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I am implementing minimax in Python 2.7.11 in a basic game of Pacman. Pacman is the maximizing agent, and one or more ghosts (depending on the test layout) is/are the minimizing agent(s).

I must implement minimax so that there can be potentially more than one minimizing agent, and so that it can create a tree of n plies (depth). Ply 1, for example, would be each ghost taking a turn minimizing the terminal state utilities of their possible moves, as well as Pacman taking his turn maximizing what the ghosts have already minimized. Graphically, ply 1 looks like this:

Ply 1 depth of minimax

If we had the following arbitrary utilities assigned to the green terminal states (left to right):

-10, 5, 8, 4, -4, 20, -7, 17

Pacman should return -4 and then move in that direction, creating an entirely new minimax tree based on that decision. First, a list of variables and functions needed for my implementation to make sense:

# Stores everything about the current state of the game

gameState

# A globally defined depth that varies depending on the test cases.

#     It could be as little as 1 or arbitrarily large

self.depth

# A locally defined depth that keeps track of how many plies deep I've gone in the tree

self.myDepth

# A function that assigns a numeric value as a utility for the current state

#     How this is calculated is moot

self.evaluationFunction(gameState)

# Returns a list of legal actions for an agent

#     agentIndex = 0 means Pacman, ghosts are >= 1

gameState.getLegalActions(agentIndex)

# Returns the successor game state after an agent takes an action

gameState.generateSuccessor(agentIndex, action)

# Returns the total number of agents in the game

gameState.getNumAgents()

# Returns whether or not the game state is a winning (terminal) state

gameState.isWin()

# Returns whether or not the game state is a losing (terminal) state

gameState.isLose()

This is my implementation:

""" 

getAction takes a gameState and returns the optimal move for pacman,

assuming that the ghosts are optimal at minimizing his possibilities

"""

def getAction(self, gameState):

    self.myDepth = 0

    def miniMax(gameState):

        if gameState.isWin() or gameState.isLose() or self.myDepth == self.depth:

            return self.evaluationFunction(gameState)

        numAgents = gameState.getNumAgents()

        for i in range(0, numAgents, 1):

            legalMoves = gameState.getLegalActions(i)

            successors = [gameState.generateSuccessor(j, legalMoves[j]) for j, move 

                                                           in enumerate(legalMoves)]

            for successor in successors:

                if i == 0:

                    return maxValue(successor, i)

                else:

                    return minValue(successor, i)

    def minValue(gameState, agentIndex):

        minUtility = float('inf')

        legalMoves = gameState.getLegalActions(agentIndex)

        successors = [gameState.generateSuccessor(i, legalMoves[i]) for i, move 

                                                      in enumerate(legalMoves)]

        for successor in successors:

            minUtility = min(minUtility, miniMax(successor))

        return minUtility

    def maxValue(gameState, agentIndex)

        self.myDepth += 1

        maxUtility = float('-inf')

        legalMoves = gameState.getLegalActions(agentIndex)

        successors = [gameState.generateSuccessor(i, legalMoves[i]) for i, move

                                                       in enumerate(legalMoves)]

        for successor in successors:

            maxUtility = max(maxUtility, miniMax(successor))

        return maxUtility

 return miniMax(gameState)

Does anyone have any ideas why my code is doing this? I'm hoping there are a few Minimax/Artificial Intelligence experts out there that can identify my issues. Thanks in advance.

UPDATE: by instantiating my self.myDepth value as 0 instead of 1, I have eradicated the exception throwing issue. However, the overall incorrectness of my implementation remains.

1 Answer

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by (107k points)

The main problem was the fact that you were not referencing the depth correctly to keep track of the plies. Instead of incrementing depth within the maxValue method, it should instead be passed as a parameter to each function, and only incremented when being passed into maxValue. There were several other logical errors such as not correctly referencing numAgents, and also the fact that my miniMax method was not returning an action. Here is the solution which turned out to work:

def getAction(self, gameState):

    self.numAgents = gameState.getNumAgents()

    self.myDepth = 0

    self.action = Direction.STOP # Imported from a class that describes 5 directions

    def miniMax(gameState, index, depth, action):

        maxU = float('-inf')

        legalMoves = gameState.getLegalActions(index)

        for move in legalMoves:

            tempU = maxU

            successor = gameState.generateSuccessor(index, move)

            maxU = minValue(successor, index + 1, depth)

            if maxU > tempU:

                action = move

        return action

    def maxValue(gameState, index, depth):

        if gameState.isWin() or gameState.isLose() or depth == self.depth:

            return self.evaluationFunction(gameState)

        index %= (self.numAgents - 1)

        maxU = float('-inf')

        legalMoves = gameState.getLegalActions(index)

        for move in legalMoves:

            successor = gameState.generateSuccessor(index, move)

            maxU = max(maxU, minValue(successor, index + 1, depth)

        return maxU

    def minValue(gameState, index, depth):

        if gameState.isWin() or gameState.isLose() or depth == self.depth:

            return self.evaluationFunction(gameState)

        minU = float('inf')

        legalMoves = gameState.getLegalActions(index)

        if index + 1 == self.numAgents:

            for move in legalMoves:

                successor = gameState.generateSuccessor(index, move)

                # Where depth is increased

                minU = min(minU, maxValue(successor, index, depth + 1)

        else:

            for move in legalMoves:

                successor = gameState.generateSuccessor(index, move)

                minU = min(minU, minValue(successor, index + 1, depth)

        return minU

    return miniMax(gameState, self.index, self.myDepth, self.action)

Minimax is a decision rule used in Artificial Intelligence so if you wish to learn more about Minimax Decission Rule then visit this Artificial Intelligence Course.

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