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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