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title: Adversarial Search
categories: notes
---
(written 2023)
# Two-player, Zero Sum games
+ **State-machine**
- to-move: state $\to$ player
- actions: state $\to$ {action}
- result: state $\times$ action $\to$ state
- utility: state $\times$ player $\to\mathbb{R}$
+ Minimax algorithm:
- maximises utility for the player currently to move
- **Tree Search**: optimise utility bottom-up
- **min nodes and max nodes**
- exhaustive research
+ Caveats and variations
- Branching factor
- multi-player games - alliances and trust
- co-operative games
- $\alpha\beta$ pruning
- heuristic searches
- Type A and Type B:
- move generation
- move evaluation
+ **Monte Carlo** Tree Search
- Monte Carlo $\sim$ Stochastic Simulation
- Balance Exploitation and Exploration
+ More Caveats
+ Stochastic Games - **Chance Nodes**
+ Partially Observable Games
- the percept sequence is no longer the opponent's move.
+ Limitations - Section 6.7
+ Intractible
+ Approximations and Assumptions
+ Individual moves - no sight of the bigger picture