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Artificial Intelligence

The document discusses game playing in artificial intelligence, focusing on algorithms such as Minimax and Alpha-Beta Pruning. It highlights the significance of AI in games like chess, particularly the historic matches between IBM's Deep Blue and grandmaster Gary Kasparov. The document also explains the complexities of game trees and the importance of static board evaluation functions in optimizing decision-making for AI players.

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0% found this document useful (0 votes)
4 views65 pages

Artificial Intelligence

The document discusses game playing in artificial intelligence, focusing on algorithms such as Minimax and Alpha-Beta Pruning. It highlights the significance of AI in games like chess, particularly the historic matches between IBM's Deep Blue and grandmaster Gary Kasparov. The document also explains the complexities of game trees and the importance of static board evaluation functions in optimizing decision-making for AI players.

Uploaded by

mdbari4ir
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CSE 412: Artificial Intelligence

Topic – 5: Game Playing

Department of CSE
Daffodil International University
Topic Contents
● Case Studies: Playing Grandmaster Chess

● Game Playing as Search

● Optimal Decisions in Games


● Greedy search algorithm
● Minimax algorithm

● Alpha-Beta Pruning
Case Studies: Playing
Grandmaster Chess
● The real success of AI in game-playing was achieved much later
after many years’ effort.
● It has been shown that this search based approach works
extremely well.
● In 1996 IBM Deep Blue beat Gary Kasparov for the first time. and
in 1997 an upgraded version won an entire match against the
same opponent.

3
Case Studies: Playing
Grandmaster Chess…
Kasparov vs. Deep Blue, May 1997
● 6 game full-regulation match sponsored by ACM
● Kasparov lost the match 1 wins to 2 wins and 3 tie
● This was a historic achievement for computer chess
being the first time a computer became
the best chess player on the planet.
● Note that Deep Blue plays by “brute force” (i.e. raw power
from computer speed and memory). It uses relatively
little that is similar to human intuition and cleverness.

4
Game Playing and AI
● Why would game playing be a good problem for AI
research?
– game playing is non-trivial
●players need “human-like” intelligence
●games can be very complex (e.g. chess, go)
●requires decision making within limited time
– game playing can be usefully viewed as a search problem
in a space defined by a fixed set of rules
●Nodes are either white or black corresponding to reflect the
adversaries’ turns.
●The tree of possible moves can be searched for favourable positions.

5
Game Playing and AI…
● Why would game playing be a good problem for AI
research?
– games often are:
●well-defined and repeatable
●easy to represent
●fully observable and limited environments
– can directly compare humans and computers

6
Game Playing as Search
●Consider two-player, turn-taking, board games
– e.g., tic-tac-toe, checkers, chess

●Representing these as search problem:


– states: board configurations
– edges: legal moves
– initial state: start board configuration
– goal state: winning/terminal board configuration

7
Game Playing as Search:
Game Tree
●What's the new aspect
to the search problem?

There’s an opponent X X X
that we cannot control!
X


XO X O X X
O
O


XX X
X X

O X
X O XO

How can this be handled?

8
Game Playing as Search:
Complexity
● Assume the opponent’s moves can be
predicted given the computer's moves.

● How complex would search be in this case?


d
– worst case: O(b ) ; b is branching factor, d is depth
– Tic-Tac-Toe: ~5 legal moves, 9 moves max game
9
●5 = 1,953,125 states
– Chess: ~35 legal moves, ~100 moves per game
100 154 40
●35 ~10 states, but only ~10 legal states

● Common games produce enormous search trees.

9
Greedy Search Game Playing

● A utility function maps each terminal state of the


board to a numeric value corresponding to the
value of that state to the computer.

– positive for winning, > + means better for computer


– negative for losing, > - means better for opponent
– zero for a draw
– typical values (lost to win):
●-infinity to +infinity
●-1.0 to +1.0

10
11
Greedy Search Game Playing
●Expand each branch to the terminal states
●Evaluate the utility of each terminal state
●Choose the move that results in the board
configuration with the maximum value
A
A
9 computer's
possible moves
B
B C
C D
D E
E
-5 9 2 3
opponent's
possible moves
F
F G
G H
H II J
J K
K L
L2 M
M N
N O
O
-7 -5 3 9 -6 0 1 3 2
board evaluation from computer's perspective terminal states

12
Greedy Search Game Playing
●Assuming a reasonable search space,
what's the problem with greedy search?
It ignores what the opponent might do!
e.g. Computer chooses C. Opponent
chooses J and defeats computer.
A
9 computer's
possible moves
B C D E
-5 9 2 3
opponent's
possible moves
F G H I J K L M N O
-7 -5 3 9 -6 0 2 1 3 2
board evaluation from computer's perspective terminal states

13
Minimax: Idea

●Assuming the worst (i.e. opponent plays


optimally):
given there are two plays till the terminal states
– If high utility numbers favor the computer
● Computer should choose which moves?
maximizing moves
– If low utility numbers favor the opponent
● Smart opponent chooses which moves?
minimizing moves

14
Minimax: Idea
●The computer assumes after it moves the
opponent will choose the minimizing move.
● It chooses its best move considering
both its move and opponent’s best move.
AA
1 computer's
possible moves
B
B C
C D
D E
E
-7 -6 0 1
opponent's
possible moves
F G H I J K L M N O
-7 -5 3 9 -6 0 2 1 3 2
board evaluation from computer's perspective terminal states

15
Minimax: Passing Values up
Game Tree
●Explore the game tree to the terminal states
●Evaluate the utility of the terminal states
●Computer chooses the move to put the board
in the best configuration for it assuming
the opponent makes best moves on her turns:
– start at the leaves
– assign value to the parent node as follows
● use minimum of children when opponent’s moves
● use maximum of children when computer's moves

16
Deeper Game Trees
●Minimax can be generalized for > 2 moves
●Values backed up in minimax way
A
A
3 computer max
B
B C
C D E
E
-5 3 0 -7
opponent
F G H I J K L M min
F
4 -5 3 8 J
9 K
5 2 M
-7
computer
N O P Q R S T U V max
4 O
-5 9 -6 0 3 5 -7 -9
opponent
W X min terminal states
-3 -5

17
Minimax: Direct Algorithm

For each move by the computer:


● Perform depth-first search to a terminal state
● Evaluate each terminal state
● Propagate upwards the minimax values
if opponent's move minimum value of children backed up
if computer's move maximum value of children backed up
● choose move with the maximum of minimax values of children

Note:
● minimax values gradually propagate upwards as DFS proceeds: i.e., minimax
values propagate up
in “left-to-right” fashion
● minimax values for sub-tree backed up “as we go”,
so only O(bd) nodes need to be kept in memory at any time

18
Minimax: Algorithm Complexity
Assume all terminal states are at depth d
●Space complexity?
depth-first search, so O(bd)
●Time complexity?
d
given branching factor b, so O(b )
●Time complexity is a major problem!
Computer typically only has a
finite amount of time to make a move.

19
Minimax: Algorithm Complexity
● Direct minimax algorithm is impractical in practice
– instead do depth-limited search to ply (depth) m

● What’s the problem for stopping at any ply?


– evaluation defined only for terminal states
– we need to know the value of non-terminal states

● Static board evaluator (SBE) function uses heuristics


to estimate the value of non-terminal states.
● It was first proposed by Shannon in his paper,
Programming a computer for playing chess, in 1950.

20
Minimax:
Static Board Evaluator (SBE)
● A static board evaluation function estimates how
good a board configuration is for the computer.
– it reflects the computer’s chances of winning from that
state
– it must be easy to calculate from the board configuration
● For Example, Chess:
SBE = α * materialBalance + β * centerControl + γ * …
material balance = Value of white pieces - Value of black pieces
(pawn = 1, rook = 5, queen = 9, etc).

21
Minimax:
Static Board Evaluator (SBE)
● How to design good static board evaluator functions?
● First, the evaluation function should order the
terminal states in the same way as the true utility
function; otherwise, an agent using it might select
suboptimal moves even if it can see ahead all the way
to the end of the game.
● Second, the computation must not take too long!
● Third, for nonterminal states, the evaluation function
should be strongly correlated with the actual chances
of winning.
22
Minimax:
Static Board Evaluator (SBE)
● Evaluation function is a heuristic function, and it is where the
domain experts’ knowledge resides.
● Example of an evaluation function for Tic-Tac-Toe:
f(n) = [# of 3-lengths open for me] - [# of 3-lengths open for you],
where a 3-length is a complete row, column, or diagonal.
● Alan Turing’s function for chess
– f(n) = w(n)/b(n), where w(n) = sum of the point value of white’s pieces and
b(n) is sum for black.
● Most evaluation functions are specified as a weighted sum of
position features:
f(n) = w1*feat1(n) + w2*feat2(n) + ... + wn*featk(n)
● Example features for chess are piece count, piece placement,
squares controlled, etc.
● Deep Blue has about 6,000 features in its evaluation function.
Minimax: Algorithm with SBE

int minimax (Node s, int depth, int limit) {


if (isTerminal(s) || depth == limit) //base case
return(staticEvaluation(s));
else {
Vector v = new Vector();
//do minimax on successors of s and save their values
while ([Link]())
[Link](minimax([Link](),
depth+1, limit));
if (isComputersTurn(s))
return maxOf(v); //computer's move returns max of kids
else
return minOf(v); //opponent's move returns min of kids
}
}

24
Minimax: Algorithm with SBE

●The same as direct minimax, except


– only goes to depth m
– estimates non-terminal states using SBE function
●How would this algorithm perform at chess?
– if could look ahead ~4 pairs of moves (i.e. 8 ply)
would be consistently beaten by average players
– if could look ahead ~8 pairs as done in typical
pc, is as good as human master

25
Recap
●Can't minimax search to the end of the
game.
– if could, then choosing move is easy
●SBE isn't perfect at estimating.
– if it was, just choose best move without
searching

26
Alpha-Beta Pruning Idea
● Some of the branches of the game tree won't be
taken if playing against a smart opponent.
● Use pruning to ignore those branches.
● While doing DFS of game tree, keep track of:
– alpha at maximizing levels (computer’s move)
●highest SBE value seen so far (initialize to -infinity)
●is lower bound on state's evaluation
– beta at minimizing levels (opponent’s move)
●lowest SBE value seen so far (initialize to +infinity)
●is higher bound on state's evaluation

27
Alpha-Beta Pruning Idea
●Beta cutoff pruning occurs when maximizing
if child’s alpha ≥ parent's beta
Why stop expanding children?
opponent won't allow computer to take this move

●Alpha cutoff pruning occurs when minimizing


if parent's alpha ≥ child’s beta
Why stop expanding children?
computer has a better move than this

28
Alpha-Beta Search Example
minimax(A,0,4) alpha initialized to -infinity

Expand A? Yes since there are successors, no cutoff test for root

A Call
max A
α=- Stack

B C D E
0

F G H I J K L M
-5 3 8 2

N O P Q R S T U V
4 9 -6 0 3 5 -7 -9

W X A
-3 -5

29
Alpha-Beta Search Example
minimax(B,1,4) beta initialized to +infinity

Expand B? Yes since A’s alpha >= B’s beta is false, no alpha cutoff

A Call
max α=- Stack
BB C D E
β=+ 0
min

F G H I J K L M
-5 3 8 2

N O P Q R S T U V
4 9 -6 0 3 5 -7 -9
B
W X A
-3 -5

30
Alpha-Beta Search Example
minimax(F,2,4) alpha initialized to -infinity

Expand F? Yes since F’s alpha >= B’s beta is false, no beta cutoff

A Call
max α=- Stack
B C D E
β=+ 0
min
FF G H I J K L M
α=- -5 3 8 2
max
N O P Q R S T U V F
4 9 -6 0 3 5 -7 -9
B
W X A
-3 -5

31
Alpha-Beta Search Example
minimax(N,3,4) evaluate and return SBE value

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=- -5 3 8 2
max
N
N O P Q R S T U V F
4 9 -6 0 3 5 -7 -9
B
W X green: terminal state A
-3 -5

32
Alpha-Beta Search Example
back to alpha = 4, since 4 >= -infinity (maximizing)
minimax(F,2,4)
Keep expanding F? Yes since F’s alpha >= B’s beta is false, no beta cutoff

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4
α=- -5 3 8 2
max
N O P Q R S T U V F
4 9 -6 0 3 5 -7 -9
B
W X A
-3 -5

33
Alpha-Beta Search Example
minimax(O,3,4) beta initialized to +infinity

Expand O? Yes since F’s alpha >= O’s beta is false, no alpha cutoff

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
O
N OO P Q R S T U V F
4 β=+ 9 -6 0 3 5 -7 -9
B
min
W X A
-3 -5

34
Alpha-Beta Search Example
minimax(W,4,4) evaluate and return SBE value

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2 W
max
O
N O P Q R S T U V F
4 β=+ 9 -6 0 3 5 -7 -9
B
min
W X blue: non-terminal state (depth limit) A
-3 -5

35
Alpha-Beta Search Example
back to beta = -3, since -3 <= +infinity (minimizing)
minimax(O,3,4)
Keep expanding O? No since F’s alpha >= O’s beta is true: alpha cutoff

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
O
N O P Q R S T U V F
4 β=-3
β=+ 9 -6 0 3 5 -7 -9
B
min
W X A
-3 -5

36
Alpha-Beta Search Example
● Why?
Smart opponent will choose W or worse, thus O's upper bound is –3.
Computer already has better move at N.

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
O
N O P Q R S T U V F
4 β=-3 9 -6 0 3 5 -7 -9
B
min
W X red: pruned state A
-3 -5

37
Alpha-Beta Search Example
back to alpha doesn’t change, since -3 < 4 (maximizing)
minimax(F,2,4)
Keep expanding F? No since no more successors for F

A Call
max α=- Stack
B C D E
β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V F
4 β=-3 9 -6 0 3 5 -7 -9
B
min
W X A
-3 -5

38
Alpha-Beta Search Example
back to beta = 4, since 4 <= +infinity (minimizing)
minimax(B,1,4)
Keep expanding B? Yes since A’s alpha >= B’s beta is false, no alpha cutoff

A Call
max α=- Stack
B C D E
β=+
β=4 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
B
min
W X A
-3 -5

39
Alpha-Beta Search Example
minimax(G,2,4) evaluate and return SBE value

A Call
max α=- Stack
B C D E
β=4 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V G
4 β=-3 9 -6 0 3 5 -7 -9
B
min
W X green: terminal state A
-3 -5

40
Alpha-Beta Search Example
back to beta = -5, since -5 <= 4 (minimizing)
minimax(B,1,4)
Keep expanding B? No since no more successors for B

A Call
max α=- Stack
B C D E
β=-5
β=4 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
B
min
W X A
-3 -5

41
Alpha-Beta Search Example
back to alpha = -5, since -5 >= -infinity (maximizing)
minimax(A,0,4)
Keep expanding A? Yes since there are more successors, no cutoff test

A Call
max α=-5
α= Stack
B C D E
β=-5 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X A
-3 -5

42
Alpha-Beta Search Example
minimax(C,1,4) beta initialized to +infinity

Expand C? Yes since A’s alpha >= C’s beta is false, no alpha cutoff

A Call
max α=-5
α= Stack
B C
C D E
β=-5 β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X A
-3 -5

43
Alpha-Beta Search Example
minimax(H,2,4) evaluate and return SBE value

A Call
max α=-5
α= Stack
B C D E
β=-5 β=+ 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V H
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X green: terminal state A
-3 -5

44
Alpha-Beta Search Example
back to beta = 3, since 3 <= +infinity (minimizing)
minimax(C,1,4)
Keep expanding C? Yes since A’s alpha >= C’s beta is false, no alpha cutoff

A Call
max α=-5
α= Stack
B C D E
β=-5 β=+
β=3 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X A
-3 -5

45
Alpha-Beta Search Example
minimax(I,2,4) evaluate and return SBE value

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V I
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X green: terminal state A
-3 -5

46
Alpha-Beta Search Example
back to beta doesn’t change, since 8 > 3 (minimizing)
minimax(C,1,4)
Keep expanding C? Yes since A’s alpha >= C’s beta is false, no alpha cutoff

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X A
-3 -5

47
Alpha-Beta Search Example
minimax(J,2,4) alpha initialized to -infinity

Expand J? Yes since J’s alpha >= C’s beta is false, no beta cutoff

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J
J K L M
α=4 -5 3 8 α=- 2
max
N O P Q R S T U V J
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X A
-3 -5

48
Alpha-Beta Search Example
minimax(P,3,4) evaluate and return SBE value

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=- 2
max
P
N O P Q R S T U V J
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X green: terminal state A
-3 -5

49
Alpha-Beta Search Example
back to alpha = 9, since 9 >= -infinity (maximizing)
minimax(J,2,4)
Keep expanding J? No since J’s alpha >= C’s beta is true: beta cutoff

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9
α=- 2
max
N O P Q R S T U V J
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X red: pruned states A
-3 -5

50
Alpha-Beta Search Example
● Why?
Computer will choose P or better, thus J's lower bound is 9.
Smart opponent won’t let computer take move to J
(since opponent already has better move at H).

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V J
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X red: pruned states A
-3 -5

51
Alpha-Beta Search Example
back to beta doesn’t change, since 9 > 3 (minimizing)
minimax(C,1,4)
Keep expanding C? No since no more successors for C

A Call
max α=-5
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
C
min
W X A
-3 -5

52
Alpha-Beta Search Example
back to alpha = 3, since 3 >= -5 (maximizing)
minimax(A,0,4)
Keep expanding A? Yes since there are more successors, no cutoff test

A Call
max α=-5
α=3 Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X A
-3 -5

53
Alpha-Beta Search Example
minimax(D,1,4) evaluate and return SBE value

A Call
max α=3
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
D
min
W X green: terminal state A
-3 -5

54
Alpha-Beta Search Example
back to alpha doesn’t change, since 0 < 3 (maximizing)
minimax(A,0,4)
Keep expanding A? Yes since there are more successors, no cutoff test

A Call
max α=3
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X A
-3 -5

55
Alpha-Beta Search Example
● How does the algorithm finish searching the tree?

A Call
max α=3
α= Stack
B C D E
β=-5 β=3 0
min
F G H I J K L M
α=4 -5 3 8 α=9 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X A
-3 -5

56
Alpha-Beta Search Example
Stop Expanding E since A's alpha >= E's beta is true: alpha cutoff
● Why?
Smart opponent will choose L or worse, thus E's upper bound is 2.
Computer already has better move at C.
A Call
max α=3
α= Stack
B C D E
β=-5 β=3 0 β=2
min
F G H I J K L M
α=4 -5 3 8 α=9 α=5 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X A
-3 -5

57
Alpha-Beta Search Example
Result: Computer chooses move to C.

A Call
max α=3
α= Stack
B C D E
β=-5 β=3 0 β=2
min
F G H I J K L M
α=4 -5 3 8 α=9 α=5 2
max
N O P Q R S T U V
4 β=-3 9 -6 0 3 5 -7 -9
min
W X green: terminal states, red: pruned states A
-3 -5 blue: non-terminal state (depth limit)

58
Alpha-Beta Effectiveness
● Effectiveness depends on the order
in which successors are examined.

● What ordering gives more effective pruning?


More effective if best successors are examined first.

● Best Case: each player’s best move is left-most


● Worst Case: ordered so that no pruning occurs
– no improvement over exhaustive search

● In practice, performance is closer


to best case rather than worst case.
59
Alpha-Beta Effectiveness
If opponent’s best move where first
more pruning would result:

A A
α=3 α=3
E E
β=2 β=2

K L M L K M
α=5 2 2

S T U V S T U V
3 5 -7 -9 3 5 -7 -9

60
Alpha-Beta Effectiveness
(d/2) d
● In practice often get O(b ) rather than O(b )
– same as having a branching factor of sqrt(b)
d (d/2)
recall (sqrt(b)) = b

● For Example: chess


– goes from b ~ 35 to b ~ 6
– permits much deeper search for the same time
– makes computer chess competitive with humans

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Other Issues: The Horizon Effect
● Sometimes disaster lurks just
beyond search depth
– e.g. computer captures queen,
but a few moves later the opponent checkmates

● The computer has a limited horizon, it cannot


see that this significant event could happen

● How do you avoid catastrophic losses


due to “short-sightedness”?
– quiescence search
– secondary search

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Other Issues: The Horizon Effect
●Quiescence Search
–when SBE value frequently changing,
look deeper than limit
–looking for point when game quiets down

●Secondary Search
–find best move looking to depth d
–look k steps beyond to verify that it still looks
good
–if it doesn't, repeat step 2 for next best move
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THANKS…

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