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3.1 How to Win.

In this section we consider a more interesting provably intractable problem: playing games with full information, two players and zero sum. We will see that even for some simple games there cannot be a much more efficient algorithm, than exhaustive search through all possible configurations.

The rules of an n-player game G are set by families f,v of information and value functions and a transition rule r. Each player at each step participates in transforming a configuration (game position) x in C into the new configuration by choosing a move based only on his knowledge of x. The game proceeds until a terminal configuration t in T is reached. Then vi(t) is the loss or gain of the i-th player. Our games will have zero sum: SUMivi (t) =0 and full information: fi(x)=x, r(x,m)=r'(x,ma(x)) , where points to the active player. We identify C and M with the set of integers and consider binary two-players games, taking I={+1,-1}, a(x)= sign(x) , and vi(t)=a(t)i. We assume the board preserves its size, |r(x,m)|=|x|, and includes a time counter decremented each step to prevent endless games.

An example of such games is chess. Examples of games without full information are card games, where only part (player's own hand) of the position x is known. Each player may have a strategy providing a move for each position. A strategy S is winning if it guarantees victory whatever the opponent does, even if he knows S. We can extend v on T to V on all positions with a winning strategy for one side so that a(x)V(x)= maxm {a(x)V(r(x,m))}.

Evaluating or solving a game, means computing V. This ability is close to the ability to find a good move in a modified game. Indeed, modify a game G into G' by adding a preliminary stage to it. At this stage the player A offers a starting position for G and the opponent B chooses which side to play. Then A may either start playing G or decrement the counter of unused positions and offer another one. Obviously, B wins if he can determine the winning side of every position. If he cannot while A can, she wins. Also, any game can be modified into one with at most 2=|M| moves. Evaluating such games is obviously sufficient for choosing the right move. A position of the new game consists of a position x of the old one and, possibly, a segment y of a move extended with "?"s to the move size. The active side replaces the first "?" with the next bit of y. When "?"s are gone, the next position is generated by r.

Theorem. Each position of any full information game has a winning strategy for one side.

(This theorem [Neumann, Morgenstern 44] fails for games with partial information: each player may lose if his strategy is known to the adversary. E.g.: 1. Blackjack (21); 2. Each player picks a bit; their equality determines the winner.) The game can be solved by playing all strategies against each other. There are positions of length n, strategies and pairs of them. For a 5-bit game that is . The proof of this Theorem gives a much faster (but still exponential time!) strategy.

Proof: Make the graph of all |x|-bit positions and moves; set V=0; reset V=v on T; Repeat until idle: If V(x)=0, set V(x)=a(x)maxm{a(x)V(r(x,m))}. The procedure stops with V-1(0) empty since our games have time limits.

Games may be categorized by the difficulty to compute r. We will consider only r computable in linear space O(|x|). Then, the 22|x| possible moves can be computed in exponential time, say 23|x|. The algorithm tries each move in each step. Thus, its total running time is : extremely slow ( for a 13-byte game) but still much faster than the previous (double exponential) algorithm.

Problem: the Match Game. Consider 3 boxes with 3 matches each:

. The players alternate turns taking any positive number of matches from any one box. One cannot leave the table empty. Use the above algorithm to evaluate all positions and list the evaluations after each its cycle. Problem: Modify the chess game by giving the whites the right to make (if they choose to) one extra move during the first 10 moves. Prove that the whites have a non-loosing strategy.



next up previous contents
Next: 3.2 Exponentially Hard Games. Up: 3 Games; Alternation; Exhaustive Previous: 3 Games; Alternation; Exhaustive



Leonid Levin
Wed Aug 21 20:35:42 EDT 1996