From: "Brian Schröder" Date: 2004-12-17T00:39:18+09:00 Subject: Re: [SUMMARY] Learning Tic-Tac-Toe (#11) On Thu, 16 Dec 2004 23:13:16 +0900 Ruby Quiz wrote: > In an interesting contrast, this quiz generated a lot of good discussion, but > only two solutions. I believe that may be because the problem turned out to > be more complicated than I intended. I know I personally ran into a few > complications and didn't have a chance to finish my own solution. > > Again, the discussion was excellent and you should probably skim the thread, > if you weren't following it this weekend. Multiple Tic-Tac-Toe servers > (written in Ruby, of course) were posted, so programs could play against each > other remotely. > > I posted a message about how Tic-Tac-Toe positions can be transformed by > rotation and "mirroring" to other seemly different layouts that can be > handled the same. > > I also posted a "tictactoe.rb" library that makes most interaction with the > game trivially simple. > > Finally, a few of us posted some notes about the problems we ran into. I > agree with Hans Fugal, who said that you can learn almost as much from those. > > The two solutions posted are similar. Basically, they learn to avoid their > mistakes over time. They accomplish this by "scoring" the moves they made at > each position in a game, based on whether they won or lost. Eventually, this > knowledge allows them to select mainly strong moves, simply by remembering > how they've done in the past, in the same position. > > I'll show Brian Schroeder's code here, but both were interesting to examine. > Brian's solution contained eight files of Ruby code, the embedded > documentation for said files, charts, a write-up of the process, and was all > wrapped up in a handy web page, so you can dig as deep as you like into what > he's done. (And he once asked where *I* find the time!) For the purposes of > this summary, I'll stick to his learning code. > > Here it is: > > class Learning < BasicInterface > attr_accessor :random_prob > attr_reader :player > > def initialize > @state_values = Hash.new(0) > @state_transitions = {} > @random_prob = 0.05 > end > > def new_game(player) > @player = player > @states_visited = [] > end > > def choose_move(game) > moves = game.moves > if !@state_transitions[game.state_id] or rand < random_prob > move = moves[rand(moves.length)] > else > move_id = @state_transitions[game.state_id].max{ |(ma,sa),(mb,sb)| > @state_values[sa] <=> @state_values[sb] > }[0] > move = moves.select{|m| m.move_id == move_id}[0] > end > move > end > > def inform_of_move(before, after, move) > @states_visited << before.state_id << after.state_id > (@state_transitions[before.state_id] ||= {})[move.move_id] = > after.state_id > > if after.final? > winner = after.winner > if winner > value = winner == self.player ? 100.0 : -1000.0 > else > value = 0.0 > end > > factor = 1.0 > while state = @states_visited.pop > @state_values[state] = (1.0 - factor) * @state_values[state] + > factor * value > factor *= 0.5 > end > end > end > end > > The initialize() method sets up Brian's @state_values and @state_transitions, > which constitute the AI's brain. > > @state_values will hold scores for the positions the AI has won or lost with > before. @state_transitions holds a "map" of how to get from position to > position. When these are filled in, the AI will have "learned" what > positions are desirable and how it can reach them. > > Knowing this, choose_move() is easy to breakdown. It checks to see if it > knows anything about the moves from the current position. If it does, it > selects the highest score it can find for itself (else branch). If it > doesn't, it goes with a random choice from all available moves (if branch). > Thanks for the writeup james. I have to correct this paragraph here, as the program would not work if it worked the way you describe it. It is important to see, that one should differentiate between exploration and exploitation behaviour. Exploration means, that the player tries out new moves to learn more about this game, exploitation means usage of the learned knowledge. Your description suggest, that once the game know how to make a move, it makes it. If it would exhibit this behaviour, it would never learn how to play different than the first game. The only thing would be, that it would learn that it plays badly (set the score of the states to -INFINITY after an infinit number of games). In fact, there is an adjustable chance, that the player pics a random move, even though it know a move. This is the exploitation factor, that is adjusted with the badly named random_prob attribute. Regards, Brian > The final piece of the puzzle is inform_of_move(). This method remembers all > moves made in the game, mainly. When it sees a final position, it scores all > those moves based on whether it won or lost. The scoring scale is slanted, > to encourage the AI to avoid losses. > > That's the heart of Brian's solution. The rest of the code is interface, > client/server, a perfect minimax player, and Tic-Tac-Toe details. > > For the curious, this quiz was inspired by the research of Donald Michie. In > 1961 he built a "machine" that learned to play perfect Tic-Tac-Toe against > humans, using matchboxes and beads. He called the machine MENACE (Matchbox > Educable Naughts And Crosses Engine). > > 304 matchboxes where labeled with images of Tic-Tac-Toe positions and filled > with colored beads representing possible moves. At each move, a bead would > be rattled out of the proper box to determine a move. When MENACE would win, > more beads of the colors played would be added to each position box. When it > would lose, the beads were left out to discourage these moves. > > Michie claimed that he trained MENACE in 220 games, being beaten by it eight > out of the final ten games. > > Thanks to those who tried this one, successful or not. Sorry it turned out > to be a bit involved. > > Tomorrow, "How Ruby Can Help You Beat Your Grandmother In Scrabble" is the > topic. If your grandmother is anything like mine, you'll appreciate all the > help you can get! > -- Brian Schr�der http://ruby.brian-schroeder.de/