On Friday, October 3, 2003, at 11:31 AM, icewind0 wrote:

> I think Exercise 6.8 is unclear in describing what it is asking the

> student to do.

>

> I think my problem is that I'm having trouble visualizing the game

> tree. Does a "die-roll sequence" define the game tree? What exactly is

> a "die-roll sequence"? I'm assuming its just 50 rolls of the die. Is

> this incorrect? If someone could perhaps rephrase the question or

> provide any insight into what 6.8 is looking for, I'd appreaciate it.

> Maybe showing the game state tree created by some sequence would be

> helpful. The question is below so you don't have to reach for your

> book. :) Thanks.

A die-roll sequence is 8 rolls (say). There are 50 different

sequences. Each one determines a game tree. In each of those trees,

there are only moves for the two players; the rolls are fixed. So the

first player has a chose of moves with the first given roll (say, a 6)

and the second player then gets a choice of moves with her roll (say a

5).

>

> 6.8 Consider the following procedure for choosing moves in games with

> chance nodes:

> - Generate some die-roll sequences (say, 50) down to a suitable

> depth (say, 8)

> - With known die rolls, the game tree becomes deterministoc. For

> each die-roll sequence, solve the resulting deterministic game tree

> using alpha-beta.

> - Use the results to estimate the value of each move and to choose

> the best.

>

> Will this procedure work well? Why (not)?

>

>

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