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AL-702 (A) · AI in Gaming/Quick Revision Short Notes

AI in Gaming (AL-702 (A)) - Unit 5 Short Notes

UNIT 5: AI IN GAMING


I. GAME THEORY AND STRATEGIC DECISIONS

Game Theory studies mathematical models of strategic interaction among rational decision-makers. In AI, it provides frameworks for designing agents that can predict and react to opponents' actions in competitive or cooperative settings.

Minimax Algorithm

A decision rule for minimizing the maximum possible loss. Used in zero-sum games.

  • Functions:

    • terminal(state): Checks if game ended.

    • utility(state): Returns numerical outcome (win/loss/draw).

    • actions(state): Returns legal moves.

    • result(state, action): Returns new state after action.

    • min_value(state) / max_value(state): Recursive functions alternating between minimizing and maximizing player.

[!TIP] Minimax assumes opponent plays optimally. In practice, use alpha-beta pruning to reduce search space.

Payoff Matrices & Equilibrium

Payoff Matrix: Tabular representation of outcomes for each strategy pair.

Pure Strategy Nash Equilibrium: No player can gain by unilaterally changing strategy.

  • Solving: Find cells where row player's payoff is max in its column AND column player's payoff is min in its row (for zero-sum).

Mixed Strategy Equilibrium: Players randomize over strategies.

  • Example: Penalty Kicks

    Given payoff matrix (Kicker's success probability):

    | Kicker\Goalie | Left | Right | |--------------|------|-------| | Left | 1.4 | 1.5 | | Right | 1.7 | 1.5 |

    Let kicker play Left with probability $p$, Goalie play Left with $q$.

    Kicker's expected payoff if Goalie plays Left: $1.4p + 1.7(1-p)$

    If Goalie plays Right: $$\displaystyle 1.5p + 1.5(1-p) = 1.5 $$

    For indifference: $$\displaystyle 1.4p + 1.7(1-p) = 1.5 $$

    $$\displaystyle \Rightarrow 1.4p + 1.7 - 1.7p = 1.5 $$

    $$\displaystyle \Rightarrow -0.3p = -0.2 $$

    $$\displaystyle \Rightarrow p = \frac{2}{3} $$

    Similarly, solve for $q$ using Goalie's payoffs (minimize kicker's success).

    \boxed{p = \frac{2}{3},\ q = \frac{1}{3}}

Board Game Theory

Applies minimax/alpha-beta to deterministic, perfect-information games (chess, checkers). Key: evaluation function for non-terminal states.


II. SEARCH ALGORITHMS AND PATHFINDING

Breadth-First Search (BFS)

  • Explores all nodes at current depth before moving deeper.

  • Uses queue (FIFO).

  • Guarantees shortest path in unweighted graphs.

  • Time/Space Complexity: $$\displaystyle O(b^d) $$, where $b$ = branching factor, $d$ = depth.

[!TIP] BFS is memory-intensive for large maps. Use bidirectional BFS to reduce.

A* Search Algorithm

  • Best-first search using heuristic: $$\displaystyle f(n) = g(n) + h(n) $$

    • $g(n)$: actual cost from start.

    • $h(n)$: admissible heuristic (never overestimates true cost, e.g., Manhattan distance for grid).

  • Optimal if $h(n)$ is admissible and consistent.

  • Complexity: Depends on heuristic quality; worst-case $$\displaystyle O(b^d) $$.

Example: Grid pathfinding with obstacles.
$$\displaystyle h(n) = |x_{goal} - x_n| + |y_{goal} - y_n| $$ (Manhattan).

Efficiency in Complex Problems

  • Heuristic Design: Domain-specific knowledge improves efficiency.

  • Complexity Trade-off: Memory vs. time. A* often faster than BFS but stores more nodes.

  • Machine Learning in Pathfinding: Learn heuristics from data (e.g., neural networks predict $h(n)$).


III. GAME AI ARCHITECTURES

Rule-Based Systems

  • IF (condition) THEN (action) rules.

  • Example: IF enemy_visible AND health > 50% THEN attack.

  • Simple but brittle; hard to scale.

Finite State Machines (FSMs)

  • States (e.g., Guard, Fight, Flee) and transitions triggered by events/conditions.

  • Construction:

    1. Define states.

    2. Define events/conditions.

    3. Specify transitions and actions on entry/exit.

Example: Guard AI

States: Guard, Fight, Flee

Transitions:

  • Guard → Fight if see_thief AND thief_strength <= self_strength

  • Guard → Flee if see_thief AND thief_strength > self_strength

  • Fight → Flee if health < 30%

  • Flee → Guard if thief_lost

[!TIP] FSMs suffer from state explosion for complex behaviors.

Behavior Trees

  • Hierarchical nodes: Sequence, Selector, Condition, Action.

  • Comparison with FSMs:

    | Feature | FSM | Behavior Tree | |---------|-----|---------------| | Structure | Flat/state-based | Hierarchical | | Reusability | Low | High (subtrees) | | Debugging | Hard (many states) | Easier (tree traversal) | | Extensibility | Poor | Good |

3D Representations

  • Static: Position only $(x,y,z)$.

  • Kinematic: Position + velocity/acceleration $$\displaystyle (x,y,z,v_x,v_y,v_z) $$ for smoother motion.

Fuzzy Systems & Markov Chains

  • Fuzzy Logic: Degrees of truth (e.g., "health is low" = 0.7). Handles imprecise inputs.

  • Markov Chains: State transitions with probabilities. Used for probabilistic behavior (e.g., wandering).


IV. MACHINE LEARNING FOR GAME AI

Decision Trees

  • Recursive Induction: Split data on attribute that maximizes information gain.

    1. If all samples same class → leaf.

    2. If no attributes left → majority class leaf.

    3. Else, choose best attribute, split, recurse.

Entropy & Information Gain

Entropy (impurity): $$\displaystyle H(S) = -\sum_{i=1}^{c} p_i \log_2 p_i $$

Information Gain: $$\displaystyle IG(S,A) = H(S) - \sum_{v \in Values(A)} \frac{|S_v|}{|S|} H(S_v) $$

Calculation with Dataset:

Sample Credit Score Loan Approved
1 High Yes
2 Medium No
3 Low No
4 High Yes
5 Medium Yes
6 Low No
7 High No
  1. Overall Entropy:

    • Yes: 3/7, No: 4/7

    • $$\displaystyle H(S) = -\left(\frac{3}{7}\log_2\frac{3}{7} + \frac{4}{7}\log_2\frac{4}{7}\right) \approx 0.985 $$

  2. For "Credit Score":

    • High: [Yes, Yes, No] → 2 Yes, 1 No → $$\displaystyle H = -\left(\frac{2}{3}\log_2\frac{2}{3} + \frac{1}{3}\log_2\frac{1}{3}\right) \approx 0.918 $$

    • Medium: [No, Yes] → 1 Yes, 1 No → $$\displaystyle H = 1.0 $$

    • Low: [No, No] → 0 Yes, 2 No → $$\displaystyle H = 0 $$

    • Weighted Avg: $$\displaystyle \frac{3}{7} \times 0.918 + \frac{2}{7} \times 1.0 + \frac{2}{7} \times 0 \approx 0.683 $$

    • $$\displaystyle IG = 0.985 - 0.683 = 0.302 $$

  3. Similarly for other attributes. Choose attribute with highest IG.

[!TIP] Entropy is base-2 by default. Ensure logs computed correctly.

Handling Noisy Data

  • Pruning: Remove branches with low statistical significance (pre-pruning: stop early; post-pruning: grow full tree then trim).

  • Ensemble Methods: Combine multiple trees (e.g., Random Forest) to reduce variance.

  • Smoothing: Laplace correction for small samples.

Ensemble Methods

  • Random Forest:

    1. Bootstrap sample (with replacement).

    2. Grow tree using random subset of features at each split.

    3. Aggregate predictions (majority vote for classification, average for regression).

  • Bagging vs Boosting:

    | | Bagging | Boosting | |---|---------|----------| | Goal | Reduce variance | Reduce bias | | Sampling | Bootstrap | Weighted (misclassified get higher weight) | | Examples | Random Forest | AdaBoost, Gradient Boosting | | Parallel? | Yes | No (sequential) |

  • Ensemble Robustness: Averages out errors, less prone to overfitting than single complex models.

Neural Networks: MLP

  • Architecture: Input layer → Hidden layer(s) → Output layer.

  • Learning: Backpropagation:

    1. Forward pass: compute output.

    2. Calculate loss (e.g., MSE).

    3. Backward pass: compute gradients via chain rule.

    4. Update weights: $$\displaystyle w_{ij} \leftarrow w_{ij} - \eta \frac{\partial L}{\partial w_{ij}} $$.

Gradient Descent Variants

  • Batch GD: Use entire dataset per update (stable but slow).

  • Mini-Batch GD: Use small random subset (common in practice).

  • Delta Rule: For single-layer perceptron: $$\displaystyle \Delta w = \eta (t - y) x $$, where $t$ = target, $y$ = output.

Evaluation & Optimization

  • Overfitting: Model fits noise. Solutions: regularization (L1/L2), cross-validation, pruning.

  • Underfitting: Model too simple. Solutions: more features, complex model.

  • Metrics:

    • Precision = $$\displaystyle \frac{TP}{TP+FP} $$ (accuracy of positive predictions).

    • Recall = $$\displaystyle \frac{TP}{TP+FN} $$ (coverage of actual positives).

  • Holdout Method: Split data into train/validation/test sets.

Learning Paradigms

  • Lazy Learning: No model building until query (e.g., k-NN). Fast training, slow prediction.

  • Eager Learning: Build model upfront (e.g., decision trees). Slow training, fast prediction.

  • Well-Posed Learning Problem: (1) Task defined, (2) Performance measure, (3) Experience source.

Data Preparation

  • Description: Summarize statistics, distributions, missing values.

  • Preparation: Cleaning (handle missing/noisy), transformation (normalization), feature selection.

Least Squares Methods

  • Least Squared Error Hypothesis: Find parameters $\theta$ minimizing $$\displaystyle \sum_{i=1}^{n} (y_i - f(x_i;\theta))^2 $$.

  • For linear regression: $$\displaystyle \theta = (X^TX)^{-1}X^Ty $$ (closed-form).


V. REINFORCEMENT LEARNING FOR GAMES

Fundamentals

  • Agent interacts with environment in discrete steps.

  • State $s$, Action $a$, Reward $r$.

  • Policy $\pi(a|s)$: probability of action in state.

  • Value Function: $$\displaystyle V^\pi(s) = \mathbb{E}[\sum_{t=0}^{\infty} \gamma^t r_t | s_0=s, \pi] $$

  • Bellman Equation: $$\displaystyle V^\pi(s) = \sum_a \pi(a|s) \left[ R(s,a) + \gamma \sum_{s'} P(s'|s,a) V^\pi(s') \right] $$

Temporal Difference (TD) vs Monte Carlo (MC)

  • TD: Updates based on estimated value (bootstrapping). $$\displaystyle V(s_t) \leftarrow V(s_t) + \alpha [r_{t+1} + \gamma V(s_{t+1}) - V(s_t)] $$. Works online, no need episode completion.

  • MC: Updates after full episode using actual return. $$\displaystyle V(s_t) \leftarrow V(s_t) + \alpha [G_t - V(s_t)] $$. Unbiased but high variance.

Model-Free Methods

  • Q-Learning (off-policy):

    $$\displaystyle Q(s,a) \leftarrow Q(s,a) + \alpha [r + \gamma \max_{a'} Q(s',a') - Q(s,a)] $$

    Learns optimal policy independent of behavior policy.

  • SARSA (on-policy):

    $$\displaystyle Q(s,a) \leftarrow Q(s,a) + \alpha [r + \gamma Q(s',a') - Q(s,a)] $$, where $a'$ is action actually taken.

    More conservative, follows current policy.

[!TIP] Q-Learning can overestimate Q-values in noisy environments; SARSA is safer.

Policy-Based Methods

  • Policy Gradient: Directly optimize policy parameters $\theta$ by gradient ascent on expected return: $$\displaystyle \nabla J(\theta) = \mathbb{E}_{\pi}[\nabla \log \pi(a|s) \cdot Q^{\pi}(s,a)] $$.

  • REINFORCE: Monte Carlo policy gradient.

Dynamic Programming Approaches

  • Value Iteration: Iteratively apply Bellman update until convergence: $$\displaystyle V_{k+1}(s) = \max_a \left[ R(s,a) + \gamma \sum_{s'} P(s'|s,a) V_k(s') \right] $$. Then derive greedy policy.

  • Policy Iteration: Alternate between (1) policy evaluation (solve $$\displaystyle V^\pi $$ exactly) and (2) policy improvement (make policy greedy w.r.t. $$\displaystyle V^\pi $$). Converges faster but evaluation step costly.

Advanced Topics

  • Generative Adversarial Imitation Learning (GAIL):

    • Discriminator distinguishes expert vs agent trajectories.

    • Agent policy updated to fool discriminator (like GANs but for IL).

    • Difference from standard RL: RL optimizes reward; GAIL optimizes to match expert demonstrations without explicit reward.

  • Recent Trends in RL Architectures:

    • Deep RL (DQN, PPO, SAC).

    • Multi-agent RL (independent learners, centralized training).

    • Hierarchical RL (options, skills).

    • Meta-RL (learning to learn).

Probabilistic Methods

  • Probabilistic Modeling: Use Bayesian networks, MDPs with uncertain transitions.

  • Inference: Compute posterior over states/actions given observations (e.g., POMDPs).


VI. ADVANCED ALGORITHMIC CONCEPTS

Divide and Conquer

  • Steps: (1) Divide problem into subproblems, (2) Conquer recursively, (3) Combine solutions.

  • Example: Merge sort: split array, sort halves, merge.

  • Complexity: Often $O(n \log n)$.

Algorithm Analysis

  • Characteristics: Input, output, definiteness, finiteness, effectiveness.

  • Tools:

    • Time Complexity: Asymptotic notation (Big O, Ω, Θ). Count basic operations.

    • Space Complexity: Extra memory used.

    • Amortized Analysis: Average cost over sequence of operations.

Specialized Algorithms

  • Stable Marriages (Gale-Shapley):

    • Input: $n$ men, $n$ women, each with preference list.

    • Output: Stable matching (no blocking pairs).

    • Algorithm: Men propose to women in preference order; women hold best proposal and reject others. Repeat until all matched.

    • Complexity: $$\displaystyle O(n^2) $$.

    • Application in ML: Matchmaking in online platforms, resource allocation.

[!TIP] Stable marriage is men-optimal/women-pessimal if men propose. Reversing roles gives opposite.


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