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Min-Max Trees

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Odd Layers Min Player move. The state evaluated according to heuristic function. ... so again we need not continue. Alpha-Beta Pruning Rule. Two key points: ... – PowerPoint PPT presentation

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Title: Min-Max Trees


1
Min-Max Trees
Yishay Mansour
  • Based on slides by
  • Rob Powers
  • Ian Gent

2
Two Players Games
  • One Search Tree for both Players
  • Even layers Max Player move
  • Odd Layers Min Player move
  • The state evaluated according to heuristic
    function.

3
MinMax search strategy
  • Generate the whole game tree. (Or up to a
    constant depth)
  • Evaluate Terminal states (Leafs)
  • propagate Min-Max values up from leafs
  • Search for MAX best next move, so that no matter
    what MIN does MAX will be better off
  • For branching factor b and depth search d the
    complexity is O(bd)

4
MinMax first Example
5
1
1
-2
-1
6
Cuting Off Search
  • We want to prune the tree stop exploring
    subtrees with values that will not influence the
    final MinMax root decision
  • In the worst case, no pruning.
  • The complexity is O(bd).
  • In practice, O(bd/2), with branching factor of
    b1/2 instead of b.

7
Alpha Beta First Example
8
Alpha and Beta values
  • At a Max node we will store an alpha value
  • the alpha value is lower bound on the exact
    minimax score
  • the true value might be ? ?
  • if we know Min can choose moves with score lt ?
  • then Min will never choose to let Max go to a
    node where the score will be ? or more
  • At a Min node, ? value is similar but opposite
  • Alpha-Beta search uses these values to cut search

9
Alpha Beta in Action
  • Why can we cut off search?
  • Beta 1 lt alpha 2 where the alpha value is at
    an ancestor node
  • At the ancestor node, Max had a choice to get a
    score of at least 2 (maybe more)
  • Max is not going to move right to let Min
    guarantee a score of 1 (maybe less)

10
Alpha and Beta values
  • Max node has ? value
  • the alpha value is lower bound on the exact
    minimax score
  • with best play Max can guarantee scoring at least
    ?
  • Min node has ? value
  • the beta value is upper bound on the exact
    minimax score
  • with best play Min can guarantee scoring no more
    than ?
  • At Max node, if an ancestor Min node has ? lt ?
  • Mins best play must never let Max move to this
    node
  • therefore this node is irrelevant
  • if ? ?, Min can do as well without letting Max
    get here
  • so again we need not continue

11
Alpha-Beta Pruning Rule
  • Two key points
  • alpha values can never decrease
  • beta values can never increase
  • Search can be discontinued at a node if
  • Max node
  • the alpha value is ? the beta of any Min ancestor
  • this is beta cutoff
  • Min node
  • the beta value is ? the alpha of any Max
    ancestor
  • this is alpha cutoff

12

2b Left-gtRight
? -?, ? ?
13
2b Left-gtRight
? 7, ? ?
? -?, ? 4
? 6, ? ?
? 4, ? 6
? -?, ? ?
? -?, ? 4
? 8, ? ?
? 6, ? 8
(Alpha pruning)
? 4, ? ?
? 8, ? 6
? 4, ? 3
? 4, ? 8
? 5, ? 6
(Alpha pruning)
? 8, ? ?
? 4, ? 8
?5, ?8
?5, ?6
14
Beta Pruning
? 4, ? ?
? -?, ? 4
? 4, ? 8
? -?, ? ?
? -?, ? 4
? 8, ? ?
? 4, ? 8
(Alpha pruning)
? 4, ? ?
? 8, ? 6
? 4, ? 3
? 4, ? 8
(Alpha pruning)
9
? 8, ? ?
? 4, ? 8
15
Beta Pruning
? 4, ? ?
? -?, ? 4
? 4, ? 8
? -?, ? ?
? -?, ? 4
? 8, ? ?
? 9, ? 8
(Beta pruning)
(Alpha pruning)
? 4, ? ?
? 8, ? 6
? 4, ? 3
? 4, ? 8
(Alpha pruning)
9
? 8, ? ?
? 4, ? 8
16
2b Right-gtLeft
? -?, ? ?
17
2b Right-gtLeft
? 7, ? ?
? -?, ? ?
? 7, ? 6
? 7, ? 7
(Alpha pruning)
(Alpha pruning)
? 7, ? ?
? 7, ? ?
(Alpha pruning)
? 7, ? 6
? 7, ? ?
? 7, ? -1
(Alpha pruning)
?7, ??
?7, ??
?7, ??
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