Stanford CS221 | Autumn 2025 | Lecture 10: Games I

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Key Concepts

  • Game Tree: A tree structure representing the state space of a game, where nodes are states and edges are actions.
  • Two-Player Zero-Sum Game: A game where the agent’s utility is the negative of the opponent’s utility (total utility = 0).
  • Minimax: A decision rule for two-player games where the agent maximizes utility and the opponent minimizes it.
  • Expectimax: A variation where the agent maximizes utility against an opponent with a known, fixed, or stochastic policy.
  • Alpha-Beta Pruning: An optimization technique for Minimax that skips branches that cannot influence the final decision.
  • Evaluation Function: A heuristic used in depth-limited search to estimate the value of a non-terminal state.
  • Perfect Play: A state where the outcome of a game is known under optimal play by both sides (e.g., "solved" games).

1. Modeling Games

Games are modeled as state-based systems similar to Markov Decision Processes (MDPs), but with the addition of an opponent.

  • Formal Definition: A game consists of a start state, a terminal test (isEnd), a player function (identifying whose turn it is), and a successors function (mapping actions to states).
  • Sparse Rewards: Unlike some MDPs, utility in games is typically concentrated at the end of the trajectory, making it difficult to evaluate intermediate states.
  • Policies: A policy $\pi(s)$ maps states to actions. In stochastic policies, this is a probability distribution over actions.

2. Game Evaluation and Recurrences

The lecture introduces several recursive frameworks to compute the value of a game:

  • Game Evaluation: Computes the expected utility given fixed policies for both players. It is analogous to policy evaluation in MDPs.
  • Expectimax: Finds the optimal agent policy against a fixed opponent policy. It uses a max node for the agent and an average (expectation) node for the opponent.
  • Minimax: Assumes the opponent plays optimally to minimize the agent's utility. It uses max nodes for the agent and min nodes for the opponent.
  • Expected Minimax: A hybrid approach incorporating probabilistic events (e.g., coin flips) alongside min/max nodes.

3. Optimization Techniques

Because exact Minimax search is exponential ($O(b^m)$ where $b$ is branching factor and $m$ is depth), two methods are used to speed up computation:

Alpha-Beta Pruning (Exact)

  • Mechanism: Maintains an interval $[\alpha, \beta]$ for each node. $\alpha$ is the lower bound (best for agent), and $\beta$ is the upper bound (best for opponent).
  • Pruning Rule: If at any point the bounds of a subtree do not overlap with the ancestor's bounds, the entire subtree can be pruned.
  • Ordering: The efficiency of pruning depends heavily on the order of child exploration. Exploring "better" moves first (decreasing for max, increasing for min) leads to more aggressive pruning.

Evaluation Functions (Approximate)

  • Depth-Limited Search: Instead of searching to the terminal state, the search stops at a fixed depth $d$.
  • Heuristics: At depth $d$, an evaluation function (e.g., material count in chess) estimates the state's value.
  • Trade-off: Deeper searches reduce sensitivity to poor evaluation functions but increase computational cost.

4. Key Arguments and Relationships

  • Optimality Context: An "optimal" policy is always relative to the opponent's strategy. Minimax provides a "worst-case" guarantee (a lower bound against any opponent), whereas Expectimax is only optimal against a specific, known opponent model.
  • Relationship Summary:
    • $V(\pi_{max}, \pi_{min})$ is the Minimax value.
    • If the opponent is weaker than $\pi_{min}$, the agent can achieve higher utility than the Minimax value by using Expectimax.
    • If the agent knows the opponent's policy ($\pi_7$), they can outperform the Minimax policy by using an Expectimax policy tailored to $\pi_7$.

5. Synthesis and Conclusion

The lecture establishes that games are a natural extension of MDPs and search problems. While Minimax provides a robust, conservative strategy for unknown opponents, it is often suboptimal if the opponent's behavior can be modeled or predicted. The transition from exact search (Minimax) to approximate search (Depth-limited with evaluation functions) mirrors the transition from search to reinforcement learning, setting the stage for future discussions on learning these evaluation functions directly from data.

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