Question: Exercises: 5 . 8 Figure 5 . 1 7 The starting position of a simple game. Player A moves first. The two players take turns
Exercises:
Figure The starting position of a simple game. Player A moves first. The two players
take turns moving, and each player must move his token to an open adjacent space in either
direction. If the opponent occupies an adjacent space, then a player may jump over the
opponent to the next open space if any. For example, if is on and is on then A may
move back to The game ends when one player reaches the opposite end of the board. If
player A reaches space first, then the value of the game to is if if player reaches
space first, then the value of the game to is
Consider the twoplayer game described in Figure
a Draw the complete game tree, using the following conventions:
Write each state as where is and sin denote the token locations.
Put each terminal state in a square box and write its game vatue in a circle.
Put loop states states that already appear on the path to the root in double square
boxes. Since their value is unclear, annotate each with a in a circle.
b Now mark each node with its backedup minimax value also in a circle Explain how
you handled the values and why.
c Explain why the standard minimax algorithm would fail on this game tree and briefly
sketch how you might fix it drawing on your answer to b Does your modified algo
rithm give optimal decisions for all games with loops?
d This square game can be generalized to squares for any Prove thait A wins
if is even and loses if is odd.
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