Artificial Intelligence : Unit - 2 Part - 16 : Evaluation Functions
UNIT
- II
Evaluation Functions
Part A: Introduction
What is an Evaluation Function?
An Evaluation Function (also called a Heuristic
Evaluation Function) is used to estimate the value of a game position or
state when it is not possible to search until the end of the game.
It gives a numerical score that helps an AI
agent decide how favorable a game state is for the MAX (AI)
player.
Why Do We Need Evaluation Functions?
- In
many games (like Chess), it’s impossible to explore the full game tree
due to time or memory limits.
- So
instead of reaching terminal states (win/lose), AI uses an evaluation
function to judge non-terminal states.
Part B: Characteristics of a Good
Evaluation Function
Characteristic |
Description |
Speed |
Must be fast to compute (for real-time use) |
Accuracy |
Must give values that truly reflect the chances of
winning |
Consistency |
If state A is better than state B, evaluation(A)
> evaluation(B) |
Scalability |
Should work even as the game becomes more complex |
Domain-specific |
Must be designed to suit the particular game being
played |
Part C: Working of Evaluation Function
- AI
explores the game tree up to a certain depth limit (due to
time/memory constraints).
- Instead
of waiting to reach the end of the game, the evaluation function is
applied at that depth.
- The
function returns a score:
- High
score = good for MAX (AI)
- Low
score = good for MIN (opponent)
Real-Life Example: Chess Evaluation
Function
A simple evaluation function in Chess may be:
f(state) = (Sum of white piece values) - (Sum of black
piece values)
Piece |
Value |
Pawn |
1 |
Knight |
3 |
Bishop |
3 |
Rook |
5 |
Queen |
9 |
King |
Infinite (but usually not used in evaluation) |
So if white has a
Queen and a Rook (9 + 5 = 14), and black has two rooks (5 + 5 = 10),
then the evaluation function = 14 – 10 = +4 → advantage to white (MAX).
Part D: Designing an Evaluation Function
When building an evaluation function for a game,
consider:
Factor |
Purpose |
Material count |
Total value of pieces or assets |
Mobility |
Number of legal moves available |
Control of board/area |
Dominating important zones |
Threats or risks |
Are any pieces or units in danger? |
Progress toward goal |
How close are we to winning? |
Example: Tic-Tac-Toe Evaluation Function
- +10
if AI is winning
- -10
if opponent is winning
- 0
for a draw or neutral position
Part E: Role in Game Playing Algorithms
Algorithm |
How Evaluation Function Helps |
Minimax |
Helps decide best move when full game tree isn’t
explored |
Alpha-Beta Pruning |
Evaluates leaf nodes during pruning |
Monte Carlo Tree Search |
Helps simulate outcomes and score states |
Part F: Advantages and Disadvantages
Advantages |
Disadvantages |
✅
Speeds up decision making |
❌
Not always accurate (it's just an estimate) |
✅
Makes AI playable in complex games |
❌
Must be carefully tuned for each game |
✅
Allows depth-limited search strategies |
❌
Can lead to bad decisions if poorly designed |
✅
Common Use Cases
Game |
Evaluation Factors |
Chess |
Piece values, board control, king safety |
Tic-Tac-Toe |
Number of winning lines open to player |
Checkers |
Piece count, number of kings, corner occupation |
Connect Four |
Number of connected discs, threats to win |
Summary
- An
Evaluation Function gives a numeric score to a non-terminal game
state to help AI decide its next move.
- It
is used when the full game tree cannot be explored due to time or
memory limitations.
- A
well-designed evaluation function must be fast, accurate, and
domain-specific.
- It
plays a crucial role in game-playing AI using Minimax, Alpha-Beta
Pruning, and other search techniques.
"When you can’t see the finish line, a good evaluation
function tells you which path looks most promising."
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