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by PeterisP
4479 days ago
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In the game of 2048, it's actually about risk minimization - in general, you progress at a steady, fixed speed unless something ugly happens. If you're in a safe position (which you should be throughout almost all of the game) then your possible gains from a great move are zero; if you don't take some advantage this turn then you'll generally get it next turn; but a single bad move can put you in an unfixable position. There are almost no opportunities to make a 'great' move - since a great move with a significantly better effect on chance of winning than a move which doesn't change anything at all - is possible only if the move fixes a huge earlier mistake that you wouldn't have made in the first place. For this particular game, advantages are temporary and disadvantages are near-permanent - so it makes sense to play very defensively, which minmax does. Imagine a game of Die or Coin, where if you choose coin, then you get $10 for heads, and $20 for tails; and for dice you throw a hundred-side die and get $25 for values 2-100 but if you roll 1, then you get shot and die. [edit] what I'm saying is that assuming that [a] all payoffs are either effectively 0 or -infinity; and [b] most moves will (in the near expected future) be either 0 chance of the bad event or >0 chance of the bad event; then minmax would generate equal results to MC search - however, MC search would fail badly if you put overly optimistic payoffs, i.e., give too large rewards for 'good moves' and too little penalties for bad moves; and this is hard to estimate. Minmax works if your payoff scale is completely wrong by orders of magnitude as long as the preference ordering is correct, MC search doesn't. If you know that position A is better than B but don't know if it is 1.1 times better or a million times better - then you can't implement a good MC search but can implemnt minmax. |
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