Game-tree complexity
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Combinatorial game theory Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the player ...
has several ways of
measuring Measurement is the quantification of attributes of an object or event, which can be used to compare with other objects or events. In other words, measurement is a process of determining how large or small a physical quantity is as compared ...
game
complexity Complexity characterises the behaviour of a system or model whose components interact in multiple ways and follow local rules, leading to nonlinearity, randomness, collective dynamics, hierarchy, and emergence. The term is generally used to ch ...
. This article describes five of them: state-space complexity, game tree size, decision complexity, game-tree complexity, and computational complexity.


Measures of game complexity


State-space complexity

The state-space complexity of a game is the number of legal game positions reachable from the initial position of the game. When this is too hard to calculate, an
upper bound In mathematics, particularly in order theory, an upper bound or majorant of a subset of some preordered set is an element of that is greater than or equal to every element of . Dually, a lower bound or minorant of is defined to be an eleme ...
can often be computed by also counting (some) illegal positions, meaning positions that can never arise in the course of a game.


Game tree size

The game tree size is the total number of possible games that can be played: the number of leaf nodes in the
game tree In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, ch ...
rooted at the game's initial position. The game tree is typically vastly larger than the state space because the same positions can occur in many games by making moves in a different order (for example, in a
tic-tac-toe Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. ...
game with two X and one O on the board, this position could have been reached in two different ways depending on where the first X was placed). An upper bound for the size of the game tree can sometimes be computed by simplifying the game in a way that only increases the size of the game tree (for example, by allowing illegal moves) until it becomes tractable. For games where the number of moves is not limited (for example by the size of the board, or by a rule about repetition of position) the game tree is generally infinite.


Decision trees

The next two measures use the idea of a ''
decision tree A decision tree is a decision support tool that uses a tree-like model of decisions and their possible consequences, including chance event outcomes, resource costs, and utility. It is one way to display an algorithm that only contains con ...
'', which is a subtree of the game tree, with each position labelled with "player A wins", "player B wins" or "drawn", if that position can be proved to have that value (assuming best play by both sides) by examining only other positions in the graph. (Terminal positions can be labelled directly; a position with player A to move can be labelled "player A wins" if any successor position is a win for A, or labelled "player B wins" if all successor positions are wins for B, or labelled "draw" if all successor positions are either drawn or wins for B. And correspondingly for positions with B to move.)


Decision complexity

Decision complexity of a game is the number of leaf nodes in the smallest decision tree that establishes the value of the initial position.


Game-tree complexity

The game-tree complexity of a game is the number of leaf nodes in the smallest ''full-width'' decision tree that establishes the value of the initial position. A full-width tree includes all nodes at each depth. This is an estimate of the number of positions one would have to evaluate in a
minimax Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When ...
search to determine the value of the initial position. It is hard even to estimate the game-tree complexity, but for some games an approximation can be given by raising the game's average
branching factor In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "no ...
''b'' to the power of the number of plies ''d'' in an average game, or: GTC \geq b^d.


Computational complexity

The
computational complexity In computer science, the computational complexity or simply complexity of an algorithm is the amount of resources required to run it. Particular focus is given to computation time (generally measured by the number of needed elementary operations) ...
of a game describes the
asymptotic In analytic geometry, an asymptote () of a curve is a line such that the distance between the curve and the line approaches zero as one or both of the ''x'' or ''y'' coordinates tends to infinity. In projective geometry and related context ...
difficulty of a game as it grows arbitrarily large, expressed in
big O notation Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund L ...
or as membership in a
complexity class In computational complexity theory, a complexity class is a set of computational problems of related resource-based complexity. The two most commonly analyzed resources are time and memory. In general, a complexity class is defined in terms o ...
. This concept doesn't apply to particular games, but rather to games that have been generalized so they can be made arbitrarily large, typically by playing them on an ''n''-by-''n'' board. (From the point of view of computational complexity a game on a fixed size of board is a finite problem that can be solved in O(1), for example by a look-up table from positions to the best move in each position.) The asymptotic complexity is defined by the most efficient (in terms of whatever
computational resource In computational complexity theory, a computational resource is a resource used by some computational models in the solution of computational problems. The simplest computational resources are computation time, the number of steps necessary t ...
one is considering) algorithm for solving the game; the most common complexity measure ( computation time) is always lower-bounded by the logarithm of the asymptotic state-space complexity, since a solution algorithm must work for every possible state of the game. It will be upper-bounded by the complexity of any particular algorithm that works for the family of games. Similar remarks apply to the second-most commonly used complexity measure, the amount of
space Space is the boundless three-dimensional extent in which objects and events have relative position and direction. In classical physics, physical space is often conceived in three linear dimensions, although modern physicists usually consi ...
or
computer memory In computing, memory is a device or system that is used to store information for immediate use in a computer or related computer hardware and digital electronic devices. The term ''memory'' is often synonymous with the term '' primary storag ...
used by the computation. It is not obvious that there is any lower bound on the space complexity for a typical game, because the algorithm need not store game states; however many games of interest are known to be PSPACE-hard, and it follows that their space complexity will be lower-bounded by the logarithm of the asymptotic state-space complexity as well (technically the bound is only a polynomial in this quantity; but it is usually known to be linear). * The depth-first minimax strategy will use computation time proportional to game's tree-complexity, since it must explore the whole tree, and an amount of memory polynomial in the logarithm of the tree-complexity, since the algorithm must always store one node of the tree at each possible move-depth, and the number of nodes at the highest move-depth is precisely the tree-complexity. * Backward induction will use both memory and time proportional to the state-space complexity as it must compute and record the correct move for each possible position.


Example: tic-tac-toe (noughts and crosses)

For
tic-tac-toe Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. ...
, a simple upper bound for the size of the state space is 39 = 19,683. (There are three states for each cell and nine cells.) This count includes many illegal positions, such as a position with five crosses and no noughts, or a position in which both players have a row of three. A more careful count, removing these illegal positions, gives 5,478. And when rotations and reflections of positions are considered identical, there are only 765 essentially different positions. To bound the game tree, there are 9 possible initial moves, 8 possible responses, and so on, so that there are at most 9! or 362,880 total games. However, games may take less than 9 moves to resolve, and an exact enumeration gives 255,168 possible games. When rotations and reflections of positions are considered the same, there are only 26,830 possible games. The computational complexity of tic-tac-toe depends on how it is generalized. A natural generalization is to ''m'',''n'',''k''-games: played on an ''m'' by ''n'' board with winner being the first player to get ''k'' in a row. It is immediately clear that this game can be solved in
DSPACE DSpace is an open source repository software package typically used for creating open access repositories for scholarly and/or published digital content. While DSpace shares some feature overlap with content management systems and document manag ...
(''mn'') by searching the entire game tree. This places it in the important complexity class
PSPACE In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can b ...
. With some more work it can be shown to be
PSPACE-complete In computational complexity theory, a decision problem is PSPACE-complete if it can be solved using an amount of memory that is polynomial in the input length (polynomial space) and if every other problem that can be solved in polynomial space can b ...
.


Complexities of some well-known games

Due to the large size of game complexities, this table gives the ceiling of their
logarithm In mathematics, the logarithm is the inverse function to exponentiation. That means the logarithm of a number  to the base  is the exponent to which must be raised, to produce . For example, since , the ''logarithm base'' 10 ...
to base 10. (In other words, the number of digits). All of the following numbers should be considered with caution: seemingly-minor changes to the rules of a game can change the numbers (which are often rough estimates anyway) by tremendous factors, which might easily be much greater than the numbers shown. Note: ordered by game tree size


Notes


References


See also

* Go and mathematics *
Solved game A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with full inform ...
*
Solving chess Solving chess means finding an optimal strategy for the game of chess, that is, one by which one of the players ( White or Black) can always force a victory, or either can force a draw (see solved game). It also means more generally solving ''che ...
* Shannon number * list of NP-complete games and puzzles * list of PSPACE-complete games and puzzles


External links

*
David Eppstein David Arthur Eppstein (born 1963) is an American computer scientist and mathematician. He is a Distinguished Professor of computer science at the University of California, Irvine. He is known for his work in computational geometry, graph algo ...
'
Computational Complexity of Games and Puzzles
{{Game theory Combinatorial game theory Game theory