Horizon effect

From Wikipedia, the free encyclopedia

Jump to: navigation, search

The horizon effect (or horizon problem) is a problem in artificial intelligence.

When evaluating a large game tree (for instance using minimax or alpha-beta pruning), search depth is often limited for feasibility reasons. Sometimes evaluating a partial tree may give a misleading result. When a significant change exists just over the "horizon", slightly beyond the depth of search, one falls victim to the horizon effect.

An example of the horizon effect occurs when some negative event is inevitable, but postponable. Because only a partial game tree has been analyzed, it will appear that the event can be avoided when in fact this is not the case. For example, in chess, assume a situation where black is searching the game tree to six plies depth, and from current position it can see that it is going to lose queen in the sixth ply. Also, suppose there is another combination of moves where by sacrificing a rook, the loss of the queen is pushed to the eighth ply. This is of course an even worse move, because it leads to losing not only the queen, but also a rook. However, since the loss of the queen was pushed over the horizon of search, it is not discovered and evaluated by the search. Sacrificing of the rook seems to be better than losing the queen, so the sacrificing move is returned as the best option.

The horizon effect can be mitigated by extending the search algorithm with a quiescence search. This gives the search algorithm ability to look beyond its horizon for a certain class of moves of major importance to the game state, such as captures.

Rewriting the evaluation function for leaf nodes and/or analyzing sufficiently more nodes will solve many horizon effect problems.

[edit] References