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CSCI-331 Intro to Artificial Intelligence exam 1 review. |
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# Chapter 1 What is AI |
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## Thinking vs Acting |
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## Rational Vs. Human like |
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Acting rational is doing the right thing given what you know. |
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Thinking rationality: |
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- Law of though approach -- thinking is all logic driven |
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- Neuroscience -- how brains process information |
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- Cognitive Science -- information-processing psychology prevailing orthodoxy of hehaviorism |
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# Chapter 2 Intelligent Agents |
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An agent is anything that can view environment through sensors and act with actuators. |
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A rational agent is one that does the right thing. |
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 |
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## PEAS |
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PEAS is an acronym for defining a task environment |
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### Performance Measure |
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Measure of how well agent is performing. |
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Ex: safe, fast, legal, profits, time, etc. |
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### Environment |
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Place in which the agent is acting. |
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Ex: Roads, pedestrians, online, etc. |
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### Actuators |
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Way in which agent acts. |
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Ex: steering, signal, jump, walk, turn, etc. |
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### Sensors |
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Way which the agent can see the environment. |
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Ex: Cameras, speedometer, GPS, sonar, etc. |
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## Environment Properties (y/n) |
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### Observable |
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Full observable if agent has access to complete state of environment at any given time. |
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Partially observable if agent can only see part of environment. |
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### Deterministic |
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If the next state of environment is completely determined by current state it is **deterministic**, otherwise it is **stochastic**. |
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### Episodic |
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If agents current actions does not affect the next problem/performance then it is **episodic**, otherwise it is **sequential** |
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### Static |
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If environment changes while agent is deliberating it is **dynamic** otherwise it is **static**. |
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### Discrete |
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If there are a finite number of states in the environment it is **discrete** otherwise it is **continuous**. |
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### Single-Agent |
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Only one agent in environment like solving a crossword puzzle. A game of chess would be **multi-agent. |
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## Agent Types |
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### Simple Reflex |
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Simply responds to a given input based on a action rule set. |
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 |
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### Reflex with state |
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Understands to some extend how the world evolves. |
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 |
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### Goal-based |
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 |
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### Utility-based |
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 |
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### Learning |
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 |
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# Chapter 3 Problem Solving Agents |
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## Problem Formulation |
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Process of deciding what actions and states to consider, given a goal. |
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### Initial State |
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The state that the agent starts in. |
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### Successor Function |
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A description of the actions available to the agent. |
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### Goal Test |
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Determines whether a given state is the goal. |
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### Path Cost (Additive) |
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A function that assigns a numerical cost to each path. The step cost is the number of actions required. |
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## Problem Types |
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### Deterministic, fully observable => single-state problem |
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Agent knows exactly which state it will be in; solution is a sequence. |
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### Non-observable => conformant problem |
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Agent may have no idea where it is; solution (if any) is a sequence |
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### Non-deterministic and/or partially observable => Contingency problem |
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- Percepts provide new information about current state |
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- solution is a contingent plan or a policy |
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- often interleave search, execution |
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### Unknown state space => exploration problem |
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Exploration problem |
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# Chapter 3 Graph and tree search for single-state problems |
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## Uniformed |
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AKA blind search. |
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All they can do is generate successors and distinguish a goal state from a non-goal state; |
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they have no knowledge of what paths are more likely to bring them to a solution. |
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 |
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### Breadth-first |
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General graph-search algo where shallowest unexpanded node is chosen first for expansion. |
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This is implemented by using a FIFO queue for the frontier. |
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The solution will be ideal if the path cost between each node is equal. |
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 |
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### Depth-first |
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You expand the deepest unexpanded node first. |
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Implementation: the fringe is a LIFO queue. |
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#### Depth Limited Search |
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To avoid an infinite search space, depth limited search provides a max depth that the search algo is willing to traverse. |
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 |
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### Uniform-cost |
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Instead of expanding shallowest nodes, **uniform-cost search** expands the node *n* with lowest path cost: g(n). |
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Implementation: priority queue ordered by *g*. |
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 |
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## Informed |
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Using problem-specific knowledge, applies an informed search strategy which is often more efficient than uninformed strategies. |
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### Greed best-fit |
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Tries to expand node that is closest to goal. It evaluates each node by the heuristic function: |
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$$ |
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f(n) = h(n) |
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$$ |
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A common heuristic used is the euclidean distance (straight line distance) to the solution. |
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Note: this search method can be incomplete since it can still get caught in infinite loops if you don't use a graph search method or implement an max depth. |
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### A* |
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Regarded as the best best-first search algo. |
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Combines heuristic distance estimate with actual cost. |
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$$ |
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f(n) = g(n) + h(n) |
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$$ |
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*g* gives the cost of getting from the start node to the current node. |
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In order for this to give optimal cost, *h* must be an **admissible heuristic**: an heuristic which never overestimates the cost to reach the goal. |
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- Complete?? no |
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- Time?? $O(b^{d + 1})$ same as breadth first search but usually faster |
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- Space?? $O(b^{d + 1})$ keeps every node in memory |
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- Optimal?? Only if the heuristic is admissible. |
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## Evaluation |
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### Branching factor |
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### Depth of least-cost solution |
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### Maximum depth of tree |
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### Completeness |
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Is the algo guaranteed to fina a solution if there is one. |
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### Optimality |
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Will the strategy find the optimal solution. |
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### Space complexity |
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How much memory is required to perform the search. |
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### Time complexity |
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How long does it take to find the solution. |
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## Heuristics |
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A heuristic function *h(n)* estimates the cost of a solution beginning from the state at node *n*. |
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### Admissibility |
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These heuristics can be derived from a relaxed version of a problem. |
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Heuristic must never overestimate the cost to reach the goal. |
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### Dominance |
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If one heuristic is greater than another for all states *n*, then it dominates the other. |
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Typically dominating heuristics are better for the search. |
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You can form a new dominating admissible heuristic by taking the max of two other admissible heuristics. |
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# Chapter 4 Iterative Improvement |
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Optimization problem where the path is irrelevant, the goal state is the solution. |
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Rather than searching through all possible solutions, iterative improvement takes the current state and tries to improve it. |
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Since the solution space is super large, it is often not possible to try every possible combination. |
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## Hill Climbing |
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Basic algorithm which continually moves in the direction of increasing value. |
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 |
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 |
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To avoid finding a local maximum several methods can be employed: |
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- Random-restart hill climbing |
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- Random sideways move -- escapes from shoulders loop on flat maxima. |
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## Simulated annealing |
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Idea: escape local maxima by allowing some bad moves but gradually decrease their size and frequency. |
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This is similar to gradient descent. |
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Idea comes from making glass where you start very hot and then slowely cool down the temperature. |
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## Beam Search |
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Idea: keep k states instead of 1; choose top k of their successors. |
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Problem: quite often all k states end up on same local hill. This can somewhat be overcome by randomly choosing k states but, favoring the good ones. |
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## Genetic Algorithms |
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Inspired by Charles Darwin's theory of evolution. |
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The algorithm is an extension of local beam search with cuccessors generated from pairs of individuals rather than a successor function. |
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 |
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 |
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# Chapter 5 Game Theory |
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## Minimax |
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Algorithm to determine perfect play for deterministic, perfect information games. |
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Idea: assume opponent is also a rational agent, you choose to make the choice which is the best achievable payoff against the opponents best play. |
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 |
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 |
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### Properties |
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- complete: yes if tree is finite |
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- optimal: yes, against an optimal opponent |
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- Time complexity: $O(B^m)$ |
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- Space Complexity: $O(bm)$ depth-first exploration |
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This makes a game of chess with a branch factor of 35 and estimated moves around 100 totally infeasible: 35^100! |
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## α-β pruning |
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Idea: prune paths which will not yield a better solution that one already found. |
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The pruning does not affect the final result. |
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Good move exploration ordering will improve the effectiveness of pruning. |
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With perfect ordering, time complexity is: $O^{\frac{m}{2}}$. |
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This doubles our solvable depth, but, still infeasible for chess. |
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 |
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 |
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## Resource limits |
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Due to constraint, we typically use the **Cutoff-test** rather than the **terminal-test**. |
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The terminal test requires us to explore all nodes in the mini-max search. |
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The cutoff test branches out to a certain depth and then applies a evaluation function to determine the desirability of a position. |
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## Randomness/ Nondeterministic games |
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Often times games involve chance such as a coin flip or a dice roll. |
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You can modify the mini-max tree to branch with each probability and take the average of evaluating each branch. |
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 |