Week 2 Search in Games Flashcards

(31 cards)

1
Q

what is the search space size

A

still dont get this work it this out

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2
Q

what is a tree search ?

A

is a category of search
methods that uses a tree structure to
navigate through possible solutions. In Tree
Search, the root of the tree represents the
state where the search starts. Each edge
from this state is an decision (or, in a
game, an action an agent takes) that leads
to another state in the search space.

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3
Q

what is uninformed search or blind search

A

the algorithm performs the search without any information about the goal, e.g brute force algorithms.

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4
Q

what is BFS and what does iit do

A

Breadth-first search (BFS) it completes one level at a time

  • Advantage: Very simple to implement.
  • Disadvantage: Heavy memory requirements
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5
Q

what is DFS and what does iti do

A

depth-frist-seach , runs down each branch of the tree till terminal state (wiitch can be gaol or not )

Advantage: Not heavy memory requirements.
• Disadvantage: Non complete, can enter infinite loops

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6
Q

what is best first search

A

it is a search function it use’s knowledge about the goal to conduct search, thiis is implemented in the form of an heuristic

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7
Q

ex of best first search

A

A* is used for pathfinding(good youtube video on this ) is based off something else Dijkstra(polynomial runtime).

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8
Q

what is A*?

A

it is a best-first search aglo for find the shortest distances from A to B, but iit cant work with the geometry that makes up the game level so that we have to construct a graph that we search

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9
Q

how do we talk about the graph in A*

A

we talk about the pathfinding in terms of nodes,

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10
Q

talk about nodes in pathfinding ?

A

nodes repersent pints in 2d or 3d space

  1. nodes have neighbours (adjacent nodes)
  2. neighbouring nodes may have different (positvie) diistances/costs
  3. • Nodes (i.e., their locations) can be constructed manually or automatically
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11
Q

Dijkstra ?

A

Diijkstra’s algorithm is a classical pathfinding algo (efficient with polynomial runtime ) it finds the shortest discations between two poiint it is a variation of breadth first search

iits is a priiority queue

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12
Q

how is A* different from Dijkstra ?

A

a* USES A HEURIISTIC, to estitmate the utility of a node with repect to the target this

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13
Q

what does the heuristic have to be about to do

A

admissible:An admissible heuristic never

over-estimates the distance from A to B

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14
Q

what are the different types of heiristic?

A

if h = 0 (no heuristic ) then A* works just like Dijsktra
manhattan distances
euclidean distances
chebyshev distances

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15
Q

• Rectangular grid, 4-way connectivity: which are admissible?

A

if you look at the manhattan witch is linear moves, that will always be the correct disctances the euclidean distances will understerment the distances,

(i think both of them are admissible )

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16
Q
  • Rectangular grid, 4-way connectivity: which are admissible?
  • Rectangular grid, 8-way connectivity: which are admissible?
A

if you look at the manhattan witch is linear moves, that will always be the correct disctances the euclidean distances will understerment the distances,

(i think both of them are admissible )

  • Rectangular grid, 4-way: Euclidean, Manhattan or Chebyshev.
  • Rectangular grid, 8-way: Euclidean or Chebyshev (Diagonal).
  • In some cases we can also use a pre-computed exact heuristic.
17
Q

Some Facts about A*

A

• If h(n) is 0, only g(n) matters, and A* equals Dijkstra’s algorithm.
• If h(n) is never more than the actual distance, then A* is guaranteed to
find a shortest path. The lower h(n), the more node A* expands.
• If h(n) is exactly equal to the actual distances, then A* will only follow the
best path and never expand anything else.
• If h(n) is sometimes greater than the cost of moving from n to the goal,
then A* is not guaranteed to find a shortest path.
• If h(n) is very high relative to g(n), then only h(n) plays a role, and A*
turns into Best-First-Search.

18
Q

what else can A* be used for

A

A* it can be used to search in the game tree, this is A* can be used for planning,

19
Q

What is MCTS

A

monte Carlo Tree Search

20
Q

what is a MCTS in trems of what does it do

A

is a highly selective best first search, MCTS builds an asymmetric tree search exploring the most promising
part of the search space.

21
Q

, if the game tree is large, how does it manage to search efficiently?

A

it sampling randomly actions from states iit requires a forward model (FM)

22
Q

What is a Forward or Predictive model

A

is an internal simulator of the game that the agent has access to , the agent uses this to simulate the effect of applying certain actions on a given state.

23
Q

what is the notetastion for this

A

current state St and an Action At applied too St, the forward model will provide the next state St+1

24
Q

what are the 4 steps in MCTS ?

A
  1. Selection
  2. Expansion
  3. Play-out
  4. Back propagation

SEPB

25
Evolutionary Computation apply what type of ideas from natural selection (applying genetic operators)
reproduction, mutation, recombination, and selection
26
talk about evolutionary algorithms,
an EA iis an optimization alogo that consider complete solutions to a problem, therefor requires an objective function(evaluation or fitness function)this funntion can be max or minimized [. An optimization algorithm can be seen as a process that searches in the space of solutions those with the highest (or lowest) value of that utility]
27
what is the simplest optimisation Algo
hill climber
28
what is the hill cliimber algo
need to look at this !!
29
what is stochastic hill climber??
its is a better vesion of the hill climber, Stochastic hill climbing chooses at random from among the uphill moves; the probability of selection can vary with the steepness of the uphill move. This usually converges more slowly than steepest ascent, but in some state landscapes, it finds better solutions. First-choice hill climbing implements stochastic hill climbing by generating successors randomly until one is generated that is better than the current state. This is a good strategy when a state has many (e.g., thousands) of successors.
30
what are the problems with SHC
can get stuch in local min
31
what is a typical EA ?
1. Initialize the population of N individuals, t = 0. 2. For each generation t, until convergence or max T: 2.1 Evaluate the population Pt (i.e. evaluate all its individuals) 2.2 Promote the best E individual(s) from Pt to the next generation’s population (Pt+1). 2.3 For each N − E position in Pt+1: 2.3.1 Select two parents from population Pt. 2.3.2 Create new individual from them by crossover. 2.3.3 Mutate individual. 2.3.4 Insert individual in the next generation Pt+1 2.4 Advance to the next generation’s population (Pt → Pt+1).