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Stochastic

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Stochastic

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"stochastic" often refers to introducing randomness or

uncertainty into decision-making processes.


Many games, such as dice tossing, have a random element to
reflect this unpredictability. These are known as stochastic
games. Backgammon is a classic game that mixes skill and
luck. The legal moves are determined by rolling dice at the
start of each player’s turn white, for example, has rolled a 6–
5 and has four alternative moves in the backgammon scenario
shown in the figure below.

This is a standard backgammon position. The object of the


game is to get all of one’s pieces off the board as quickly as
possible. White moves in a clockwise direction toward 25,
while Black moves in a counter clockwise direction toward 0.
Unless there are many opponent pieces, a piece can advance
to any position; if there is only one opponent, it is caught and
must start over. White has rolled a 6–5 and must pick
between four valid moves: (5–10,5–11), (5–11,19–24), (5–
10,10–16), and (5–11,11–16), where the notation (5–11,11–
16) denotes moving one piece from position 5 to 11 and then
another from 11 to 16.
STOCHASTIC GAME TREE FOR A BACKGAMMON
POSITION
White knows his or her own legal moves, but he or she has
no idea how Black will roll, and thus has no idea what
Black’s legal moves will be. That means White won’t be able
to build a normal game tree-like in chess or tic-tac-toe. In
backgammon, in addition to M A X and M I N nodes, a game
tree must include chance nodes. The figure below depicts
chance nodes as circles. The possible dice rolls are indicated
by the branches leading from each chance node; each branch
is labelled with the roll and its probability. There are 36
different ways to roll two dice, each equally likely, yet there
are only 21 distinct rolls because a 6–5 is the same as a 5–6.
P (1–1) = 1/36 because each of the six doubles (1–1 through
6–6) has a probability of 1/36. Each of the other 15 rolls has
a 1/18 chance of happening.
The following phase is to learn how to make good decisions.
Obviously, we want to choose the move that will put us in
the best position. Positions, on the other hand, do not have
specific minimum and maximum values. Instead, we can
only compute a position’s anticipated value, which is the
average of all potential outcomes of the chance nodes.
As a result, we can generalize the deterministic minimax
value to an expected-minimax value for games with chance
nodes. Terminal nodes, MAX and MIN nodes (for which the
dice roll is known), and MAX and MIN nodes (for which the
dice roll is unknown) all function as before. We compute the
expected value for chance nodes, which is the sum of all
outcomes, weighted by the probability of each chance action.

where r is a possible dice roll (or other random events)


and RESULT(s,r) denotes the same state as s, but with the
addition that the dice roll’s result is r.

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