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Alpha-Beta Pruning in Minimax Algorithm
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Alpha-Beta Pruning in Minimax Algorithm

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Questions and Answers

What does the Expectiminimax algorithm return for a Max node?

  • The highest Expectiminimax-Value of Successors(state) (correct)
  • The average of Expectiminimax-Value of Successors(state)
  • The sum of Expectiminimax-Value of Successors(state)
  • The lowest Expectiminimax-Value of Successors(state)
  • What does the Expectiminimax algorithm return for a Min node?

  • The lowest Expectiminimax-Value of Successors(state) (correct)
  • The sum of Expectiminimax-Value of Successors(state)
  • The average of Expectiminimax-Value of Successors(state)
  • The highest Expectiminimax-Value of Successors(state)
  • What value does the Expectiminimax algorithm return for a chance node?

  • The average of Expectiminimax-Value of Successors(state) (correct)
  • The sum of Expectiminimax-Value of Successors(state)
  • The lowest Expectiminimax-Value of Successors(state)
  • The highest Expectiminimax-Value of Successors(state)
  • What does the Minimax algorithm aim to achieve?

    <p>Minimize the utility value</p> Signup and view all the answers

    Why is Alpha-Beta pruning used in game tree search?

    <p>To minimize the number of nodes evaluated</p> Signup and view all the answers

    Which technique helps reduce the game tree search in practice?

    <p>Pruning</p> Signup and view all the answers

    What is a significant challenge in devising adversarial search agents for games?

    <p>Managing huge state spaces</p> Signup and view all the answers

    In chess, what role does the Minimax algorithm play?

    <p>Minimizing white's winning chances</p> Signup and view all the answers

    'IDS' in game AI stands for:

    <p>'Iterative Deepening Search'</p> Signup and view all the answers

    What aspect of games makes them an interesting topic for AI according to the text?

    <p>Complexity of rules and strategies</p> Signup and view all the answers

    Study Notes

    Tree Data Structure

    • A binary tree is a tree data structure in which each node has at most two children, referred to as the left child and the right child.
    • The branching factor is the maximum number of branches for any node.

    Search Algorithms

    • Breadth-First Search (BFS) has a bigger memory requirement problem than execution time.
    • Exponential-complexity search problems cannot be solved by uninformed methods for any but the smallest instances.
    • Depth-First Search (DFS) requires storage of only O(bd) nodes, making it more space-efficient.
    • Informed Search algorithms use an evaluation function, f(n), to select nodes for expansion.
    • Best-First Search uses a heuristic function, h(n), to estimate the cost of the cheapest path from the state at node n to a goal state.
    • A* Search evaluates nodes by combining g(n) (the cost to reach the node) and h(n) (the cost to get from the node to the goal).
    • Minimax is a search algorithm used for two-player games, where Max tries to maximize results and Min tries to minimize the result.
    • Minimax value is the best achievable utility against an optimal adversary.
    • Minimax algorithm computes each node's minimax value.

    Minimax Example

    • The initial state defines which player has the move in state s.
    • Actions(s) returns the set of legal moves in state s.
    • Transition function defines the result of a move.
    • Terminal test is True when the game is over, False otherwise.
    • Utility(s,p) is the utility function or objective function for a game that ends in terminal state s for player p.

    Alpha-Beta Pruning

    • Alpha-beta pruning is a strategy that performs a DFS to reduce the search space.
    • It keeps track of two bounds: alpha (the largest value for Max across seen children) and beta (the lowest value for Min across seen children).
    • The algorithm updates alpha and beta values by propagating upwards values of terminal nodes.
    • Pruning occurs when alpha <= beta.

    Real-Time Decisions

    • Minimax is impractical in real-time due to the need to generate the entire game search space.
    • Alpha-beta pruning can reduce the search space, but it's still impractical.
    • Solution: bound the depth of search and replace utility(s) with eval(s), an evaluation function to estimate the value of current board configurations.

    Evaluation Function

    • An evaluation function is a heuristic at state s.
    • It is used to estimate the value of current board configurations.
    • An ideal evaluation function would rank terminal states in the same way as the true utility function.
    • Typical evaluation functions define features and make a linear weighted sum of the features.

    Expectiminimax

    • Expectiminimax is a generalized Minimax algorithm that handles chance nodes.
    • It calculates the average of Expectiminimax values of successors for chance nodes.
    • It uses probability to calculate the expected value of chance events.

    Games Conclusion

    • Games are modeled in AI as a search problem and use heuristics to evaluate the game.
    • Minimax algorithm chooses the best move given an optimal play from the opponent.
    • Alpha-beta pruning and other techniques can reduce the search space and make the algorithm more practical.

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    Description

    Learn about the alpha-beta pruning strategy in the context of the minimax algorithm. Explore how to initialize alpha and beta values, the propagation process, and how to keep track of bounds for efficient pruning.

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