1 00:00:04,250 --> 00:00:07,410 In the introduction, we saw that it's possible to think of the 2 00:00:07,410 --> 00:00:10,820 dynamics of the game as a state grpah, like the one shown here. 3 00:00:10,820 --> 00:00:17,300 The game is characterized by a finitie number of states and also 4 00:00:17,300 --> 00:00:21,960 a finite number of players and there's a finite number of actions for each player. 5 00:00:23,250 --> 00:00:27,450 At each point in time the graph is in one of the possible states. 6 00:00:27,450 --> 00:00:30,380 The players choose from their possible actions and 7 00:00:30,380 --> 00:00:32,550 as the players perform their chosen actions 8 00:00:32,550 --> 00:00:35,260 the game changes from one state to another. 9 00:00:38,040 --> 00:00:42,380 In the vast majority of games, states and actions, however, are not monolithic. 10 00:00:42,380 --> 00:00:45,730 They can be defined in terms of more fundamental entities. 11 00:00:45,730 --> 00:00:48,190 In chess, for example, states can be thought of 12 00:00:48,190 --> 00:00:51,300 in terms of locations of individual pieces on the chessboard. 13 00:00:52,690 --> 00:00:56,030 For example, the state shown on the left here can be thought of in terms of 14 00:00:56,030 --> 00:00:59,130 the locations of the white king, the white 15 00:00:59,130 --> 00:01:02,160 queen, the black king, and the black queen. 16 00:01:06,300 --> 00:01:11,510 Also, in the vast majority of games, the effects of individual actions are local. 17 00:01:11,510 --> 00:01:13,820 As actions are performed, some of these 18 00:01:13,820 --> 00:01:16,950 conditions become true and others become false. 19 00:01:16,950 --> 00:01:20,860 However the truth values of the majority of these conditions remain the same. 20 00:01:24,090 --> 00:01:30,040 The ideas of state decomposition and limited influence of actions suggest 21 00:01:30,040 --> 00:01:34,730 the conceptualization of games in terms of individual propositions and actions 22 00:01:34,730 --> 00:01:38,360 rather than states, together with the representation of the effects of 23 00:01:38,360 --> 00:01:41,879 these actions on these propositions rather than on the entire states. 24 00:01:43,010 --> 00:01:47,190 Results is an alternative representation of dynamics called a Propositional Net. 25 00:01:48,670 --> 00:01:49,250 Unlike a state 26 00:01:49,250 --> 00:01:52,710 machine, in which the nodes represent states, 27 00:01:52,710 --> 00:01:55,450 in a Propositional Net, the nodes denote 28 00:01:55,450 --> 00:01:58,910 propositions and actions together with connectives that 29 00:01:58,910 --> 00:02:01,730 capture their behavior, as we shall see. 30 00:02:04,200 --> 00:02:08,860 One of the benefits of formalizing games' propositional nets is compactness. 31 00:02:08,860 --> 00:02:13,060 A set of end propositions corresponds to a set of 2 to the n 32 00:02:13,060 --> 00:02:15,550 possible states, all of the different combinations 33 00:02:15,550 --> 00:02:17,610 of the truth values for the n propositions. 34 00:02:18,720 --> 00:02:21,940 Thus it's often possible to characterize the dynamics of games 35 00:02:21,940 --> 00:02:25,059 with graphs that are much smaller than the corresponding state machines. 36 00:02:26,160 --> 00:02:29,480 For example, a prop net with just three propositions corresponds 37 00:02:29,480 --> 00:02:32,150 to a state machine with eight possible states. 38 00:02:34,170 --> 00:02:37,785 The second benefit of propositional nets is ease of analysis. 39 00:02:37,785 --> 00:02:45,520 It's sometimes possible to use a prop net to discover independence, or game factors, 40 00:02:45,520 --> 00:02:47,680 dead states, and other features that can 41 00:02:47,680 --> 00:02:50,630 dramatically reduce the cost of game tree search. 42 00:02:53,720 --> 00:02:56,990 In the next segment, we formalize propositional nets. 43 00:02:56,990 --> 00:03:00,340 And in the section thereafter, we show how to describe games in this way. 44 00:03:01,340 --> 00:03:03,760 And in the segment after that, we see how to play 45 00:03:03,760 --> 00:03:07,770 games using game descriptions encoded as propositional nets rather than in GDL. 46 00:03:07,770 --> 00:03:10,490 And we then see how to use propositional 47 00:03:10,490 --> 00:03:14,850 nets in restructuring games and discovering game-specific heuristics.