the board.
With that you will be able to build a decision tree in which you will have as the root node the current state of the game. The next "level" of the tree will represent every possible state you can get to from the current state (and so forth). It's important to notice that if you consider player1 possible moves in on level of the tree you will consider player two possible moves in the next.
Next thing to do would be:
suppose player1 is gonna make a move, he will look into in the tree until depth 5 (for a chess game you'll never look in the whole tree). So he will choose a move that will be optimized for him, that would mean: at each level he'll consider HIS best move or player2's best move (so he will work on the worst case scenario), so he'll move the the highest valued node in the next level of the tree.
To calculate a value of a node you do the following:
NOTE: considering root node is of depth 0, every odd depth node need to be maxValue for player1 and every even depth node minValue for player2.
You'll expand the tree to the max depth you define, for the node in the maxDepth you'll just calculate the value of the board (which I mentioned in the beginning of my answer), for upper nodes you'll do:
even node's value : minValue between all child nodes
odd node's value : maxValue between all child nodes
So basically you'll do the regression to find the value of a node based on the value of deeper nodes.
Well, that's the basic idea, from it you can research some other stuff, if you want you can PM me, I've done some work on this kind of search, and I just described the most basic idea here, for an efficient code you'll need lots of optimization techniques.
Hope it helped a little
First of all: Separate the two: AI and GUI/OpenGL. In chess it is normal to have the GUI and the AI (the "Engine" in computer chess lingo) in two different processes that's communicating with a predefined protocol. The two most popular protocols for this are UCI and WinBoard.
For the chess engine part, you basically need three thing:
A board/position representation
A leaf node evaluation function
A search algorithm
I suggest you read:
Chess Programming WIKI
TalkChess forum for computer chess
Study a open source computer chess engine, like Stockfish, Crafty or Fruit.
This may not be directly answering your question (actually what is your question?), but you mentioned you wanted pointers to the right concepts.
oysteijo is right, one of the concepts that is very important is separating parts of a program from each other.
For something like chess there exist many efficient and elegant representations of the state of a chess game. I would say that the MVC (model, view, controller) design pattern works quite well for a chess game.
Hopefully this will make some sense, if not I suggest you read up on MVC some more.
Your model is going to primarily involve the datastructure which stores the representation of state of the game, this is the chessboard. A piece can only be on one of 64 spots, and there are limitations on the types of pieces and how many there are and what each of them do. The model will be responsible for dealing with this stuff. It would also make sense to give the model the logic for determining the legality of any given move (i.e. the properties of the game which don't necessarily involve the state of any given instance of a game).
The view is where all of your presentation related code goes. All that OpenGL is going in here, as would a "debug" routine which might (for instance) print an ASCII representation of the chessboard to the console.
The controller might have some functions which interface with the user to process input. The controller is the part of code which manipulates the model ("move E5 to D3": a function in your controller might call model.moveKnight('D3')) and the view ("draw the board in glorious 3D": the controller might do something like calling openGLView.draw(model))
One of the primary goals that MVC helps achieve is the independence of parts of code that perform different tasks. If some change in your AI causes problems with a rendering algorithm, it is a frustrating and difficult position to be in. An experienced programmer would go to some great lengths to ensure that this couldn't happen.
You might be wondering at this point where your AI code fits into the picture. Well, it's really up to you. Use your best judgement. It could be a part of the controller. Personally I'd have it be a whole nother controller (chessAIController) which implements the AI algorithms, but it is just as easy to have all of it contained within the main controller.
The point is, it doesn't really matter how you actually organize the code so long as it is done in some kind of logical way. The reason that MVC is so widespread is that those 3 components are usually present in most software and it usually makes sense to separate them. Note they're not actually really separated... the controller often directly manipulates both the view and model. Restrictions such as not allowing the view to manipulate anything helps code to stay clean and intelligible.
When you have no structure or organization in a programming project it can be nearly impossible to avoid having huge routines which do a little bit of everything because there is really only one place in the code in which to build functionality upon. What this generates invariably is a tangled mass of spaghetti code that no language, no matter how high-level, can save you from. This creates code that just plain sucks because nobody else can understand it, and even you will be unable to understand it two weeks from the time it is written.

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