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Information Theory and Games (Ch. 16). Information Theory. Information theory studies information flow Under this context information has no intrinsic meaning Information may be partial (e.g., a sound ) Information measures the degree of uncertainty.
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Information Theory • Information theory studies information flow • Under this context information has no intrinsic meaning • Information may be partial (e.g., a sound) • Information measures the degree of uncertainty • Basic model: (1) sender passes information to (2) receiver • Measure of information gained is a number in the [0,1] range: • 0 bit: gained no information • 1 bit: gained the most information • How much information 2 gained? • Was there any distortion (“noise”) while passing the information? information 1 2
Recall: Probability Distribution • The events E1, E2, …, Ek must meet the following conditions: • One always occur • No two can occur at the same time • The probabilities p1, …, pk are numbers associated with these events, such that 0 pi 1 and p1 + … + pk = 1 • A probability distribution assigns probabilities to events such that the two properties above holds
Information Gain versus Probability • Suppose that I flip a “totally unfair” coin (always come heads): • what is the probability that it will come heads: 1 • How much information you gain when it fall: 0 • Suppose that I flip a “fair” coin: • what is the probability that it will come heads: 0.5 • How much information you gain when it fall: 1 bit
Information Gain versus Probability (2) • Suppose that I flip a “very unfair” coin (99% will come heads): • what is the probability that it will come heads: 0.99 • How much information you gain when it fall: Fraction of A bit Information gain probability
Information Gain versus Probability (3) • Imagine a stranger, “JL”. Which of the following questions, once answered, will provide more information about JL: • Did you have breakfast this morning? • What is your favorite color? • Hints: • What are your chances of guessing the answer correctly? • What if you knew JL and you knew his preferences?
Information Gain versus Probability (4) • If the probability that an event occurs is high, I gain less information when the event actually occurs • If the probability that an event occurs is smaller, I gain more information when the event actually occurs • In general, the information provided by an event decreases with the increase in the probability that that event occurs. Information gain of an event e (Shannon and Weaver, 1949): I(e) = log2(1/p(e))
Information, Uncertainty, and Meaningful Play • Recall discussion of relation between uncertainty and Games • What happens if there is no uncertainty at all in a game (both at macro-level and micro-level)? • What is the relation between uncertainty and information gain? If there is no uncertainty then information gain is 0. As a result, player’s actions are not meaningful!
Lets Play Twenty Questions • I am thinking of an animal: • You can ask “yes/no” questions only • Winning condition: • If you guess the animal correctly after asking 20 questions or less, and • you can’t make more than 3 attempts to guess the right animal
# potential questions # levels a question 20 yes 0 no 21 1 22 2 23 3 What is happening? (Constitutive Rules) • We are building a binary (two children) decision tree # questions made = log2(# potential questions)
Full none some no yes waitEstimate? 0-10 >60 30-60 10-30 no Alternate? Hungry? yes Yes no yes No yes Alternate? Reservation? Fri/Sat? yes yes no no yes no yes Raining? No Yes Bar? Yes yes no no yes yes No no Yes Same Principle Operates for Online Version • Game:http://www.20q.net/ • Ok so how can this be done? • It uses information gain: Decision Tree Table of movies stored in the system Patrons? Nice: Resulting tree is optimal.
Expected Information Gain • We are given a probability distribution: • The events E1, E2, …, Ek • The probabilities p1, …, pk associated with these events • We have the information gain for those events: I(E1), I(E2), …, I(Ek) • The Expected Information Gain (EIG): • EIG = p1 * I(E1) + … + pk * I(Ek)
Decision Tree • Obtained using expected information gain • In this example it has the minimum height, which is nice (why?) Patrons? full none some Hungry no yes no yes Type? Yes french burger thai italian Yes Fri/Sat? yes no no yes no yes
Noise and Redundancy • Noise: affects component to component communication • Example in a game? • Redundancy: counterbalance to noise • Making sure information is communicated properly • Example in game? • Balance act: noise versus redundancy • Too much information: signal might be lost • Too little information: signal might be lost Charades: playing with noise • Noise: distortion in the communication. Example information 1 2 Crossword puzzle. Other example? • Redundancy: passing the same information by two or more different channels information 1 2 information