Minimax and a-b pruning Flashcards

1
Q

Minimax value

A

=best Max payoff against best Min play

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2
Q

Minimax value properties

A

It is a property of a state

  • Directly proportional to Max’s utility
  • indirectly proportional to Min’s utility
  • each state has its own minimax value
  • max chooses action that brings state to successor state with the HIGHEST minimax value

-min chooses the action that bring the state to the successor state with the LOWEST minimax value

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3
Q

minimax algorithm

A

recursively performs a complete depth-first exploration throughout the entire tree and assigns minimax values to each successor state of the state the minimax algorithm was called with

  • The one given in class finds the max successor value and as part of the algorithm returns the action corresponding with that value
  • at the very end of recursion it returns the Utility for a terminal test.
  • completely unrealistic, but serves as a base for practical algorithms
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4
Q

minimax algorithm move assignments

A
  • for each Max move, the Max value of the successor states is returned, as that is the best move for Max
  • for each Min move, the minimum value of the successor states is returned as that is the best move for Min.
  • all these moves keep getting passed up through higher levels of recursion to figure out the best possible move for each player at each point.
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5
Q

minimax properties

A

Completeness: yes

optimal: yes
time: O(b^m)
space: O(bm)

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6
Q

a-b pruning

A

(means alpha beta pruning)
not all nodes need to be explored to take the best decision
-prune away non-useful subtrees
-when expanding look at successors that are more likely to be best first

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7
Q

a-b properties

A
  • does not affect final result
  • good move ordering improves pruning effectiveness
  • with “perfect ordering,” time complexity = O(b^(m/2))
  • -doubles the depth of the search
  • –demonstrates value of figuring out relevant computation
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8
Q

what is alpha?

A

a is the value of the best (i.e., highest value) choice found so far at any choice point along the path for max

  • if v is worse (lower value) than a, max will avoid it
  • -prune that branch
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9
Q

what is beta?

A

b is the value of the best(i.e., lowest value) choice found so far at any choice point along the path for min

  • if v is a higher value than b, min will avoid it
  • -prune that branch
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10
Q

resource limits for a-b

A

enforce a depth limit
replace utility with a heuristic evaluation function
-estimated desirability of position
-to be applied in states that are non-terminal(since were cutting off early)

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11
Q

evaluation functions for a-b

A
  • require lighter lighter computation
  • for nodes, directly connected to winning chances
  • usually defined in terms of features
  • -i.e. chess: # of pawns, queens etc.
  • for chess, typically linear but recently some nonlinear weighted some of features
  • -nonlinear: weight of bishops increases later in game
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