Connect-4 AI Learning

Speed: 1000 ms

Results

Game Winner

Player 1

0%

Player 2

0%

Glossary

Connect-4 Game Rules

Connect-4 is a two-player connection game in which players take turns dropping colored discs into a vertical grid. The objective is to be the first to form a horizontal, vertical, or diagonal line of four of one's own discs.

AI Strategies

Learning Data

The AI players store data about their experiences to improve their decision-making. This data can be downloaded and uploaded to continue learning across sessions.





(Information partially derived from generative AI tools. Information is provided for educational and entertainment purposes only)


Understanding Minimax Algorithm

Part 1: Minimax Algorithm – Summary

Imagine you’re playing a game with your friend. Let’s say it’s tic-tac-toe. Your goal is to win, and you know your friend is also trying their best to win. Every time you make a move, you’re thinking about what your friend might do next. This is where the Minimax algorithm comes in—it’s like having a super-smart way to figure out the best move to make.

Here’s how it works:

It’s like playing the game in your head before actually playing it, so you can figure out the safest, smartest move. The trick is that Minimax isn’t just thinking about your moves—it’s also thinking about how your friend will react!

Part 2: Minimax Algorithm – More Detail

The Minimax algorithm is a decision-making framework in game theory and artificial intelligence (AI) commonly applied to two-player zero-sum games like chess, tic-tac-toe, and checkers. Its primary objective is to maximize a player's chances of winning while minimizing the opponent's chances. It operates under the assumption that both players act rationally and always strive to make optimal moves.

Game Representation: The Minimax Tree

The game is modeled as a tree of decisions, where:

The algorithm alternates between two roles:

Algorithm Steps

Time Complexity

The Minimax algorithm is computationally intensive. For a game tree of branching factor b (average number of moves per state) and depth d (number of turns analyzed), the time complexity is O(b^d). This exponential growth is why practical implementations often rely on optimizations like alpha-beta pruning.

Optimizations

Applications

Minimax has been used in:

While powerful, Minimax’s effectiveness depends on accurately modeling the game and opponent behavior, as well as mitigating computational constraints. Its simplicity and robustness make it a foundational algorithm in AI and game theory.



Understanding Epsilon-Greedy Algorithm

Part 1: Epsilon-Greedy – Summary

Imagine you’re at an ice cream shop, and there are 10 flavors to choose from. You want to find the best flavor, but you also don’t want to miss out on other good ones. Here’s the trick: most of the time, you pick the flavor you already know is the best, but every now and then, you randomly try a new one. That’s the idea behind the epsilon-greedy algorithm!

Here’s how it works:

This balance is controlled by a number called epsilon (ε). For example, if ε is 0.1, it means you explore 10% of the time and exploit 90% of the time. Over time, you might make ε smaller, so you explore less as you get more confident in your choices.

Part 2: Epsilon-Greedy – More Detail

The epsilon-greedy algorithm is a simple yet effective method used in reinforcement learning to balance the trade-off between exploration (trying new actions to gather information) and exploitation (choosing the best-known action to maximize rewards).

Context

Epsilon-greedy is often applied in multi-armed bandit problems, where an agent must choose between multiple options (or "arms") with unknown reward distributions. The algorithm is also foundational in reinforcement learning environments where agents interact with a stochastic system to maximize cumulative rewards.

Mechanism

The epsilon-greedy algorithm selects actions as follows:

This random selection ensures the agent does not get stuck prematurely on a suboptimal action and continues to refine its knowledge of the reward distributions.

Key Parameters

The critical parameter in the epsilon-greedy algorithm is ε:

Advantages

Limitations

Applications

The epsilon-greedy algorithm's simplicity and effectiveness make it a foundational method for solving exploration-exploitation trade-offs in a variety of AI and decision-making applications.



Understanding Q-Learning Algorithm

Part 1: Q-Learning – Summary

Imagine you’re a robot in a maze, trying to find the treasure. At every step, you decide whether to go left, right, up, or down. Sometimes, you bump into walls or dead ends, but other times, you get closer to the treasure. Q-Learning is like a magical notebook that helps you remember which moves are good and which aren’t, so you can make smarter choices next time.

Here’s how it works:

Over time, your notebook (called the "Q-table") gets smarter, and you become an expert at navigating the maze to find the treasure quickly and efficiently.

Part 2: Q-Learning – More Detail

Q-Learning is a model-free reinforcement learning algorithm used to train agents to make optimal decisions in a given environment. It learns an action-value function, often referred to as the Q-function, which estimates the total cumulative reward an agent can achieve starting from a given state and taking a particular action.

Core Concepts

The Q-function is updated iteratively using the following formula:

Q(s, a) = Q(s, a) + α [r + γ maxa' Q(s', a') - Q(s, a)]

Where:

Algorithm Steps

  1. Initialize the Q-table with arbitrary values (e.g., zeros).
  2. For each episode:

Advantages

Limitations

Applications

Q-Learning is a foundational reinforcement learning algorithm, providing a framework for agents to learn optimal policies through iterative updates and exploration. Despite its limitations in scalability, it serves as a building block for more advanced techniques like deep Q-learning.



(Information partially derived from generative AI tools. Information is provided for educational and entertainment purposes only)