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The minimax algorithm with cut-off, alpha-beta pruning and a quite computationally expensive heuristic plays Connect 4.

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Connect 4 AI in ruby

by Jens Dahl Mollerhoj

The AI uses the minimax algorithm with cut-off, alpha-beta pruning and a quite computationally expensive heuristic.

This project was designed for an AI class at the IT-university: "Intelligent Systems Programming 2013"

The following is a 'Project report'. (I have to make one for my course, if you want to keep your sanity, I would stop reading now.)

Project report

Design goals

Instead of implementing implementation specific optimisation from the beginning (which is usually a bad idea), I have had my focus on a clean and readable implementation. Since I have been working alone and on a schedule, I have preferred a quick (and a little bit hackish) development style.

I've also used the project to practice my TDD-development skills. Using minitest instead of Rspec for the first time. (It has been a mixed experience)

The testes do not cover all parts of the code (As I skipped them and just hacked my way through as the project was about to be finished). However, no tests are broken, and if one were to continue development, it should be quite easy to get good coverage quickly.

A description of the files:

bin/Game

A little script that starts a standard Human vs. CPU game:

ruby bin/Game.rb

Board

A matrix representing the board. Can asked if columns are full and coins can be dropped in the columns. It also features a colorful render function.

AI

An AI whose 'next_move' function returns the best move found at a given board. It uses the minimax algorithm described below.

Referee

Judges whether or not a player has won, also home of the heuristic used by the AI.

The minimax algorithm

From wikipedia: "Minimax (sometimes MinMax or MM) is a decision rule used in decision theory, game theory, statistics and philosophy for minimising the possible loss for a worst case (maximum loss) scenario. Alternatively, it can be thought of as maximising the minimum gain (maximin or MaxMin). Originally formulated for two-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision making in the presence of uncertainty."

Alpha-beta pruning

From wikipedia: Alpha-beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games (Tic-tac-toe, Chess, Go, etc.). It stops completely evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision.

Cut-off

Since it is too computationally expensive to search the entire game tree, my algorithm stops traversing the tree at a given depth. This can be thought of as a number of moves the AI 'thinks' forward. A search depth of 5 or below have turned out to give a reasonable response time. With the optimisations mentioned below, it should be possible to go deeper. The function also cuts off if the board is full, or if one of the players has won.

Heuristic

The heuristic I have implemented is quite heavy. I checks every single possible combination of 4 cells in which it is possible to win the game. To do so, we first have to determine those combinations. Lets count them:

On a normal 7x6 sized board:

Every row has 4 possible combinations of cells in which one can win horizontally: [0,1,2,3],[1,2,3,4],[2,3,4,5] and [3,4,5,6]. Since there are 6 rows, there are 6*4=24 spaces where one can win with a horizontal line.

Every column has 3 possible combinations of cells in which one can win (one less than the rows, because the board is only 6 cells tall.) Since there are 7 columns, there are 7*3=21 spaces where one can win with a vertical line.

Diagonally, there are 24 possible spaces. This can be illustrated the following way:

If we move down and to the right diagonally, then the spaces can start from the following positions:

xxxx...
xxxx...
xxxx...
.......
.......
.......

Likewise for moving diagonally to the right and upwards:

.......
.......
.......
xxxx...
xxxx...
xxxx...

This gives a total of 24+21+24 69 spaces to check. Now, each space is assigned a score in the following way:

Score assigned to a possible win space

The heuristic gives points to a space of four cells in which it might be possible to get a 4x4. if both X's and O's are present, it is not possible to get a 4x4, and the function yields 0. Otherwise, the function returns:

  • For 1 O: 1
  • For 2 O's: 10
  • For 3 O's: 100
  • For 4 O's: 1000
  • For 1 X: -1
  • For 2 X's: -10
  • For 3 X's: -100
  • For 4 X's: -1000

Some thoughts

  • An even smarter heuristic could look at more game specific rules, e.g: threats (3 connected coins) that can no longer come into play because a threat below makes it impossible to reach the threat above.

  • The Board class inherits the Matrix class from the standard library. I have regretted this decision since the Matrix class is horrible. Inconsistent methods and bad naming makes it a pain to work with.

Implementation optimisations

Experimentation with a lighter heuristic might allow the search to go deeper, and therefore yield a smarter AI.

Since nothing is ever erased from the board, a smart heuristic could save the previously calculated heuristic score, and add to that, based on the new move. Then it would be sufficient to check only the win positions that is affect by the new move.

It would be very possible to save a lot of memory. My implementation clones objects of matrixes of strings. These could be implemented with bits instead. Since there are 6*7=42 cells, and they can have 3 values 'X','O' and '.', they could be represented with max 42*2=84 bits. I have not measured the bitsize of a object of the Board class, but I'm pretty sure it's a lot bigger.

In the future

If I were to continue development, this would be my next steps:

  • Make the classes smaller by splitting them up: A Heuristic class, a Render class etc.
  • Get full test coverage.
  • Implement some of the optimisations mentioned above.
  • A Script to connect the AI to Java (or maybe JRuby). I need that to access a CPU vs. CPU competition.
  • Work on the heuristic: e.g making the '4 coins = 1000' score even higher.
  • Connect the AI to a sinatra server, thus exposing connect 4 to the world.

Conclusion

The AI is quite fun to play against: Especially when you learn its weaknesses. The guys from my dorm find it to be quite a challenge.

DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE: www.wtfpl.net

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The minimax algorithm with cut-off, alpha-beta pruning and a quite computationally expensive heuristic plays Connect 4.

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