Minimax and alpha beta use on board - chess

I have a problem understading how does minimax actually work on board.
Let's suppose it's white turn. To get the best move possible do i need to apply minimax on every legal move generated by my move generator and then take the best score ?
Let's suppose now that i applied minimax on a single legal move of my pawn. As far as my understanding goes, minimax is a reccursive algorithm and now it will be applied to search the best move possible for the black side. At this point will it be applied on all the possible legal moves of the black side ?
If my understanding is wrong, would you please correct me using an exemple ?
Thank you

Let's suppose you are maximizer and your opponent is minimizer. I have painted some pictures below to explain how minimax works.
And now, suppose it is your turn, see the picture below.
From current state on the game board. You are trying to find the best move to get the best score for you, but it is depend on your opponent's choices so you have to assume that your opponent is going to the optimal moves to decrease your score as small as possible so that you can make your decision. So, at your opponent's turn, the opponent will chose the move that make your score as small as possible, so the graph will be as below:
Now, depend on the best moves that your opponent have generated, you can see that 2 is the best score which you can get (if your opponent is very optimal and intelligence). So you will chose the middle move.

Related

Can negamax use an asymmetric evaluation function?

TLDR: I have an asymmetric evaluation function for an implementation of negamax - is that acceptable? Or do I need to make it symmetric?
Longer:
I'm writing a game AI (for the chess-like board game "Hive") that was using minimax with alpha-beta pruning and an asymmetric evaluation function.
But I was having trouble adding transposition tables correctly, and was losing confidence in my minimax implementation, so I decided to switch to negamax using the pseudo-code here: https://en.wikipedia.org/wiki/Negamax#Negamax_with_alpha_beta_pruning_and_transposition_tables
I've got everything "working" and AFAIK accurately following the pseudo-code, but my AI is now making some wildly different moves than before and games that usually ended after 10-15 turns now take 30+, and I'm not convinced the AI is actually playing better than it was before. I'm worried that having an asymmetric evaluation function means I'm scoring nodes differently than before (because of the negamax flip-flopping).
I don't want to change to a symmetric function unless I really have to - I've been trying to produce an optimal function experimentally (AI vs AI battles) and have put in hundreds if not thousands of compute hours into producing a strong evaluation function.
Negamax support asymmetric evaluation functions but it does not lead to optimal play (assuming you have no knowlege about your opponent).
I don't know enough about Hive, but in computer chess it is, in general, a bug to have an asymmetric evaluation function. The reasons behind it should be the same for chess and Hive.
For instance, take the starting position (in chess). White is next to move and let us assume your evaluation function gives the position a score of +0.08.
Now change the position, so black is first to move. Everything is the same, only that the roles of white and black has been changed. Under the assumption, that +0.08 was the optimal score for the white position, why should the position for black not also be evaluated as +0.08?
The same argument goes for any position. If you reverse everything, there is no good reason for playing the position differently.
There is only one exception to this rule. If one opponent is clearly stronger than the other, there are arguments for an asymmetric evaluation. For instance, take a completely drawn position like this:
FEN: 4k3/8/8/p1p1p1p1/PpPpPpPp/1P1P1P1P/8/4K3 b - - 0 1
This position could safely be evaluated as 0. Now imaging the starting position but white starts without one knight. This should be a strong advantage for black.
Let us assume you are Magnus Carlsen and you are playing against on opponent who does not even know the chess rules. Which position would you prefer? Here, I would argue that an asymmetric evaluation could make sense (e.g., evaluate a likely draw similar to a loss). Carlsen should avoid the drawn position, while the beginner should prefer it.
The chances that the beginner can hold its own against the world champion, even at one knight odds, are practically zero. On the other hand, in the drawn position, the skill advantage does not matter, as no order of moves can result in a win or loss.
In computer chess, Rebel had a function to prefer tactical positions when playing against humans (see ANTI GRANDMASTER PLAY). There is also the common concept of "contempt", which is the score that engines give for a remis.
But note that in both my examples, this is not optimal play. Magnus Carlsen would not choose the position without the knight when playing a strong (or unknown) opponent. Also Rebel would not use the anti-human strategy against other machines, which also excel in tactical battles. (Even though, depending on the position, Rebel 10 did use ANTI GRANDMASTER PLAY against computers.)

Using GPS, How can i detect if user on road or inside a building

I am currently developing technique to help users find a spot to park.
But i face a little problem:
if a user indicates that he is parking right now in a free spot but he is lying and he is at home right now.
How can i detect from GPS if he is inside a building or along side the road?
Thanks
You'll need map data (OpenStreetMap is free), and figure out whether the user is somewhere on that map or not. You do that by comparing GPS data to the map data.
What I do in such situations is measure the distance between the lat/lon and each road, and compare the GPS angle to that of each line. The more context information you use the more accurate you can get your results:
If the speed is 60km/h, you're probably not in a building. You're probably not on a 30km/h road either.
If you're standing still for more than 2 minutes, you're probably not in a car.
If you know the buildings, and there are only a few of them, you could check if you see a certain wifi router or not.
Basically you'll calculate a score for each road, and then pick the road with the highest score to know where you are.
Score = DistScore*DistWeight + AngleScore+AngleWeight etc.
Also, from iOS and Android you get an accuracy in meters. You can also calculate that yourself if you can access raw GPS data. Using that, you set the area that you need to scan. For example, for a high accuracy (3m), you probably don't have many roads to scan. If the accuracy is 50m, you should probably match roads that are farther away.
If accuracy is important, you should look at series of GPS data, and test if the followed route is a logical path or not.

Algorithm for reducing GPS track data to discard redundant data?

We're building a GIS interface to display GPS track data, e.g. imagine the raw data set from a guy wandering around a neighborhood on a bike for an hour. A set of data like this with perhaps a new point recorded every 5 seconds, will be large and displaying it in a browser or a handheld device will be challenging. Also, displaying every single point is usually not necessary since a user can't visually resolve that much data anyway.
So for performance reasons we are looking for algorithms that are good at 'reducing' data like this so that the number of points being displayed is reduced significantly but in such a way that it doesn't risk data mis-interpretation. For example, if our fictional bike rider stops for a drink, we certainly don't want to draw 100 lat/lon points in a cluster around the 7-Eleven.
We are aware of clustering, which is good for when looking at a bunch of disconnected points, however what we need is something that applies to tracks as described above. Thanks.
A more scientific and perhaps more math heavy solution is to use the Ramer-Douglas-Peucker algorithm to generalize your path. I used it when I studied for my Master of Surveying so it's a proven thing. :-)
Giving your path and the minimum angle you can tolerate in your path, it simplifies the path by reducing the number of points.
Typically the best way of doing that is:
Determine the minimum number of screen pixels you want between GPS points displayed.
Determine the distance represented by each pixel in the current zoom level.
Multiply answer 1 by answer 2 to get the minimum distance between coordinates you want to display.
starting from the first coordinate in the journey path, read each next coordinate until you've reached the required minimum distance from the current point. Repeat.

Bejeweled Blitz - How does it assert there is always a move?

I have been playing Bejeweled Blitz for a while now. Yes, it is an addiction. In thinking about the game, I have observed that on some boards, the bottom runs dry (no moves) leaving only the top part of the board playable. Frequently that part of the board drys up, and one is left with moves in area cleared by the last move.
The board never runs completely dry, so clearly the program is doing some sorts of calculation that allows it to choose what to drop to prevent it from running dry.
I have noticed in this 'mode' that it is very common for the algorithm to drop jewels which causes more non-dry area to appear in the horizontal area. Perhaps less frequent is a drop which seems designed to open up the bottom part of the board again.
So my question is "How would one go about designing an algorithm guarantee that there is always a move available.?"
I wrote three-in-a-row game a while ago and the way I dealt with that problem is by selecting gems to drop at random and counting all valid moves. If selected gems did not provide at least 1 valid move I would select another set of gems and so on.
This is solvable by exploring the space of possible "jewel drops" and then you apply a rating based on your rules you have asked for. Higher rating could mean follows rule and low ratings mean not following then you choose one slot with the highest rating.
This is not easy to explain, but a rule based approach should do the trick.

Modeling human running on a soccer field

In a soccer game, I am computing a steering force using steering behaviors. This part is ok.
However, I am looking for the best way to implement simple 2d human locomotion.
For instance, the players should not "steer" (or simply add acceleration computed from steering force) to its current velocity when the cos(angle) between the steering force and the current velocity or heading vectors is lower than 0.5 because it looks as if the player is a vehicule. A human, when there is an important change of direction, slows down and when it has slowed enough, it starts accelerating in the new direction.
Does anyone have any advice, ideas on how to achieve this behavior? Thanks in advance.
Make it change direction very quickly but without perfect friction. EG super mario
Edit: but feet should not slide - use procedural animation for feet
This is already researched and developed in an initiative called "Robocup". They have a simulation 2D league that should be really similar to what you are trying to accomplish.
Here's a link that should point you to the right direction:
http://wiki.robocup.org/wiki/Main_Page
Maybe you could compute the curvature. If the curvature value is to big, the speed slows down.
http://en.wikipedia.org/wiki/Curvature
At low speed a human can turn on a dime. At high speed only very slight turns require no slowing. The speed and radius of the turn are thus strongly correlated.
How much a human slows down when aiming toward a target is actually a judgment call, not an automatic computation. One human might come to almost a complete stop, turn sharply, and run directly toward the target. Another human might slow only a little and make a wide curving arc—even if this increases the total length to the target. The only caveat is that if the desired target is inside the radius of the curve at the current speed, the only reasonable path is to slow since it would take a wide loop far from the target in order to reach it (rather than circling it endlessly).
Here's how I would go about doing it. I apologize for the Imperial units if you prefer metric.
The fastest human ever recorded traveled just under 28 mph. Each of your human units should be given a personal top speed between 1 and 28 mph.
Create a 29-element table of the maximum acceleration and deceleration rates of a human traveling at each whole mph in a straight line. It doesn't have to be exact--just approximate accel and decel values for each value. Create fast, medium, slow versions of the 29-element table and assign each human to one of these tables. The table chosen may be mapped to the unit's top speed, so a unit with a max of 10mph would be a slow accelerator.
Create a 29-element table of the sharpest radius a human can turn at that mph (0-28).
Now, when animating each human unit, if you have target information and must choose an acceleration from that, the task is harder. If instead you just have a force vector, it is easier. Let's start with the force vector.
If the force vector's net acceleration and resultant angle would exceed the limit of the unit's ability, restrict the unit's new vector to the maximum angle allowed, and also decelerate the unit at its maximum rate for its current linear speed.
During the next clock tick, being slower, it will be able to turn more sharply.
If the force vector can be entirely accommodated, but the unit is traveling slower than its maximum speed for that curvature, apply the maximum acceleration the unit has at that speed.
I know the details are going to be quite difficult, but I think this is a good start.
For the pathing version where you have a target and need to choose a force to apply, the problem is a bit different, and even harder. I'm out of ideas for now--but suffice it to say that, given the example condition of the human already running away from the target at top stpeed, there will be a best-time path that is between on the one hand, slowing enough while turning to complete a perfect arc to the target, and on the other hand stopping completely, rotating completely and running straight to the target.