Stochastic Games and Evaluation Functions - Yousef's Notes
Stochastic Games and Evaluation Functions

Stochastic Games and Evaluation Functions

Stochastic games include a random element (e.g. dice). Backgammon is a classic example:

In addition to MAX and MIN nodes, we will include “chance nodes”:

  • Branching from each chance node represented the possible roles
  • Each branch will have a probability
    “expectiminimax value” : expected value (the average over all the possible outcomes of the chance nodes) instead of the minimax value.

Cut-off in stochastic games works the same way as in minimax games, with an evaluation function. But, in stochastic games, the evaluation function must return values that are a positive linear transformation of the probability of winning.

  • This is a good property in all games of chance.

Time complexity will now depend on:

  • branching factor (b)
  • maximum depth (m)
  • but also on the possible dice-rolls (n) $O(b^mn^m)$

For backgammon: n = 21, b ~= 20 (but can be much higher for doubles), then we only realistically get to a 3 or 4 ply.

We can use alpha-beta pruning, without looking at all nodes, if we can bound the possible values of the game (instead of using +/- infinite)

Some of the techniques we looked at before will also work with these games:

  • Monte Carlo Tree Search
  • Forward Pruning
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