Description:

  • In a State-space Search Tree
  • Player alternate turn
  • Compute each node’s minimax value
    • meaning the min or max value depends on who is taking the turn
  • Search with DFS, with b moves each layer and m layers
    • Time:
    • Space:

Optimizing:

  • Game tree pruning/Alpha-Beta Pruning:
    • Metareasoning
    • Has no effect on minimax value at root
    • If MAX agent knows that MIN agent will choose based on his situation, we can ignore the paths that is not going to be used
      • ex:
      • Given the choice at E, MAX agent knows that MIN Agent has value 3 at B
      • Then when MAX agent found 5 under E, there is no point going for more as other is bigger 5 will not be picked
      • At F, MAX will choose 1 but knowing C will pick smaller or equal to 1, so MAX prune G
      • So we prune the whole E
    • Algorithm is more effective with the right child ordering:
      • with perfect ordering
  • Depth Limiting Search