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

What do you mean by u-area or u-block, What do you mean by u-area (user are...

What do you mean by u-area (user area) or u-block? This having the private data that is manipulated only by the Kernel. This is local to the Process, i.e. every process is a

What is software quality assuranc, Software QA includes the whole software ...

Software QA includes the whole software development PROCESS - improving and monitoring the process, making sure that any agreed-upon standards and processes are followed, and ensur

Result extends to functions - perceptrons, Result extends to functions - pe...

Result extends to functions - perceptrons: Thus the dotted lines can be seen as the threshold in perceptrons: whether the weighted sum, S, falls below it, after then the perce

Define the aims of program generation activity, Program generation activity...

Program generation activity aims at? Ans. At automatic generation of program the program generation activity aims.

Dick cheney approach, How many "true" terrorists are there in the US?  I do...

How many "true" terrorists are there in the US?  I don't know, but let's suppose that there are 3000 out of a total population of, say, 3,000,000.  That is, one person in 100,000 i

Define syntax of mpi_bcast function, Q. Define syntax of MPI_Bcast function...

Q. Define syntax of MPI_Bcast function? MPI_Bcast(msgaddr, count, datatype, rank, comm):   This function is used by a process ranked rank in group comm to transmit messag

Conducting materials, calculate the number of states per unit volume in an ...

calculate the number of states per unit volume in an energy interval of 0.01eV above the Fermi energy of Na metal. The Fermi energy of Na at 0 K=3eV.

Define memory cell, Define memory cell? A memory cell is capable of sto...

Define memory cell? A memory cell is capable of storing single bit of information. It is usually organized in the form of an array

Defines a macro, Defines a macro Defines a macro with the given name, h...

Defines a macro Defines a macro with the given name, having as its value the given replacement text. After that (for the rest of the current source file), wherever the preproce

Special theory of relativty, michelson-morley experiment-motivation and exp...

michelson-morley experiment-motivation and experimental setup

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