1 00:00:00,000 --> 00:00:07,216 [BLANK_AUDIO] 2 00:00:07,216 --> 00:00:12,193 Having discussed single player games, let's turn now to multiple player 3 00:00:12,193 --> 00:00:17,509 games. Such as chess and Othello, and Go, 4 00:00:17,509 --> 00:00:22,586 and Chinese checkers, and so forth. 5 00:00:22,586 --> 00:00:24,146 In most cases, the other players in 6 00:00:24,146 --> 00:00:26,845 these games are general game playing programs themselves. 7 00:00:26,845 --> 00:00:28,440 Or in some cases, humans. 8 00:00:29,860 --> 00:00:32,520 However in some cases, the other players represent uncertainty 9 00:00:32,520 --> 00:00:33,060 in the game. 10 00:00:33,060 --> 00:00:37,020 For example, it's common to model some card games by representing a 11 00:00:37,020 --> 00:00:40,460 randomly shuffled deck of cards as an additional player in the game. 12 00:00:40,460 --> 00:00:45,210 One that deals, or reveals, cards as the game progresses. 13 00:00:50,020 --> 00:00:52,210 Before proceeding, it's worth emphasizing that multiple 14 00:00:52,210 --> 00:00:55,870 player games need not be fixed sum. 15 00:00:55,870 --> 00:00:58,699 In a fixed sum game, the total number of points is fixed. 16 00:00:59,940 --> 00:01:02,710 When this number is zero, such games are often said to be zero sum. 17 00:01:04,050 --> 00:01:05,470 In order for one player to get 18 00:01:05,470 --> 00:01:07,700 more points, some other player must lose points. 19 00:01:09,030 --> 00:01:11,850 For this reason fixed sum games are necessarily competitive. 20 00:01:13,380 --> 00:01:15,140 In general game playing there's no such restriction. 21 00:01:15,140 --> 00:01:19,430 Some games are competitive, most games are competitive, but some are cooperative. 22 00:01:19,430 --> 00:01:21,800 It may be that the only way for one player to get a 23 00:01:21,800 --> 00:01:25,320 higher reward is to help the other players to get higher rewards as well. 24 00:01:26,400 --> 00:01:28,170 This is sometimes called variable sum games. 25 00:01:32,150 --> 00:01:34,750 In this lesson, as in the preceding lesson, we look at settings 26 00:01:34,750 --> 00:01:38,289 in which there's sufficient time for players to search the entire game tree. 27 00:01:39,840 --> 00:01:42,400 That said, as in single player games it's sometimes possible 28 00:01:42,400 --> 00:01:45,810 to find optimal actions even without searching the entire game tree. 29 00:01:47,710 --> 00:01:50,170 Now the small size does rule out some interesting 30 00:01:50,170 --> 00:01:53,100 games like chess and Othello, which require more complicated techniques. 31 00:01:53,100 --> 00:01:57,270 And we'll discuss some of those later. However, again, the more 32 00:01:57,270 --> 00:01:58,670 complicated techniques can be viewed as 33 00:01:58,670 --> 00:02:01,110 variations on the simple techniques described here. 34 00:02:04,060 --> 00:02:05,930 Begin this lesson with a procedure called minimax, 35 00:02:05,930 --> 00:02:10,550 and a more efficient version called bounded minimax. 36 00:02:12,570 --> 00:02:16,344 We then turn it to an even more efficient procedure called alpha-beta search. 37 00:02:16,344 --> 00:02:21,094 Which produces the same results, but eliminates much 38 00:02:21,094 --> 00:02:26,074 of the needless computation of minimax and bounded minimax. 39 00:02:26,074 --> 00:02:30,325 There's also an analog to sequential planning called conditional planning. 40 00:02:30,325 --> 00:02:31,890 However it's a little complicated and it's not used 41 00:02:31,890 --> 00:02:33,850 all that often, so we'll bypass that for now.