AI 3

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Lecture 3

Last updated 7:41 PM on 3/25/26
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42 Terms

1
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What is game theory?

A field that studies strategic interactions, focusing on how agents should play, how people do play, and how to design games with desired properties

2
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What components define a game?

  1. initial state

  2. player(s)

  3. Action(s)

  4. Results(s,a)

  5. Terminal(s)

  6. Utility(s,p)

3
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what is Result(s,a)?

Transition/successor function

4
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What is Terminal(s)?

Whether the game has ended

5
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What is Utility(s,p)?

Payoff for player p in terminal state s

6
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Why is game theory important in AI?

  1. AI is about making good decisions

  2. Many AI problems can be modelled as games

  3. Multi-agent decision making naturally fits game theory

7
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What are the main types of games?

  1. Sequential vs Simultaneous

  2. Constant-sum(zero-sum) vs Variable-sum

8
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What does classic game theory focus on?

Two-player, one-turn, simultaneous-move games

9
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What is a strategy?

A complete specification of what to do in every non-terminal state of a game

10
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What are pure and mixed strategies?

Pure: always choose the same action

Mixed:choose actions probabilistically

11
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What is a best response?

A strategy that gives the highest payoff against a specific opponent strategy

12
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Why is best response difficult in practice?

Because the opponent’s strategy is usually unknown

13
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What is a dominated strategy?

A strategy that always gives a worse payoff than another strategy, regardless of what the opponent does.

14
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What is Iterated Elimination of Dominated Strategies(IEDS)?

Repeatedly removing dominated strategies from the game

15
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Does IEDS always give a unique solution?

No

16
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What assumption underlies IEDS?

Common Knowledge of Rationality(CKR)

17
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What is the maximin strategy?

Choose the strategy that maximises the worst-case payoff

18
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Why use maximin?

It guarantees the best possible outcome in the worst case

19
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What is a strategy profile?

A specification of strategies for all players

20
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What is a Nash equilibrium?

A strategy profile where no player can improve their payoff by unilaterally changing strategy

21
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Does a Nash equilibrium always exist?

Yes, at least one(possibly mixed) Nash Equilibrium always exists

22
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What is the relationship between IEDS and NE

If IEDS yields a unique solution, it is a Nash equilibrium

23
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Why are many games computationally hard?

The number of possible game states grows exponentially

24
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What is a zero-sum game?

A game where the sum of all players’ utilities is constant (one player’s gain is another’s loss)

25
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Who are the players in zero-sum games:

  1. MAX: tries to maximise utility

  2. MIN: tries to minimise utility

26
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What is V(s)?

The utility (value) of state s assuming optimal play

27
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What is minimax used for?

Computing optimal play in deterministic, zero-sum, perfect-information games

28
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How is V(s) computed?

  1. Terminal state: use utility

  2. MAX node: max of children

  3. MIN node: min of children

29
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How are Stochastic games handled?

By introducing chance nodes that model randomness

30
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What is expectimax?

A variant of minimax that handles chance nodes by taking expected values instead of min/max.

31
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What is the time complexity of minimax?

O(b^m), where b = branching factor and m = depth.

32
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Why is minimax impractical for large games?

The search tree grows exponentially and leaf utilities are far away.

33
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What is alpha-beta pruning?

An optimisation that avoids exploring branches that cannot affect the final decision.

34
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What are α and β?

  • α: best value MAX can guarantee

  • β: best value MIN can guarantee

35
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When can pruning occur?

When β < α.

36
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How much can alpha-beta pruning reduce complexity?

In the best case, it halves the effective search depth: O(b^(m/2)).

37
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Why use depth-limited search?

Full search is infeasible in real games.

38
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What replaces utility at cutoff depth?

An evaluation function.

39
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What is an evaluation function?

An estimate of the utility of a non-terminal state.

40
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What is the trade-off in evaluation functions?

Accuracy vs computation time (depth vs complexity).

41
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What techniques improve game-playing agents?

  • Alpha-beta pruning

  • Iterative deepening search (IDS)

  • Transposition tables

  • Move ordering

  • Aspiration windows

  • Learned evaluation functions

42
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What is the standard approach in modern game-playing AI?

Alpha-beta pruning + iterative deepening + evaluation functions + optimisations.

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