Evaluation functions for cutoff search , Computer Engineering

Assignment Help:

Evaluation Functions for Cutoff Search - artificial intelligent

Evaluation functions guess the score that may be guaranteed if a specific world state is reached. In chess, such evaluation functions have been known long before computers came along. Simply, one such function counts the number of pieces on the board for a specific player. A more complicated function scores more for the more influential pieces as queens and rooks: each pawn is worth 1, knights and bishops score 3, queen's score 9 and rooks score 5. These scores are utilized in a weighted linear function, where the number of pieces of a particular type is multiplied by a weight, and all the products are added up. For instance, if in a specific board state, player one has 1 bishop,  6 pawns ,2 rooks ,1 knight and 1 queen, then the evaluation function, for that board state f, B, would be calculated as follows:

f(B) = 1*6 + 3*1 + 3*1 + 5*2 + 9*1 = 31

In bold , the numbers are the weights in this evaluation function (for example , the scores assigned to the pieces).

Preferably, evaluation functions should be fast to calculate. If they take very much time to calculate, then less of the space will be searched in a given time restriction. Evaluation functions should, ideally also match the real score in goal states. This is, Of course not true for our weighted linear function n in chess, because goal states only score 1 for a win and 0 for a loss. Actually  we do not need the match to be exact - we may use any values for an evaluation function, as long it scores more for better board states.

A bad evaluation function may be disastrous for a game playing agent. There are 2 major problems with evaluation functions. Initially, certain evaluation functions just make sense for game states which are quiescent. A board state is quiescent for an evaluation function, f, if f's value is unlikely to exhibit wild swings in the near future. For an  example, in chess, board states such as one where a queen is threatened by a pawn, where1 piece may take another without a similar valued piece being taken back  are  not  quiescent  in  the  next  move  for  evaluation  functions  such  as  the  weighted  linear evaluation function mentioned above. To get around this problem, we might make an agent's search more sophisticated by implementing a quiescence search where  given a non-quiescent state we want to evaluate the function for, we expand that game state until a quiescent state is reached, and we take the value of the function for that state. If quiescent positions are much more likely to arise than non-quiescent positions in a search, then such type of extension to the search will not slow things down very  much. A search strategy may choose in chess, to delve further into the space whenever a queen is threatened to try to avoid the quiescent problem.

It is also bearing in mind the horizon problem, where a game-playing agent can't see far sufficient into the search space. An example of the horizon problem in Norvig  and Russell is the case of promoting a pawn to a queen in chess. In the board state they present, this may be forestalled for a particular number of moves, but it is inevitable. However, with a cut off search at a sure depth, this inevitability can't be noticed until too late. It is likely that the agent trying to forestall the move would have been better to do something else with the moves it had available.

In the card game example above, game began are collections of cards, and a possible evaluation function would be to add up the card values and take that if it was an even number, but score 0 ,if the sum is an odd number. This evaluation function matches perfectly with the real scores in goal states, but perhaps it is not good idea. Suppose the cards dealt were: 10, 3, 7 and 9. If player one was forced to cut off the search after only the first card choice, then the cards would score:  10, 0, 0 and 0 respectively. So player 1 would select card 10, which would be terrible, as this will inevitably lead to player one losing that game by at least 12 points. If we scale the game to choosing cards from 40 rather than 4, we can see that a more sophisticated heuristic involving the cards left un selected may be a better idea.


Related Discussions:- Evaluation functions for cutoff search

Syntax and semantics - first-order logic, Syntax and Semantics: Propos...

Syntax and Semantics: Propositional logic is prohibited in its expressiveness: so just to represent true and false facts for the world. By a type of extending propositional lo

Mating - canonical genetic algorithm, Mating: Therefore once our GA ag...

Mating: Therefore once our GA agent has chosen the individuals lucky sufficient as actually there  fit enough to produce offspring then we next determine how they are going to

We cannot use append structures why, If a table that is to be extended cont...

If a table that is to be extended contains a long field, we cannot use append structures why? Long fields in a table must always be located in the last, as the last field of th

How call processing takes place, How call processing takes place? Fund...

How call processing takes place? Fundamental Call Procedure: Fig. demonstrates a simplification diagram exemplifying how two telephone sets (as subscribers) are interconnecte

Show the comparison of ascii and ebcdic, Q. Show the Comparison of ASCII an...

Q. Show the Comparison of ASCII and EBCDIC? EBCDIC is an easier to employ code on punched cards due to BCD compatibility. But ASCII has some of major benefits on EBCDIC. These

Define target _blank, TARGET = "_blank" "_blank" opens new document in...

TARGET = "_blank" "_blank" opens new document in a new window. Run the code given in Figure and check how it works. This value doesn't require the use of any frames. "_blank"

Basics of caches - computer architecture, Basics of Caches: "The cache...

Basics of Caches: "The caches are situated on basis of blocks, the shortest amount of data which may be copied between 2 adjacent levels at a time. "If requested data by th

Bit manipulation techniques, We can also use the logical operators to numbe...

We can also use the logical operators to numbers directly and  perform simple bit manipulation . The operators are     &  Bitwise AND     |  Bitwise OR     ^  Bitwise exclusiv

Develop a regular expression for integer and identifier, Develop a regular ...

Develop a regular expression for Integer and Identifier (i) A regular expression for integer is [+ | -] (d)+ (ii) A regular expression for identifier is l(l | d)*

Connection machine fortran, Q. Connection Machine FORTRAN? Connection M...

Q. Connection Machine FORTRAN? Connection Machine Fortran was a subsequent SIMD language developed by Thinking Machines Corporation. Connection Machine Fortran incorporated all

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd