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

Short notes on model primitives in director mx 2004, Question: (a) Prep...

Question: (a) Prepare short notes on the model primitives in Director MX 2004. (b) Therefore using the box primitive write codes to prepare a new model resource of length 50

What is read only memory (rom) and define the use of it?, What is Read only...

What is Read only memory (ROM) and Define the Use of it? A simple kind of ROM can be constructed from a decoder, Or gates, and a number of wires. Input

Program that will blink as led, Take the last two digits of your UTCID. Thi...

Take the last two digits of your UTCID. This is your duty cycle in percent. If your duty cycle is less than 10%, add 30 to your number. Create an assembly program that runs on t

what is code for adding two integers in java?, import java.util.Scanner;  ...

import java.util.Scanner;   class AddNumbers {    public static void main(String args[])    {       int x, y, z;       System.out.println("Enter two integers to calculate their sum

Develop a system to store change logs , The ?rst task in the project is to ...

The ?rst task in the project is to develop a sane system to store change logs and versions of ?les. The simplest approach is to create a "dot" directory in the location of the ?le

C pograming, why we use void main in c progrmeing

why we use void main in c progrmeing

Input-output techniques, After going through details of device interfaces n...

After going through details of device interfaces next point to be discussed is how the interface can be used to support I/O from devices. Binary information received from an extern

Exception handling and recursion, In the previous assignment, you implement...

In the previous assignment, you implemented a stack and a list that both inherited from the abstract class ArrayIntCollection. In this task you are supposed to extend that implemen

Types of policies in e-commerce, 1- The Privacy Policy: The vendor must...

1- The Privacy Policy: The vendor must explain to the customer how all his information especially sensitive ones will be totally private, and no one can read them or use them i

What is exact and approximation algorithm, What is Exact and Approximation ...

What is Exact and Approximation algorithm? The principal decision to choose solving the problem exactly is called exact algorithm. The   principal decision to choose solving th

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