< previous page page_43 next page >

Page 43
loss (negative of the payoff) the opponent can impose. It is interesting that often (checkers, chess, go) this minimax strategy is a pure strategy. Thus, although the payoff may vary on successive trials of the same strategy, the plan can still restrict its search to pure strategies in such cases. In more general situations, however, the plan will have to employ stochastic mixtures of pure strategies and, if it is to exploit its opponents maximally, it will even associate particular mixtures with particular kinds of opponents (assuming it is supplied with enough information to enable it to identify individual opponents).
Considered in the C0113-01.gif framework, the strategies become the elements of the domain of action C0021-03.gif and the plans for employing these strategies become elements of C0041-05.gif. The set of admissible environments e depends upon the particular case considered. If it is known that the opponent has chosen a single pure strategy, then the set of admissible environments e is given by the set of pure strategies. The criterion C0042-06.giffor ranking the plans is then built up from the unique payoff determined by each pair of opposing pure strategies, the example given being the ''gambler's ruin" criterion
C0059-01.gif
In the more complicated cases, the set of environments is enlarged, ultimately including plans over C0021-03.gif; however, the accumulation functions Ut,E(t) are still defined and criteria such as the "gambler's ruin" criterion can still be used to rank the plans in C0041-05.gif.
Once again, as in the previous two illustrations, the large size of C0021-03.gif and the complex relation of its elements to performance constitute a major barrier to improvement. Section 7.3 specifically discusses the role of adaptive algorithms in game strategy spaces defined in the manner of Samuel. In addition, the necessity of using non-payoff information generated during the play of more complex games presents special difficulties. This latter problem is addressed in section 8.4 as an elaboration of the concepts and techniques developed in the earlier chapters.
3ec098e70743fcb2f9b43be50b94c009.gif
Summarizing:
3ec098e70743fcb2f9b43be50b94c009.gif
C0021-03.gif, strategies for the game.
3ec098e70743fcb2f9b43be50b94c009.gif
W,dependent upon the way strategies are represented; genetic operators will function if descriptors are used so that each strategy is designated by a string of descriptor values (see the predictive modeling technique of the next section for suggestions concerning operations on the strategy during the play; section 8.4 extends these ideas).
3ec098e70743fcb2f9b43be50b94c009.gif
C0041-05.gif, plans for testing strategies.

 
< previous page page_43 next page >

If you like this book, buy it!